/*
* RAM $Id: act_obj.c 67 2009-01-05 00:39:32Z quixadhal $
*/
/***************************************************************************
* Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, *
* Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. *
* *
* Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael *
* Chastain, Michael Quan, and Mitchell Tse. *
* *
* In order to use any part of this Merc Diku Mud, you must comply with *
* both the original Diku license in 'license.doc' as well the Merc *
* license in 'license.txt'. In particular, you may not remove either of *
* these copyright notices. *
* *
* Much time and thought has gone into this software and you are *
* benefitting. We hope that you share your changes too. What goes *
* around, comes around. *
***************************************************************************/
/***************************************************************************
* ROM 2.4 is copyright 1993-1998 Russ Taylor *
* ROM has been brought to you by the ROM consortium *
* Russ Taylor (rtaylor@hypercube.org) *
* Gabrielle Taylor (gtaylor@hypercube.org) *
* Brian Moore (zump@rom.org) *
* By using this code, you have agreed to follow the terms of the *
* ROM license, in the file Rom24/doc/rom.license *
***************************************************************************/
#include <sys/types.h>
#include <sys/time.h>
#include <stdio.h>
#include <string.h>
#include <stdlib.h>
#include "merc.h"
#include "strings.h"
#include "random.h"
#include "db.h"
#include "interp.h"
#include "magic.h"
#include "tables.h"
#include "act.h"
/* RT part of the corpse looting code */
bool can_loot( CHAR_DATA *ch, OBJ_DATA *obj )
{
CHAR_DATA *owner = NULL;
CHAR_DATA *wch = NULL;
if ( IS_IMMORTAL( ch ) )
return true;
if ( !obj->owner || obj->owner == NULL )
return true;
owner = NULL;
for ( wch = char_list; wch != NULL; wch = wch->next )
if ( !str_cmp( wch->name, obj->owner ) )
owner = wch;
if ( owner == NULL )
return true;
if ( !str_cmp( ch->name, owner->name ) )
return true;
if ( !IS_NPC( owner ) && IS_SET( owner->act, PLR_CANLOOT ) )
return true;
if ( is_same_group( ch, owner ) )
return true;
return false;
}
void get_obj( CHAR_DATA *ch, OBJ_DATA *obj, OBJ_DATA *container )
{
/*
* variables for AUTOSPLIT
*/
CHAR_DATA *gch = NULL;
int members = 0;
char buffer[100] = "\0\0\0\0\0\0\0";
if ( !CAN_WEAR( obj, ITEM_TAKE ) )
{
ch_printf( ch, "You can't take that.\r\n" );
return;
}
if ( ch->carry_number + get_obj_number( obj ) > can_carry_n( ch ) )
{
act( "$d: you can't carry that many items.", ch, NULL, obj->name, TO_CHAR );
return;
}
if ( ( !obj->in_obj || obj->in_obj->carried_by != ch )
&& ( get_carry_weight( ch ) + get_obj_weight( obj ) > can_carry_w( ch ) ) )
{
act( "$d: you can't carry that much weight.", ch, NULL, obj->name, TO_CHAR );
return;
}
if ( !can_loot( ch, obj ) )
{
act( "Corpse looting is not permitted.", ch, NULL, NULL, TO_CHAR );
return;
}
if ( obj->in_room != NULL )
{
for ( gch = obj->in_room->people; gch != NULL; gch = gch->next_in_room )
if ( gch->on == obj )
{
act( "$N appears to be using $p.", ch, obj, gch, TO_CHAR );
return;
}
}
if ( container != NULL )
{
if ( container->pIndexData->vnum == OBJ_VNUM_PIT && get_trust( ch ) < obj->level )
{
ch_printf( ch, "You are not powerful enough to use it.\r\n" );
return;
}
if ( container->pIndexData->vnum == OBJ_VNUM_PIT
&& !CAN_WEAR( container, ITEM_TAKE ) && !IS_OBJ_STAT( obj, ITEM_HAD_TIMER ) )
obj->timer = 0;
act( "You get $p from $P.", ch, obj, container, TO_CHAR );
act( "$n gets $p from $P.", ch, obj, container, TO_ROOM );
REMOVE_BIT( obj->extra_flags, ITEM_HAD_TIMER );
obj_from_obj( obj );
}
else
{
act( "You get $p.", ch, obj, container, TO_CHAR );
act( "$n gets $p.", ch, obj, container, TO_ROOM );
obj_from_room( obj );
}
if ( obj->item_type == ITEM_MONEY )
{
ch->silver += obj->value[0];
ch->gold += obj->value[1];
if ( IS_SET( ch->act, PLR_AUTOSPLIT ) )
{ /* AUTOSPLIT code */
for ( gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room )
{
if ( !IS_AFFECTED( gch, AFF_CHARM ) && is_same_group( gch, ch ) )
members++;
}
if ( members > 1 && ( obj->value[0] > 1 || obj->value[1] ) )
{
sprintf( buffer, "%d %d", obj->value[0], obj->value[1] );
do_function( ch, &do_split, buffer );
}
}
extract_obj( obj );
}
else
{
obj_to_char( obj, ch );
}
return;
}
void do_get( CHAR_DATA *ch, const char *argument )
{
char arg1[MAX_INPUT_LENGTH] = "\0\0\0\0\0\0\0";
char arg2[MAX_INPUT_LENGTH] = "\0\0\0\0\0\0\0";
OBJ_DATA *obj = NULL;
OBJ_DATA *obj_next = NULL;
OBJ_DATA *container = NULL;
bool found = false;
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if ( !str_cmp( arg2, "from" ) )
argument = one_argument( argument, arg2 );
/*
* Get type.
*/
if ( arg1[0] == '\0' )
{
ch_printf( ch, "Get what?\r\n" );
return;
}
if ( arg2[0] == '\0' )
{
if ( str_cmp( arg1, "all" ) && str_prefix( "all.", arg1 ) )
{
/*
* 'get obj'
*/
obj = get_obj_list( ch, arg1, ch->in_room->contents );
if ( obj == NULL )
{
act( "I see no $T here.", ch, NULL, arg1, TO_CHAR );
return;
}
get_obj( ch, obj, NULL );
}
else
{
/*
* 'get all' or 'get all.obj'
*/
found = false;
for ( obj = ch->in_room->contents; obj != NULL; obj = obj_next )
{
obj_next = obj->next_content;
if ( ( arg1[3] == '\0' || is_name( &arg1[4], obj->name ) )
&& can_see_obj( ch, obj ) )
{
found = true;
get_obj( ch, obj, NULL );
}
}
if ( !found )
{
if ( arg1[3] == '\0' )
ch_printf( ch, "I see nothing here.\r\n" );
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 ) )
{
ch_printf( ch, "You can't do that.\r\n" );
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:
ch_printf( ch, "That's not a container.\r\n" );
return;
case ITEM_CONTAINER:
case ITEM_CORPSE_NPC:
break;
case ITEM_CORPSE_PC:
{
if ( !can_loot( ch, container ) )
{
ch_printf( ch, "You can't do that.\r\n" );
return;
}
}
}
if ( IS_SET( container->value[1], CONT_CLOSED ) )
{
act( "The $d is closed.", ch, NULL, container->name, TO_CHAR );
return;
}
if ( str_cmp( arg1, "all" ) && str_prefix( "all.", arg1 ) )
{
/*
* 'get obj container'
*/
obj = get_obj_list( ch, arg1, container->contains );
if ( obj == NULL )
{
act( "I see nothing like that in the $T.", ch, NULL, arg2, TO_CHAR );
return;
}
get_obj( ch, obj, container );
}
else
{
/*
* 'get all container' or 'get all.obj container'
*/
found = false;
for ( obj = container->contains; obj != NULL; obj = obj_next )
{
obj_next = obj->next_content;
if ( ( arg1[3] == '\0' || is_name( &arg1[4], obj->name ) )
&& can_see_obj( ch, obj ) )
{
found = true;
if ( container->pIndexData->vnum == OBJ_VNUM_PIT
&& !IS_IMMORTAL( ch ) )
{
ch_printf( ch, "Don't be so greedy!\r\n" );
return;
}
get_obj( ch, obj, container );
}
}
if ( !found )
{
if ( arg1[3] == '\0' )
act( "I see nothing in the $T.", ch, NULL, arg2, TO_CHAR );
else
act( "I see nothing like that in the $T.", ch, NULL, arg2, TO_CHAR );
}
}
}
return;
}
void do_put( CHAR_DATA *ch, const char *argument )
{
char arg1[MAX_INPUT_LENGTH] = "\0\0\0\0\0\0\0";
char arg2[MAX_INPUT_LENGTH] = "\0\0\0\0\0\0\0";
OBJ_DATA *container = NULL;
OBJ_DATA *obj = NULL;
OBJ_DATA *obj_next = NULL;
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if ( !str_cmp( arg2, "in" ) || !str_cmp( arg2, "on" ) )
argument = one_argument( argument, arg2 );
if ( arg1[0] == '\0' || arg2[0] == '\0' )
{
ch_printf( ch, "Put what in what?\r\n" );
return;
}
if ( !str_cmp( arg2, "all" ) || !str_prefix( "all.", arg2 ) )
{
ch_printf( ch, "You can't do that.\r\n" );
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 )
{
ch_printf( ch, "That's not a container.\r\n" );
return;
}
if ( IS_SET( container->value[1], CONT_CLOSED ) )
{
act( "The $d is closed.", ch, NULL, container->name, TO_CHAR );
return;
}
if ( str_cmp( arg1, "all" ) && str_prefix( "all.", arg1 ) )
{
/*
* 'put obj container'
*/
if ( ( obj = get_obj_carry( ch, arg1, ch ) ) == NULL )
{
ch_printf( ch, "You do not have that item.\r\n" );
return;
}
if ( obj == container )
{
ch_printf( ch, "You can't fold it into itself.\r\n" );
return;
}
if ( !can_drop_obj( ch, obj ) )
{
ch_printf( ch, "You can't let go of it.\r\n" );
return;
}
if ( WEIGHT_MULT( obj ) != 100 )
{
ch_printf( ch, "You have a feeling that would be a bad idea.\r\n" );
return;
}
if ( get_obj_weight( obj ) + get_true_weight( container )
> ( container->value[0] * 10 )
|| get_obj_weight( obj ) > ( container->value[3] * 10 ) )
{
ch_printf( ch, "It won't fit.\r\n" );
return;
}
if ( container->pIndexData->vnum == OBJ_VNUM_PIT
&& !CAN_WEAR( container, ITEM_TAKE ) )
{
if ( obj->timer )
SET_BIT( obj->extra_flags, ITEM_HAD_TIMER );
else
obj->timer = number_range( 100, 200 );
}
obj_from_char( obj );
obj_to_obj( obj, container );
if ( IS_SET( container->value[1], CONT_PUT_ON ) )
{
act( "$n puts $p on $P.", ch, obj, container, TO_ROOM );
act( "You put $p on $P.", ch, obj, container, TO_CHAR );
}
else
{
act( "$n puts $p in $P.", ch, obj, container, TO_ROOM );
act( "You put $p in $P.", ch, obj, container, TO_CHAR );
}
}
else
{
/*
* 'put all container' or 'put all.obj container'
*/
for ( obj = ch->carrying; obj != NULL; obj = obj_next )
{
obj_next = obj->next_content;
if ( ( arg1[3] == '\0' || is_name( &arg1[4], obj->name ) )
&& can_see_obj( ch, obj )
&& WEIGHT_MULT( obj ) == 100
&& obj->wear_loc == WEAR_NONE
&& obj != container
&& can_drop_obj( ch, obj )
&& get_obj_weight( obj ) + get_true_weight( container )
<= ( container->value[0] * 10 )
&& get_obj_weight( obj ) <= ( container->value[3] * 10 ) )
{
if ( container->pIndexData->vnum == OBJ_VNUM_PIT
&& !CAN_WEAR( obj, ITEM_TAKE ) )
{
if ( obj->timer )
SET_BIT( obj->extra_flags, ITEM_HAD_TIMER );
else
obj->timer = number_range( 100, 200 );
}
obj_from_char( obj );
obj_to_obj( obj, container );
if ( IS_SET( container->value[1], CONT_PUT_ON ) )
{
act( "$n puts $p on $P.", ch, obj, container, TO_ROOM );
act( "You put $p on $P.", ch, obj, container, TO_CHAR );
}
else
{
act( "$n puts $p in $P.", ch, obj, container, TO_ROOM );
act( "You put $p in $P.", ch, obj, container, TO_CHAR );
}
}
}
}
return;
}
void do_drop( CHAR_DATA *ch, const char *argument )
{
char arg[MAX_INPUT_LENGTH] = "\0\0\0\0\0\0\0";
OBJ_DATA *obj = NULL;
OBJ_DATA *obj_next = NULL;
bool found = false;
argument = one_argument( argument, arg );
if ( arg[0] == '\0' )
{
ch_printf( ch, "Drop what?\r\n" );
return;
}
if ( is_number( arg ) )
{
/*
* 'drop NNNN coins'
*/
int amount = 0;
int gold = 0;
int silver = 0;
amount = atoi( arg );
argument = one_argument( argument, arg );
if ( amount <= 0
|| ( str_cmp( arg, "coins" ) && str_cmp( arg, "coin" ) &&
str_cmp( arg, "gold" ) && str_cmp( arg, "silver" ) ) )
{
ch_printf( ch, "Sorry, you can't do that.\r\n" );
return;
}
if ( !str_cmp( arg, "coins" ) || !str_cmp( arg, "coin" )
|| !str_cmp( arg, "silver" ) )
{
if ( ch->silver < amount )
{
ch_printf( ch, "You don't have that much silver.\r\n" );
return;
}
ch->silver -= amount;
silver = amount;
}
else
{
if ( ch->gold < amount )
{
ch_printf( ch, "You don't have that much gold.\r\n" );
return;
}
ch->gold -= amount;
gold = amount;
}
for ( obj = ch->in_room->contents; obj != NULL; obj = obj_next )
{
obj_next = obj->next_content;
switch ( obj->pIndexData->vnum )
{
case OBJ_VNUM_SILVER_ONE:
silver += 1;
extract_obj( obj );
break;
case OBJ_VNUM_GOLD_ONE:
gold += 1;
extract_obj( obj );
break;
case OBJ_VNUM_SILVER_SOME:
silver += obj->value[0];
extract_obj( obj );
break;
case OBJ_VNUM_GOLD_SOME:
gold += obj->value[1];
extract_obj( obj );
break;
case OBJ_VNUM_COINS:
silver += obj->value[0];
gold += obj->value[1];
extract_obj( obj );
break;
}
}
obj_to_room( create_money( gold, silver ), ch->in_room );
act( "$n drops some coins.", ch, NULL, NULL, TO_ROOM );
ch_printf( ch, "OK.\r\n" );
return;
}
if ( str_cmp( arg, "all" ) && str_prefix( "all.", arg ) )
{
/*
* 'drop obj'
*/
if ( ( obj = get_obj_carry( ch, arg, ch ) ) == NULL )
{
ch_printf( ch, "You do not have that item.\r\n" );
return;
}
if ( !can_drop_obj( ch, obj ) )
{
ch_printf( ch, "You can't let go of it.\r\n" );
return;
}
obj_from_char( obj );
obj_to_room( obj, ch->in_room );
act( "$n drops $p.", ch, obj, NULL, TO_ROOM );
act( "You drop $p.", ch, obj, NULL, TO_CHAR );
if ( IS_OBJ_STAT( obj, ITEM_MELT_DROP ) )
{
act( "$p dissolves into smoke.", ch, obj, NULL, TO_ROOM );
act( "$p dissolves into smoke.", ch, obj, NULL, TO_CHAR );
extract_obj( obj );
}
}
else
{
/*
* 'drop all' or 'drop all.obj'
*/
found = false;
for ( obj = ch->carrying; obj != NULL; obj = obj_next )
{
obj_next = obj->next_content;
if ( ( arg[3] == '\0' || is_name( &arg[4], obj->name ) )
&& can_see_obj( ch, obj )
&& obj->wear_loc == WEAR_NONE && can_drop_obj( ch, obj ) )
{
found = true;
obj_from_char( obj );
obj_to_room( obj, ch->in_room );
act( "$n drops $p.", ch, obj, NULL, TO_ROOM );
act( "You drop $p.", ch, obj, NULL, TO_CHAR );
if ( IS_OBJ_STAT( obj, ITEM_MELT_DROP ) )
{
act( "$p dissolves into smoke.", ch, obj, NULL, TO_ROOM );
act( "$p dissolves into smoke.", ch, obj, NULL, TO_CHAR );
extract_obj( obj );
}
}
}
if ( !found )
{
if ( arg[3] == '\0' )
act( "You are not carrying anything.", ch, NULL, arg, TO_CHAR );
else
act( "You are not carrying any $T.", ch, NULL, &arg[4], TO_CHAR );
}
}
return;
}
void do_give( CHAR_DATA *ch, const char *argument )
{
char arg1[MAX_INPUT_LENGTH] = "\0\0\0\0\0\0\0";
char arg2[MAX_INPUT_LENGTH] = "\0\0\0\0\0\0\0";
char buf[MAX_STRING_LENGTH] = "\0\0\0\0\0\0\0";
CHAR_DATA *victim = NULL;
OBJ_DATA *obj = NULL;
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if ( arg1[0] == '\0' || arg2[0] == '\0' )
{
ch_printf( ch, "Give what to whom?\r\n" );
return;
}
if ( is_number( arg1 ) )
{
/*
* 'give NNNN coins victim'
*/
int amount = 0;
bool silver = false;
amount = atoi( arg1 );
if ( amount <= 0
|| ( str_cmp( arg2, "coins" ) && str_cmp( arg2, "coin" ) &&
str_cmp( arg2, "gold" ) && str_cmp( arg2, "silver" ) ) )
{
ch_printf( ch, "Sorry, you can't do that.\r\n" );
return;
}
silver = str_cmp( arg2, "gold" );
argument = one_argument( argument, arg2 );
if ( arg2[0] == '\0' )
{
ch_printf( ch, "Give what to whom?\r\n" );
return;
}
if ( ( victim = get_char_room( ch, arg2 ) ) == NULL )
{
ch_printf( ch, "They aren't here.\r\n" );
return;
}
if ( ( !silver && ch->gold < amount ) || ( silver && ch->silver < amount ) )
{
ch_printf( ch, "You haven't got that much.\r\n" );
return;
}
if ( silver )
{
ch->silver -= amount;
victim->silver += amount;
}
else
{
ch->gold -= amount;
victim->gold += amount;
}
act_printf( "$n gives you %d %s.", ch, NULL, victim, TO_VICT, POS_RESTING, false,
amount, silver ? "silver" : "gold" );
act( "$n gives $N some coins.", ch, NULL, victim, TO_NOTVICT );
act_printf( "You give $N %d %s.", ch, NULL, victim, TO_CHAR, POS_RESTING, false,
amount, silver ? "silver" : "gold" );
/*
* Bribe trigger
*/
if ( IS_NPC( victim ) && HAS_TRIGGER( victim, TRIG_BRIBE ) )
mp_bribe_trigger( victim, ch, silver ? amount : amount * 100 );
if ( IS_NPC( victim ) && IS_SET( victim->act, ACT_IS_CHANGER ) )
{
int change = 0;
change = ( silver ? 95 * amount / 100 / 100 : 95 * amount );
if ( !silver && change > victim->silver )
victim->silver += change;
if ( silver && change > victim->gold )
victim->gold += change;
if ( change < 1 && can_see( victim, ch ) )
{
act( "$n tells you 'I'm sorry, you did not give me enough to change.'",
victim, NULL, ch, TO_VICT );
ch->reply = victim;
sprintf( buf, "%d %s %s", amount, silver ? "silver" : "gold", ch->name );
do_function( victim, &do_give, buf );
}
else if ( can_see( victim, ch ) )
{
sprintf( buf, "%d %s %s", change, silver ? "gold" : "silver", ch->name );
do_function( victim, &do_give, buf );
if ( silver )
{
sprintf( buf, "%d silver %s",
( 95 * amount / 100 - change * 100 ), ch->name );
do_function( victim, &do_give, buf );
}
act( "$n tells you 'Thank you, come again.'", victim, NULL, ch, TO_VICT );
ch->reply = victim;
}
}
return;
}
if ( ( obj = get_obj_carry( ch, arg1, ch ) ) == NULL )
{
ch_printf( ch, "You do not have that item.\r\n" );
return;
}
if ( obj->wear_loc != WEAR_NONE )
{
ch_printf( ch, "You must remove it first.\r\n" );
return;
}
if ( ( victim = get_char_room( ch, arg2 ) ) == NULL )
{
ch_printf( ch, "They aren't here.\r\n" );
return;
}
if ( IS_NPC( victim ) && victim->pIndexData->pShop != NULL )
{
act( "$N tells you 'Sorry, you'll have to sell that.'",
ch, NULL, victim, TO_CHAR );
ch->reply = victim;
return;
}
if ( !can_drop_obj( ch, obj ) )
{
ch_printf( ch, "You can't let go of it.\r\n" );
return;
}
if ( victim->carry_number + get_obj_number( obj ) > can_carry_n( victim ) )
{
act( "$N has $S hands full.", ch, NULL, victim, TO_CHAR );
return;
}
if ( get_carry_weight( victim ) + get_obj_weight( obj ) > can_carry_w( victim ) )
{
act( "$N can't carry that much weight.", ch, NULL, victim, TO_CHAR );
return;
}
if ( !can_see_obj( victim, obj ) )
{
act( "$N can't see it.", ch, NULL, victim, TO_CHAR );
return;
}
obj_from_char( obj );
obj_to_char( obj, victim );
MOBtrigger = false;
act( "$n gives $p to $N.", ch, obj, victim, TO_NOTVICT );
act( "$n gives you $p.", ch, obj, victim, TO_VICT );
act( "You give $p to $N.", ch, obj, victim, TO_CHAR );
MOBtrigger = true;
/*
* Give trigger
*/
if ( IS_NPC( victim ) && HAS_TRIGGER( victim, TRIG_GIVE ) )
mp_give_trigger( victim, ch, obj );
return;
}
/* for poisoning weapons and food/drink */
void do_envenom( CHAR_DATA *ch, const char *argument )
{
OBJ_DATA *obj = NULL;
AFFECT_DATA af;
int percent = 0;
int skill = 0;
int sn = -1;
/*
* find out what
*/
if ( argument[0] == '\0' )
{
ch_printf( ch, "Envenom what item?\r\n" );
return;
}
obj = get_obj_list( ch, argument, ch->carrying );
if ( obj == NULL )
{
ch_printf( ch, "You don't have that item.\r\n" );
return;
}
if ( ( sn = skill_lookup( "envenom" ) ) == -1 )
{
log_error( "Can't find the \"%s\" skill in %s?", "envenom", __FUNCTION__ );
return;
}
if ( ( skill = get_skill( ch, sn ) ) < 1 )
{
ch_printf( ch, "Are you crazy? You'd poison yourself!\r\n" );
return;
}
if ( obj->item_type == ITEM_FOOD || obj->item_type == ITEM_DRINK_CON )
{
if ( IS_OBJ_STAT( obj, ITEM_BLESS ) || IS_OBJ_STAT( obj, ITEM_BURN_PROOF ) )
{
act( "You fail to poison $p.", ch, obj, NULL, TO_CHAR );
return;
}
if ( number_percent( ) < skill ) /* success! */
{
act( "$n treats $p with deadly poison.", ch, obj, NULL, TO_ROOM );
act( "You treat $p with deadly poison.", ch, obj, NULL, TO_CHAR );
if ( !obj->value[3] )
{
obj->value[3] = 1;
check_improve( ch, sn, true, 4 );
}
WAIT_STATE( ch, skill_table[sn].beats );
return;
}
act( "You fail to poison $p.", ch, obj, NULL, TO_CHAR );
if ( !obj->value[3] )
check_improve( ch, sn, false, 4 );
WAIT_STATE( ch, skill_table[sn].beats );
return;
}
if ( obj->item_type == ITEM_WEAPON )
{
if ( IS_WEAPON_STAT( obj, WEAPON_FLAMING )
|| IS_WEAPON_STAT( obj, WEAPON_FROST )
|| IS_WEAPON_STAT( obj, WEAPON_VAMPIRIC )
|| IS_WEAPON_STAT( obj, WEAPON_SHARP )
|| IS_WEAPON_STAT( obj, WEAPON_VORPAL )
|| IS_WEAPON_STAT( obj, WEAPON_SHOCKING )
|| IS_OBJ_STAT( obj, ITEM_BLESS ) || IS_OBJ_STAT( obj, ITEM_BURN_PROOF ) )
{
act( "You can't seem to envenom $p.", ch, obj, NULL, TO_CHAR );
return;
}
if ( obj->value[3] < 0 || attack_table[obj->value[3]].damage == DAM_BASH )
{
ch_printf( ch, "You can only envenom edged weapons.\r\n" );
return;
}
if ( IS_WEAPON_STAT( obj, WEAPON_POISON ) )
{
act( "$p is already envenomed.", ch, obj, NULL, TO_CHAR );
return;
}
percent = number_percent( );
if ( percent < skill )
{
af.where = TO_WEAPON;
af.type = skill_lookup( "poison" );
af.level = ch->level * percent / 100;
af.duration = ch->level / 2 * percent / 100;
af.location = 0;
af.modifier = 0;
af.bitvector = WEAPON_POISON;
affect_to_obj( obj, &af );
act( "$n coats $p with deadly venom.", ch, obj, NULL, TO_ROOM );
act( "You coat $p with venom.", ch, obj, NULL, TO_CHAR );
check_improve( ch, sn, true, 3 );
WAIT_STATE( ch, skill_table[sn].beats );
return;
}
else
{
act( "You fail to envenom $p.", ch, obj, NULL, TO_CHAR );
check_improve( ch, sn, false, 3 );
WAIT_STATE( ch, skill_table[sn].beats );
return;
}
}
act( "You can't poison $p.", ch, obj, NULL, TO_CHAR );
return;
}
void do_fill( CHAR_DATA *ch, const char *argument )
{
char arg[MAX_INPUT_LENGTH] = "\0\0\0\0\0\0\0";
OBJ_DATA *obj = NULL;
OBJ_DATA *fountain = NULL;
bool found = false;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
ch_printf( ch, "Fill what?\r\n" );
return;
}
if ( ( obj = get_obj_carry( ch, arg, ch ) ) == NULL )
{
ch_printf( ch, "You do not have that item.\r\n" );
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 )
{
ch_printf( ch, "There is no fountain here!\r\n" );
return;
}
if ( obj->item_type != ITEM_DRINK_CON )
{
ch_printf( ch, "You can't fill that.\r\n" );
return;
}
if ( obj->value[1] != 0 && obj->value[2] != fountain->value[2] )
{
ch_printf( ch, "There is already another liquid in it.\r\n" );
return;
}
if ( obj->value[1] >= obj->value[0] )
{
ch_printf( ch, "Your container is full.\r\n" );
return;
}
act_printf( "You fill $p with %s from $P.",
ch, obj, fountain, TO_CHAR, POS_RESTING, false,
liq_table[fountain->value[2]].liq_name );
act_printf( "$n fills $p with %s from $P.",
ch, obj, fountain, TO_ROOM, POS_RESTING, false,
liq_table[fountain->value[2]].liq_name );
obj->value[2] = fountain->value[2];
obj->value[1] = obj->value[0];
return;
}
void do_pour( CHAR_DATA *ch, const char *argument )
{
char arg[MAX_STRING_LENGTH] = "\0\0\0\0\0\0\0";
OBJ_DATA *out = NULL;
OBJ_DATA *in = NULL;
CHAR_DATA *vch = NULL;
int amount = 0;
argument = one_argument( argument, arg );
if ( arg[0] == '\0' || argument[0] == '\0' )
{
ch_printf( ch, "Pour what into what?\r\n" );
return;
}
if ( ( out = get_obj_carry( ch, arg, ch ) ) == NULL )
{
ch_printf( ch, "You don't have that item.\r\n" );
return;
}
if ( out->item_type != ITEM_DRINK_CON )
{
ch_printf( ch, "That's not a drink container.\r\n" );
return;
}
if ( !str_cmp( argument, "out" ) )
{
if ( out->value[1] == 0 )
{
ch_printf( ch, "It's already empty.\r\n" );
return;
}
out->value[1] = 0;
out->value[3] = 0;
act_printf( "You invert $p, spilling %s all over the ground.",
ch, out, NULL, TO_CHAR, POS_RESTING, false,
liq_table[out->value[2]].liq_name );
act_printf( "$n inverts $p, spilling %s all over the ground.",
ch, out, NULL, TO_ROOM, POS_RESTING, false,
liq_table[out->value[2]].liq_name );
return;
}
if ( ( in = get_obj_here( ch, argument ) ) == NULL )
{
vch = get_char_room( ch, argument );
if ( vch == NULL )
{
ch_printf( ch, "Pour into what?\r\n" );
return;
}
in = get_eq_char( vch, WEAR_HOLD );
if ( in == NULL )
{
ch_printf( ch, "They aren't holding anything." );
return;
}
}
if ( in->item_type != ITEM_DRINK_CON )
{
ch_printf( ch, "You can only pour into other drink containers.\r\n" );
return;
}
if ( in == out )
{
ch_printf( ch, "You cannot change the laws of physics!\r\n" );
return;
}
if ( in->value[1] != 0 && in->value[2] != out->value[2] )
{
ch_printf( ch, "They don't hold the same liquid.\r\n" );
return;
}
if ( out->value[1] == 0 )
{
act( "There's nothing in $p to pour.", ch, out, NULL, TO_CHAR );
return;
}
if ( in->value[1] >= in->value[0] )
{
act( "$p is already filled to the top.", ch, in, NULL, TO_CHAR );
return;
}
amount = UMIN( out->value[1], in->value[0] - in->value[1] );
in->value[1] += amount;
out->value[1] -= amount;
in->value[2] = out->value[2];
if ( vch == NULL )
{
act_printf( "You pour %s from $p into $P.", ch, out, in, TO_CHAR, POS_RESTING,
false, liq_table[out->value[2]].liq_name );
act_printf( "$n pours %s from $p into $P.", ch, out, in, TO_ROOM, POS_RESTING,
false, liq_table[out->value[2]].liq_name );
}
else
{
act_printf( "You pour some %s for $N.", ch, NULL, vch, TO_CHAR, POS_RESTING,
false, liq_table[out->value[2]].liq_name );
act_printf( "$n pours you some %s.", ch, NULL, vch, TO_VICT, POS_RESTING, false,
liq_table[out->value[2]].liq_name );
act_printf( "$n pours some %s for $N.", ch, NULL, vch, TO_NOTVICT, POS_RESTING,
false, liq_table[out->value[2]].liq_name );
}
}
void do_drink( CHAR_DATA *ch, const char *argument )
{
char arg[MAX_INPUT_LENGTH] = "\0\0\0\0\0\0\0";
OBJ_DATA *obj = NULL;
int amount = 0;
int liquid = 0;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
for ( obj = ch->in_room->contents; obj; obj = obj->next_content )
{
if ( obj->item_type == ITEM_FOUNTAIN )
break;
}
if ( obj == NULL )
{
ch_printf( ch, "Drink what?\r\n" );
return;
}
}
else
{
if ( ( obj = get_obj_here( ch, arg ) ) == NULL )
{
ch_printf( ch, "You can't find it.\r\n" );
return;
}
}
if ( !IS_NPC( ch ) && ch->pcdata->condition[COND_DRUNK] > 10 )
{
ch_printf( ch, "You fail to reach your mouth. *Hic*\r\n" );
return;
}
switch ( obj->item_type )
{
default:
ch_printf( ch, "You can't drink from that.\r\n" );
return;
case ITEM_FOUNTAIN:
if ( ( liquid = obj->value[2] ) < 0 )
{
log_error( "Bad liquid number %d", liquid );
liquid = obj->value[2] = 0;
}
amount = liq_table[liquid].liq_affect[4] * 3;
break;
case ITEM_DRINK_CON:
if ( obj->value[1] <= 0 )
{
ch_printf( ch, "It is already empty.\r\n" );
return;
}
if ( ( liquid = obj->value[2] ) < 0 )
{
log_error( "Bad liquid number %d", liquid );
liquid = obj->value[2] = 0;
}
amount = liq_table[liquid].liq_affect[4];
amount = UMIN( amount, obj->value[1] );
break;
}
if ( !IS_NPC( ch ) && !IS_IMMORTAL( ch ) && ch->pcdata->condition[COND_FULL] > 45 )
{
ch_printf( ch, "You're too full to drink more.\r\n" );
return;
}
act( "$n drinks $T from $p.", ch, obj, liq_table[liquid].liq_name, TO_ROOM );
act( "You drink $T from $p.", ch, obj, liq_table[liquid].liq_name, TO_CHAR );
gain_condition( ch, COND_DRUNK,
amount * liq_table[liquid].liq_affect[COND_DRUNK] / 36 );
gain_condition( ch, COND_FULL, amount * liq_table[liquid].liq_affect[COND_FULL] / 4 );
gain_condition( ch, COND_THIRST,
amount * liq_table[liquid].liq_affect[COND_THIRST] / 10 );
gain_condition( ch, COND_HUNGER,
amount * liq_table[liquid].liq_affect[COND_HUNGER] / 2 );
if ( !IS_NPC( ch ) && ch->pcdata->condition[COND_DRUNK] > 10 )
ch_printf( ch, "You feel drunk.\r\n" );
if ( !IS_NPC( ch ) && ch->pcdata->condition[COND_FULL] > 40 )
ch_printf( ch, "You are full.\r\n" );
if ( !IS_NPC( ch ) && ch->pcdata->condition[COND_THIRST] > 40 )
ch_printf( ch, "Your thirst is quenched.\r\n" );
if ( obj->value[3] != 0 )
{
/*
* The drink was poisoned !
*/
AFFECT_DATA af;
act( "$n chokes and gags.", ch, NULL, NULL, TO_ROOM );
ch_printf( ch, "You choke and gag.\r\n" );
af.where = TO_AFFECTS;
af.type = skill_lookup( "poison" );
af.level = number_fuzzy( amount );
af.duration = 3 * amount;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_POISON;
affect_join( ch, &af );
}
if ( obj->value[0] > 0 )
obj->value[1] -= amount;
return;
}
void do_eat( CHAR_DATA *ch, const char *argument )
{
char arg[MAX_INPUT_LENGTH] = "\0\0\0\0\0\0\0";
OBJ_DATA *obj = NULL;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
ch_printf( ch, "Eat what?\r\n" );
return;
}
if ( ( obj = get_obj_carry( ch, arg, ch ) ) == NULL )
{
ch_printf( ch, "You do not have that item.\r\n" );
return;
}
if ( !IS_IMMORTAL( ch ) )
{
if ( obj->item_type != ITEM_FOOD && obj->item_type != ITEM_PILL )
{
ch_printf( ch, "That's not edible.\r\n" );
return;
}
if ( !IS_NPC( ch ) && ch->pcdata->condition[COND_FULL] > 40 )
{
ch_printf( ch, "You are too full to eat more.\r\n" );
return;
}
}
act( "$n eats $p.", ch, obj, NULL, TO_ROOM );
act( "You eat $p.", ch, obj, NULL, TO_CHAR );
switch ( obj->item_type )
{
case ITEM_FOOD:
if ( !IS_NPC( ch ) )
{
int condition = 0;
condition = ch->pcdata->condition[COND_HUNGER];
gain_condition( ch, COND_FULL, obj->value[0] );
gain_condition( ch, COND_HUNGER, obj->value[1] );
if ( condition == 0 && ch->pcdata->condition[COND_HUNGER] > 0 )
ch_printf( ch, "You are no longer hungry.\r\n" );
else if ( ch->pcdata->condition[COND_FULL] > 40 )
ch_printf( ch, "You are full.\r\n" );
}
if ( obj->value[3] != 0 )
{
/*
* The food was poisoned!
*/
AFFECT_DATA af;
act( "$n chokes and gags.", ch, 0, 0, TO_ROOM );
ch_printf( ch, "You choke and gag.\r\n" );
af.where = TO_AFFECTS;
af.type = skill_lookup( "poison" );
af.level = number_fuzzy( obj->value[0] );
af.duration = 2 * obj->value[0];
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_POISON;
affect_join( ch, &af );
}
break;
case ITEM_PILL:
obj_cast_spell( obj->value[1], obj->value[0], ch, ch, NULL );
obj_cast_spell( obj->value[2], obj->value[0], ch, ch, NULL );
obj_cast_spell( obj->value[3], obj->value[0], ch, ch, NULL );
break;
}
extract_obj( obj );
return;
}
/*
* Remove an object.
*/
bool remove_obj( CHAR_DATA *ch, int iWear, bool fReplace )
{
OBJ_DATA *obj = NULL;
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 $p.", ch, obj, NULL, TO_CHAR );
return true;
}
/*
* Wear one object.
* Optional replacement of existing objects.
* Big repetitive code, ick.
*/
void wear_obj( CHAR_DATA *ch, OBJ_DATA *obj, bool fReplace )
{
if ( ch->level < obj->level )
{
ch_printf( ch, "You must be level %d to use this object.\r\n", obj->level );
act( "$n tries to use $p, but is too inexperienced.", ch, obj, NULL, TO_ROOM );
return;
}
if ( obj->item_type == ITEM_LIGHT )
{
if ( !remove_obj( ch, WEAR_LIGHT, fReplace ) )
return;
act( "$n lights $p and holds it.", ch, obj, NULL, TO_ROOM );
act( "You light $p and hold it.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_LIGHT );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_FINGER ) )
{
if ( get_eq_char( ch, WEAR_FINGER_L ) != NULL
&& get_eq_char( ch, WEAR_FINGER_R ) != NULL
&& !remove_obj( ch, WEAR_FINGER_L, fReplace )
&& !remove_obj( ch, WEAR_FINGER_R, fReplace ) )
return;
if ( get_eq_char( ch, WEAR_FINGER_L ) == NULL )
{
act( "$n wears $p on $s left finger.", ch, obj, NULL, TO_ROOM );
act( "You wear $p on your left finger.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_FINGER_L );
return;
}
if ( get_eq_char( ch, WEAR_FINGER_R ) == NULL )
{
act( "$n wears $p on $s right finger.", ch, obj, NULL, TO_ROOM );
act( "You wear $p on your right finger.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_FINGER_R );
return;
}
log_error( "%s attempting to wear a ring, but has no free finger slot",
NAME( ch ) );
ch_printf( ch, "You already wear two rings.\r\n" );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_NECK ) )
{
if ( get_eq_char( ch, WEAR_NECK_1 ) != NULL
&& get_eq_char( ch, WEAR_NECK_2 ) != NULL
&& !remove_obj( ch, WEAR_NECK_1, fReplace )
&& !remove_obj( ch, WEAR_NECK_2, fReplace ) )
return;
if ( get_eq_char( ch, WEAR_NECK_1 ) == NULL )
{
act( "$n wears $p around $s neck.", ch, obj, NULL, TO_ROOM );
act( "You wear $p around your neck.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_NECK_1 );
return;
}
if ( get_eq_char( ch, WEAR_NECK_2 ) == NULL )
{
act( "$n wears $p around $s neck.", ch, obj, NULL, TO_ROOM );
act( "You wear $p around your neck.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_NECK_2 );
return;
}
log_error( "%s attempting to wear a necklace, but has no free neck slot",
NAME( ch ) );
ch_printf( ch, "You already wear two neck items.\r\n" );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_BODY ) )
{
if ( !remove_obj( ch, WEAR_BODY, fReplace ) )
return;
act( "$n wears $p on $s torso.", ch, obj, NULL, TO_ROOM );
act( "You wear $p on your torso.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_BODY );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_HEAD ) )
{
if ( !remove_obj( ch, WEAR_HEAD, fReplace ) )
return;
act( "$n wears $p on $s head.", ch, obj, NULL, TO_ROOM );
act( "You wear $p on your head.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_HEAD );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_LEGS ) )
{
if ( !remove_obj( ch, WEAR_LEGS, fReplace ) )
return;
act( "$n wears $p on $s legs.", ch, obj, NULL, TO_ROOM );
act( "You wear $p on your legs.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_LEGS );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_FEET ) )
{
if ( !remove_obj( ch, WEAR_FEET, fReplace ) )
return;
act( "$n wears $p on $s feet.", ch, obj, NULL, TO_ROOM );
act( "You wear $p on your feet.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_FEET );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_HANDS ) )
{
if ( !remove_obj( ch, WEAR_HANDS, fReplace ) )
return;
act( "$n wears $p on $s hands.", ch, obj, NULL, TO_ROOM );
act( "You wear $p on your hands.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_HANDS );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_ARMS ) )
{
if ( !remove_obj( ch, WEAR_ARMS, fReplace ) )
return;
act( "$n wears $p on $s arms.", ch, obj, NULL, TO_ROOM );
act( "You wear $p on your arms.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_ARMS );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_ABOUT ) )
{
if ( !remove_obj( ch, WEAR_ABOUT, fReplace ) )
return;
act( "$n wears $p about $s torso.", ch, obj, NULL, TO_ROOM );
act( "You wear $p about your torso.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_ABOUT );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_WAIST ) )
{
if ( !remove_obj( ch, WEAR_WAIST, fReplace ) )
return;
act( "$n wears $p about $s waist.", ch, obj, NULL, TO_ROOM );
act( "You wear $p about your waist.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_WAIST );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_WRIST ) )
{
if ( get_eq_char( ch, WEAR_WRIST_L ) != NULL
&& get_eq_char( ch, WEAR_WRIST_R ) != NULL
&& !remove_obj( ch, WEAR_WRIST_L, fReplace )
&& !remove_obj( ch, WEAR_WRIST_R, fReplace ) )
return;
if ( get_eq_char( ch, WEAR_WRIST_L ) == NULL )
{
act( "$n wears $p around $s left wrist.", ch, obj, NULL, TO_ROOM );
act( "You wear $p around your left wrist.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_WRIST_L );
return;
}
if ( get_eq_char( ch, WEAR_WRIST_R ) == NULL )
{
act( "$n wears $p around $s right wrist.", ch, obj, NULL, TO_ROOM );
act( "You wear $p around your right wrist.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_WRIST_R );
return;
}
log_error( "%s attempting to wear a bracelet, but has no free wrist slot",
NAME( ch ) );
ch_printf( ch, "You already wear two wrist items.\r\n" );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_SHIELD ) )
{
OBJ_DATA *weapon;
if ( !remove_obj( ch, WEAR_SHIELD, fReplace ) )
return;
weapon = get_eq_char( ch, WEAR_WIELD );
if ( weapon != NULL && ch->size < SIZE_LARGE
&& IS_WEAPON_STAT( weapon, WEAPON_TWO_HANDS ) )
{
ch_printf( ch, "Your hands are tied up with your weapon!\r\n" );
return;
}
act( "$n wears $p as a shield.", ch, obj, NULL, TO_ROOM );
act( "You wear $p as a shield.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_SHIELD );
return;
}
if ( CAN_WEAR( obj, ITEM_WIELD ) )
{
int sn = -1;
int skill = 0;
if ( !remove_obj( ch, WEAR_WIELD, fReplace ) )
return;
if ( !IS_NPC( ch )
&& get_obj_weight( obj ) > ( str_app[get_curr_stat( ch, STAT_STR )].wield
* 10 ) )
{
ch_printf( ch, "It is too heavy for you to wield.\r\n" );
return;
}
if ( !IS_NPC( ch ) && ch->size < SIZE_LARGE
&& IS_WEAPON_STAT( obj, WEAPON_TWO_HANDS )
&& get_eq_char( ch, WEAR_SHIELD ) != NULL )
{
ch_printf( ch, "You need two hands free for that weapon.\r\n" );
return;
}
act( "$n wields $p.", ch, obj, NULL, TO_ROOM );
act( "You wield $p.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_WIELD );
sn = get_weapon_sn( ch );
if ( sn == skill_lookup( "hand to hand" ) )
return;
skill = get_weapon_skill( ch, sn );
if ( skill >= 100 )
act( "$p feels like a part of you!", ch, obj, NULL, TO_CHAR );
else if ( skill > 85 )
act( "You feel quite confident with $p.", ch, obj, NULL, TO_CHAR );
else if ( skill > 70 )
act( "You are skilled with $p.", ch, obj, NULL, TO_CHAR );
else if ( skill > 50 )
act( "Your skill with $p is adequate.", ch, obj, NULL, TO_CHAR );
else if ( skill > 25 )
act( "$p feels a little clumsy in your hands.", ch, obj, NULL, TO_CHAR );
else if ( skill > 1 )
act( "You fumble and almost drop $p.", ch, obj, NULL, TO_CHAR );
else
act( "You don't even know which end is up on $p.", ch, obj, NULL, TO_CHAR );
return;
}
if ( CAN_WEAR( obj, ITEM_HOLD ) )
{
if ( !remove_obj( ch, WEAR_HOLD, fReplace ) )
return;
act( "$n holds $p in $s hand.", ch, obj, NULL, TO_ROOM );
act( "You hold $p in your hand.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_HOLD );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_FLOAT ) )
{
if ( !remove_obj( ch, WEAR_FLOAT, fReplace ) )
return;
act( "$n releases $p to float next to $m.", ch, obj, NULL, TO_ROOM );
act( "You release $p and it floats next to you.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_FLOAT );
return;
}
if ( fReplace )
ch_printf( ch, "You can't wear, wield, or hold that.\r\n" );
return;
}
void do_wear( CHAR_DATA *ch, const char *argument )
{
char arg[MAX_INPUT_LENGTH] = "\0\0\0\0\0\0\0";
OBJ_DATA *obj = NULL;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
ch_printf( ch, "Wear, wield, or hold what?\r\n" );
return;
}
if ( !str_cmp( arg, "all" ) )
{
OBJ_DATA *obj_next = NULL;
for ( obj = ch->carrying; obj != NULL; obj = obj_next )
{
obj_next = obj->next_content;
if ( obj->wear_loc == WEAR_NONE && can_see_obj( ch, obj ) )
wear_obj( ch, obj, false );
}
return;
}
else
{
if ( ( obj = get_obj_carry( ch, arg, ch ) ) == NULL )
{
ch_printf( ch, "You do not have that item.\r\n" );
return;
}
wear_obj( ch, obj, true );
}
return;
}
void do_remove( CHAR_DATA *ch, const char *argument )
{
char arg[MAX_INPUT_LENGTH] = "\0\0\0\0\0\0\0";
OBJ_DATA *obj = NULL;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
ch_printf( ch, "Remove what?\r\n" );
return;
}
if ( ( obj = get_obj_wear( ch, arg ) ) == NULL )
{
ch_printf( ch, "You do not have that item.\r\n" );
return;
}
remove_obj( ch, obj->wear_loc, true );
return;
}
void do_sacrifice( CHAR_DATA *ch, const char *argument )
{
char arg[MAX_INPUT_LENGTH] = "\0\0\0\0\0\0\0";
OBJ_DATA *obj = NULL;
int silver = 0;
/*
* variables for AUTOSPLIT
*/
CHAR_DATA *gch = NULL;
int members = 0;
char buffer[100] = "\0\0\0\0\0\0\0";
one_argument( argument, arg );
if ( arg[0] == '\0' || !str_cmp( arg, ch->name ) )
{
act( "$n offers $mself to Mota, who graciously declines.",
ch, NULL, NULL, TO_ROOM );
ch_printf( ch, "Mota appreciates your offer and may accept it later.\r\n" );
return;
}
obj = get_obj_list( ch, arg, ch->in_room->contents );
if ( obj == NULL )
{
ch_printf( ch, "You can't find it.\r\n" );
return;
}
if ( obj->item_type == ITEM_CORPSE_PC )
{
if ( obj->contains )
{
ch_printf( ch, "Mota wouldn't like that.\r\n" );
return;
}
}
if ( !CAN_WEAR( obj, ITEM_TAKE ) || CAN_WEAR( obj, ITEM_NO_SAC ) )
{
act( "$p is not an acceptable sacrifice.", ch, obj, 0, TO_CHAR );
return;
}
if ( obj->in_room != NULL )
{
for ( gch = obj->in_room->people; gch != NULL; gch = gch->next_in_room )
if ( gch->on == obj )
{
act( "$N appears to be using $p.", ch, obj, gch, TO_CHAR );
return;
}
}
silver = UMAX( 1, obj->level * 3 );
if ( obj->item_type != ITEM_CORPSE_NPC && obj->item_type != ITEM_CORPSE_PC )
silver = UMIN( silver, obj->cost );
if ( silver == 1 )
ch_printf( ch, "Mota gives you one silver coin for your sacrifice.\r\n" );
else
{
ch_printf( ch, "Mota gives you %d silver coins for your sacrifice.\r\n", silver );
}
ch->silver += silver;
if ( IS_SET( ch->act, PLR_AUTOSPLIT ) )
{ /* AUTOSPLIT code */
members = 0;
for ( gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room )
{
if ( is_same_group( gch, ch ) )
members++;
}
if ( members > 1 && silver > 1 )
{
sprintf( buffer, "%d", silver );
do_function( ch, &do_split, buffer );
}
}
act( "$n sacrifices $p to Mota.", ch, obj, NULL, TO_ROOM );
wiznet( "$N sends up $p as a burnt offering.", ch, obj, WIZ_SACCING, 0, 0 );
extract_obj( obj );
return;
}
void do_quaff( CHAR_DATA *ch, const char *argument )
{
char arg[MAX_INPUT_LENGTH] = "\0\0\0\0\0\0\0";
OBJ_DATA *obj = NULL;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
ch_printf( ch, "Quaff what?\r\n" );
return;
}
if ( ( obj = get_obj_carry( ch, arg, ch ) ) == NULL )
{
ch_printf( ch, "You do not have that potion.\r\n" );
return;
}
if ( obj->item_type != ITEM_POTION )
{
ch_printf( ch, "You can quaff only potions.\r\n" );
return;
}
if ( ch->level < obj->level )
{
ch_printf( ch, "This liquid is too powerful for you to drink.\r\n" );
return;
}
act( "$n quaffs $p.", ch, obj, NULL, TO_ROOM );
act( "You quaff $p.", ch, obj, NULL, TO_CHAR );
obj_cast_spell( obj->value[1], obj->value[0], ch, ch, NULL );
obj_cast_spell( obj->value[2], obj->value[0], ch, ch, NULL );
obj_cast_spell( obj->value[3], obj->value[0], ch, ch, NULL );
extract_obj( obj );
return;
}
void do_recite( CHAR_DATA *ch, const char *argument )
{
char arg1[MAX_INPUT_LENGTH] = "\0\0\0\0\0\0\0";
char arg2[MAX_INPUT_LENGTH] = "\0\0\0\0\0\0\0";
CHAR_DATA *victim = NULL;
OBJ_DATA *scroll = NULL;
OBJ_DATA *obj = NULL;
int sn = -1;
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if ( ( scroll = get_obj_carry( ch, arg1, ch ) ) == NULL )
{
ch_printf( ch, "You do not have that scroll.\r\n" );
return;
}
if ( scroll->item_type != ITEM_SCROLL )
{
ch_printf( ch, "You can recite only scrolls.\r\n" );
return;
}
if ( ch->level < scroll->level )
{
ch_printf( ch, "This scroll is too complex for you to comprehend.\r\n" );
return;
}
obj = NULL;
if ( arg2[0] == '\0' )
{
victim = ch;
}
else
{
if ( ( victim = get_char_room( ch, arg2 ) ) == NULL
&& ( obj = get_obj_here( ch, arg2 ) ) == NULL )
{
ch_printf( ch, "You can't find it.\r\n" );
return;
}
}
if ( ( sn = skill_lookup( "scrolls" ) ) == -1 )
{
log_error( "Can't find the \"%s\" skill in %s?", "scrolls", __FUNCTION__ );
return;
}
act( "$n recites $p.", ch, scroll, NULL, TO_ROOM );
act( "You recite $p.", ch, scroll, NULL, TO_CHAR );
if ( number_percent( ) >= 20 + get_skill( ch, sn ) * 4 / 5 )
{
ch_printf( ch, "You mispronounce a syllable.\r\n" );
check_improve( ch, sn, false, 2 );
}
else
{
obj_cast_spell( scroll->value[1], scroll->value[0], ch, victim, obj );
obj_cast_spell( scroll->value[2], scroll->value[0], ch, victim, obj );
obj_cast_spell( scroll->value[3], scroll->value[0], ch, victim, obj );
check_improve( ch, sn, true, 2 );
}
extract_obj( scroll );
return;
}
void do_brandish( CHAR_DATA *ch, const char *argument )
{
CHAR_DATA *vch = NULL;
CHAR_DATA *vch_next = NULL;
OBJ_DATA *staff = NULL;
int sn = -1;
int staff_sn = -1;
if ( ( staff = get_eq_char( ch, WEAR_HOLD ) ) == NULL )
{
ch_printf( ch, "You hold nothing in your hand.\r\n" );
return;
}
if ( staff->item_type != ITEM_STAFF )
{
ch_printf( ch, "You can brandish only with a staff.\r\n" );
return;
}
if ( ( sn = staff->value[3] ) < 0
|| sn >= MAX_SKILL || skill_table[sn].spell_fun == 0 )
{
log_error( "Bad skill number %d", sn );
return;
}
if ( ( staff_sn = skill_lookup( "staves" ) ) == -1 )
{
log_error( "Can't find the \"%s\" skill in %s?", "staves", __FUNCTION__ );
return;
}
WAIT_STATE( ch, 2 * PULSE_VIOLENCE );
if ( staff->value[2] > 0 )
{
act( "$n brandishes $p.", ch, staff, NULL, TO_ROOM );
act( "You brandish $p.", ch, staff, NULL, TO_CHAR );
if ( ch->level < staff->level
|| number_percent( ) >= 20 + get_skill( ch, staff_sn ) * 4 / 5 )
{
act( "You fail to invoke $p.", ch, staff, NULL, TO_CHAR );
act( "...and nothing happens.", ch, NULL, NULL, TO_ROOM );
check_improve( ch, staff_sn, false, 2 );
}
else
for ( vch = ch->in_room->people; vch; vch = vch_next )
{
vch_next = vch->next_in_room;
switch ( skill_table[sn].target )
{
default:
log_error( "Bad target entry for skill number %d", sn );
return;
case TAR_IGNORE:
if ( vch != ch )
continue;
break;
case TAR_CHAR_OFFENSIVE:
if ( IS_NPC( ch ) ? IS_NPC( vch ) : !IS_NPC( vch ) )
continue;
break;
case TAR_CHAR_DEFENSIVE:
if ( IS_NPC( ch ) ? !IS_NPC( vch ) : IS_NPC( vch ) )
continue;
break;
case TAR_CHAR_SELF:
if ( vch != ch )
continue;
break;
}
obj_cast_spell( staff->value[3], staff->value[0], ch, vch, NULL );
check_improve( ch, staff_sn, true, 2 );
}
}
if ( --staff->value[2] <= 0 )
{
act( "$n's $p blazes bright and is gone.", ch, staff, NULL, TO_ROOM );
act( "Your $p blazes bright and is gone.", ch, staff, NULL, TO_CHAR );
extract_obj( staff );
}
return;
}
void do_zap( CHAR_DATA *ch, const char *argument )
{
char arg[MAX_INPUT_LENGTH] = "\0\0\0\0\0\0\0";
CHAR_DATA *victim = NULL;
OBJ_DATA *wand = NULL;
OBJ_DATA *obj = NULL;
int wand_sn = -1;
one_argument( argument, arg );
if ( arg[0] == '\0' && ch->fighting == NULL )
{
ch_printf( ch, "Zap whom or what?\r\n" );
return;
}
if ( ( wand = get_eq_char( ch, WEAR_HOLD ) ) == NULL )
{
ch_printf( ch, "You hold nothing in your hand.\r\n" );
return;
}
if ( wand->item_type != ITEM_WAND )
{
ch_printf( ch, "You can zap only with a wand.\r\n" );
return;
}
obj = NULL;
if ( arg[0] == '\0' )
{
if ( ch->fighting != NULL )
{
victim = ch->fighting;
}
else
{
ch_printf( ch, "Zap whom or what?\r\n" );
return;
}
}
else
{
if ( ( victim = get_char_room( ch, arg ) ) == NULL
&& ( obj = get_obj_here( ch, arg ) ) == NULL )
{
ch_printf( ch, "You can't find it.\r\n" );
return;
}
}
if ( ( wand_sn = skill_lookup( "wands" ) ) == -1 )
{
log_error( "Can't find the \"%s\" skill in %s?", "wands", __FUNCTION__ );
return;
}
WAIT_STATE( ch, 2 * PULSE_VIOLENCE );
if ( wand->value[2] > 0 )
{
if ( victim != NULL )
{
act( "$n zaps $N with $p.", ch, wand, victim, TO_NOTVICT );
act( "You zap $N with $p.", ch, wand, victim, TO_CHAR );
act( "$n zaps you with $p.", ch, wand, victim, TO_VICT );
}
else
{
act( "$n zaps $P with $p.", ch, wand, obj, TO_ROOM );
act( "You zap $P with $p.", ch, wand, obj, TO_CHAR );
}
if ( ch->level < wand->level
|| number_percent( ) >= 20 + get_skill( ch, wand_sn ) * 4 / 5 )
{
act( "Your efforts with $p produce only smoke and sparks.",
ch, wand, NULL, TO_CHAR );
act( "$n's efforts with $p produce only smoke and sparks.",
ch, wand, NULL, TO_ROOM );
check_improve( ch, wand_sn, false, 2 );
}
else
{
obj_cast_spell( wand->value[3], wand->value[0], ch, victim, obj );
check_improve( ch, wand_sn, true, 2 );
}
}
if ( --wand->value[2] <= 0 )
{
act( "$n's $p explodes into fragments.", ch, wand, NULL, TO_ROOM );
act( "Your $p explodes into fragments.", ch, wand, NULL, TO_CHAR );
extract_obj( wand );
}
return;
}
void do_steal( CHAR_DATA *ch, const char *argument )
{
char buf[MAX_STRING_LENGTH] = "\0\0\0\0\0\0\0";
char arg1[MAX_INPUT_LENGTH] = "\0\0\0\0\0\0\0";
char arg2[MAX_INPUT_LENGTH] = "\0\0\0\0\0\0\0";
CHAR_DATA *victim = NULL;
OBJ_DATA *obj = NULL;
int percent = 0;
int sn = -1;
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if ( arg1[0] == '\0' || arg2[0] == '\0' )
{
ch_printf( ch, "Steal what from whom?\r\n" );
return;
}
if ( ( victim = get_char_room( ch, arg2 ) ) == NULL )
{
ch_printf( ch, "They aren't here.\r\n" );
return;
}
if ( victim == ch )
{
ch_printf( ch, "That's pointless.\r\n" );
return;
}
if ( is_safe( ch, victim ) )
return;
if ( IS_NPC( victim ) && victim->position == POS_FIGHTING )
{
ch_printf( ch, "Kill stealing is not permitted.\r\n"
"You'd better not -- you might get hit.\r\n" );
return;
}
if ( ( sn = skill_lookup( "steal" ) ) == -1 )
{
log_error( "Can't find the \"%s\" skill in %s?", "steal", __FUNCTION__ );
return;
}
WAIT_STATE( ch, skill_table[sn].beats );
percent = number_percent( );
if ( !IS_AWAKE( victim ) )
percent -= 10;
else if ( !can_see( victim, ch ) )
percent += 25;
else
percent += 50;
if ( ( ( ch->level + 7 < victim->level || ch->level - 7 > victim->level )
&& !IS_NPC( victim ) && !IS_NPC( ch ) )
|| ( !IS_NPC( ch ) && percent > get_skill( ch, sn ) )
|| ( !IS_NPC( ch ) && !is_clan( ch ) ) )
{
/*
* Failure.
*/
ch_printf( ch, "Oops.\r\n" );
affect_strip( ch, skill_lookup( "sneak" ) );
REMOVE_BIT( ch->affected_by, AFF_SNEAK );
act_printf( "%s tried to steal from you.\r\n", ch, NULL, victim, TO_VICT,
POS_RESTING, false, PERS( ch, victim ) );
act_printf( "$n tried to steal from $N.\r\n", ch, NULL, victim, TO_NOTVICT,
POS_RESTING, true );
switch ( number_range( 0, 3 ) )
{
case 0:
sprintf( buf, "%s is a lousy thief!", PERS( ch, victim ) );
break;
case 1:
sprintf( buf, "%s couldn't rob %s way out of a paper bag!",
PERS( ch, victim ), HISHER( ch ) );
break;
case 2:
sprintf( buf, "%s tried to rob me!", PERS( ch, victim ) );
break;
case 3:
sprintf( buf, "Keep your hands out of there, %s!", PERS( ch, victim ) );
break;
}
if ( !IS_AWAKE( victim ) )
do_function( victim, &do_wake, "" );
if ( IS_AWAKE( victim ) )
do_function( victim, &do_yell, buf );
if ( !IS_NPC( ch ) )
{
if ( IS_NPC( victim ) )
{
check_improve( ch, sn, false, 2 );
multi_hit( victim, ch, TYPE_UNDEFINED );
}
else
{
wiz_printf( ch, NULL, WIZ_FLAGS, 0, 0, "$N tried to steal from %s.",
NAME( victim ) );
if ( !IS_SET( ch->act, PLR_THIEF ) )
{
SET_BIT( ch->act, PLR_THIEF );
ch_printf( ch, "*** You are now a THIEF!! ***\r\n" );
save_char_obj( ch );
}
}
}
return;
}
if ( !str_cmp( arg1, "coin" )
|| !str_cmp( arg1, "coins" )
|| !str_cmp( arg1, "gold" ) || !str_cmp( arg1, "silver" ) )
{
int gold = 0;
int silver = 0;
gold = victim->gold * number_range( 1, ch->level ) / MAX_LEVEL;
silver = victim->silver * number_range( 1, ch->level ) / MAX_LEVEL;
if ( gold <= 0 && silver <= 0 )
{
ch_printf( ch, "You couldn't get any coins.\r\n" );
return;
}
ch->gold += gold;
ch->silver += silver;
victim->silver -= silver;
victim->gold -= gold;
if ( silver <= 0 )
ch_printf( ch, "Bingo! You got %d gold coins.\r\n", gold );
else if ( gold <= 0 )
ch_printf( ch, "Bingo! You got %d silver coins.\r\n", silver );
else
ch_printf( ch, "Bingo! You got %d silver and %d gold coins.\r\n",
silver, gold );
check_improve( ch, sn, true, 2 );
return;
}
if ( ( obj = get_obj_carry( victim, arg1, ch ) ) == NULL )
{
ch_printf( ch, "You can't find it.\r\n" );
return;
}
if ( !can_drop_obj( ch, obj )
|| IS_SET( obj->extra_flags, ITEM_INVENTORY ) || obj->level > ch->level )
{
ch_printf( ch, "You can't pry it away.\r\n" );
return;
}
if ( ch->carry_number + get_obj_number( obj ) > can_carry_n( ch ) )
{
ch_printf( ch, "You have your hands full.\r\n" );
return;
}
if ( ch->carry_weight + get_obj_weight( obj ) > can_carry_w( ch ) )
{
ch_printf( ch, "You can't carry that much weight.\r\n" );
return;
}
obj_from_char( obj );
obj_to_char( obj, ch );
act( "You pocket $p.", ch, obj, NULL, TO_CHAR );
check_improve( ch, sn, true, 2 );
ch_printf( ch, "Got it!\r\n" );
return;
}
/*
* Shopping commands.
*/
CHAR_DATA *find_keeper( CHAR_DATA *ch )
{
CHAR_DATA *keeper = NULL;
SHOP_DATA *pShop = NULL;
for ( keeper = ch->in_room->people; keeper; keeper = keeper->next_in_room )
{
if ( IS_NPC( keeper ) && ( pShop = keeper->pIndexData->pShop ) != NULL )
break;
}
if ( pShop == NULL )
{
ch_printf( ch, "You can't do that here.\r\n" );
return NULL;
}
/*
* Undesirables.
*
if ( !IS_NPC(ch) && IS_SET(ch->act, PLR_KILLER) )
{
do_function(keeper, &do_say, "Killers are not welcome!");
sprintf(buf, "%s the KILLER is over here!\r\n", ch->name);
do_function(keeper, &do_yell, buf );
return NULL;
}
if ( !IS_NPC(ch) && IS_SET(ch->act, PLR_THIEF) )
{
do_function(keeper, &do_say, "Thieves are not welcome!");
sprintf(buf, "%s the THIEF is over here!\r\n", ch->name);
do_function(keeper, &do_yell, buf );
return NULL;
}
*/
/*
* Shop hours.
*/
if ( time_info.hour < pShop->open_hour )
{
do_function( keeper, &do_say, "Sorry, I am closed. Come back later." );
return NULL;
}
if ( time_info.hour > pShop->close_hour )
{
do_function( keeper, &do_say, "Sorry, I am closed. Come back tomorrow." );
return NULL;
}
/*
* Invisible or hidden people.
*/
if ( !can_see( keeper, ch ) )
{
do_function( keeper, &do_say, "I don't trade with folks I can't see." );
return NULL;
}
return keeper;
}
/* insert an object at the right spot for the keeper */
void obj_to_keeper( OBJ_DATA *obj, CHAR_DATA *ch )
{
OBJ_DATA *t_obj = NULL;
OBJ_DATA *t_obj_next = NULL;
/*
* see if any duplicates are found
*/
for ( t_obj = ch->carrying; t_obj != NULL; t_obj = t_obj_next )
{
t_obj_next = t_obj->next_content;
if ( obj->pIndexData == t_obj->pIndexData
&& !str_cmp( obj->short_descr, t_obj->short_descr ) )
{
/*
* if this is an unlimited item, destroy the new one
*/
if ( IS_OBJ_STAT( t_obj, ITEM_INVENTORY ) )
{
extract_obj( obj );
return;
}
obj->cost = t_obj->cost; /* keep it standard */
break;
}
}
if ( t_obj == NULL )
{
obj->next_content = ch->carrying;
ch->carrying = obj;
}
else
{
obj->next_content = t_obj->next_content;
t_obj->next_content = obj;
}
obj->carried_by = ch;
obj->in_room = NULL;
obj->in_obj = NULL;
ch->carry_number += get_obj_number( obj );
ch->carry_weight += get_obj_weight( obj );
}
/* get an object from a shopkeeper's list */
OBJ_DATA *get_obj_keeper( CHAR_DATA *ch, CHAR_DATA *keeper, char *argument )
{
char arg[MAX_INPUT_LENGTH] = "\0\0\0\0\0\0\0";
OBJ_DATA *obj = NULL;
int number = 0;
int count = 0;
number = number_argument( argument, arg );
for ( obj = keeper->carrying; obj != NULL; obj = obj->next_content )
{
if ( obj->wear_loc == WEAR_NONE
&& can_see_obj( keeper, obj )
&& can_see_obj( ch, obj ) && is_name( arg, obj->name ) )
{
if ( ++count == number )
return obj;
/*
* skip other objects of the same name
*/
while ( obj->next_content != NULL
&& obj->pIndexData == obj->next_content->pIndexData
&& !str_cmp( obj->short_descr, obj->next_content->short_descr ) )
obj = obj->next_content;
}
}
return NULL;
}
int get_cost( CHAR_DATA *keeper, OBJ_DATA *obj, bool fBuy )
{
SHOP_DATA *pShop = NULL;
int cost = 0;
if ( obj == NULL || ( pShop = keeper->pIndexData->pShop ) == NULL )
return 0;
if ( fBuy )
{
cost = obj->cost * pShop->profit_buy / 100;
}
else
{
OBJ_DATA *obj2 = NULL;
int itype = 0;
cost = 0;
for ( itype = 0; itype < MAX_TRADE; itype++ )
{
if ( obj->item_type == pShop->buy_type[itype] )
{
cost = obj->cost * pShop->profit_sell / 100;
break;
}
}
if ( !IS_OBJ_STAT( obj, ITEM_SELL_EXTRACT ) )
for ( obj2 = keeper->carrying; obj2; obj2 = obj2->next_content )
{
if ( obj->pIndexData == obj2->pIndexData
&& !str_cmp( obj->short_descr, obj2->short_descr ) )
{
if ( IS_OBJ_STAT( obj2, ITEM_INVENTORY ) )
cost /= 2;
else
cost = cost * 3 / 4;
}
}
}
if ( obj->item_type == ITEM_STAFF || obj->item_type == ITEM_WAND )
{
if ( obj->value[1] == 0 )
cost /= 4;
else
cost = cost * obj->value[2] / obj->value[1];
}
return cost;
}
void do_buy( CHAR_DATA *ch, const char *argument )
{
char arg[MAX_INPUT_LENGTH] = "\0\0\0\0\0\0\0";
char buf[MAX_STRING_LENGTH] = "\0\0\0\0\0\0\0";
int cost = 0;
int roll = 0;
int sn = -1;
if ( argument[0] == '\0' )
{
ch_printf( ch, "Buy what?\r\n" );
return;
}
if ( ( sn = skill_lookup( "haggle" ) ) == -1 )
{
log_error( "Can't find the \"%s\" skill in %s?", "haggle", __FUNCTION__ );
return;
}
if ( IS_SET( ch->in_room->room_flags, ROOM_PET_SHOP ) )
{
CHAR_DATA *pet = NULL;
ROOM_INDEX_DATA *pRoomIndexNext = NULL;
ROOM_INDEX_DATA *in_room = NULL;
char local_argument[MAX_INPUT_LENGTH] = "\0\0\0\0\0\0\0";
const char *lap = local_argument;
strcpy( local_argument, argument );
smash_tilde( local_argument );
if ( IS_NPC( ch ) )
return;
lap = one_argument( local_argument, arg );
/*
* hack to make new thalos pets work
*/
if ( ch->in_room->vnum == 9621 )
pRoomIndexNext = get_room_index( 9706 );
else
pRoomIndexNext = get_room_index( ch->in_room->vnum + 1 );
if ( pRoomIndexNext == NULL )
{
log_error( "Bad pet shop at vnum %d", ch->in_room->vnum );
ch_printf( ch, "Sorry, you can't buy that here.\r\n" );
return;
}
in_room = ch->in_room;
ch->in_room = pRoomIndexNext;
pet = get_char_room( ch, arg );
ch->in_room = in_room;
if ( pet == NULL || !IS_SET( pet->act, ACT_PET ) )
{
ch_printf( ch, "Sorry, you can't buy that here.\r\n" );
return;
}
if ( ch->pet != NULL )
{
ch_printf( ch, "You already own a pet.\r\n" );
return;
}
cost = 10 * pet->level * pet->level;
if ( ( ch->silver + 100 * ch->gold ) < cost )
{
ch_printf( ch, "You can't afford it.\r\n" );
return;
}
if ( ch->level < pet->level )
{
ch_printf( ch, "You're not powerful enough to master this pet.\r\n" );
return;
}
/*
* haggle
*/
roll = number_percent( );
if ( roll < get_skill( ch, sn ) )
{
cost -= cost / 2 * roll / 100;
ch_printf( ch, "You haggle the price down to %d coins.\r\n", cost );
check_improve( ch, sn, true, 4 );
}
deduct_cost( ch, cost );
pet = create_mobile( pet->pIndexData );
SET_BIT( pet->act, ACT_PET );
SET_BIT( pet->affected_by, AFF_CHARM );
pet->comm = COMM_NOTELL | COMM_NOSHOUT | COMM_NOCHANNELS;
lap = one_argument( lap, arg );
if ( arg[0] != '\0' )
{
sprintf( buf, "%s %s", pet->name, arg );
free_string( pet->name );
pet->name = str_dup( buf );
}
sprintf( buf, "%sA neck tag says 'I belong to %s'.\r\n",
pet->description, ch->name );
free_string( pet->description );
pet->description = str_dup( buf );
char_to_room( pet, ch->in_room );
add_follower( pet, ch );
pet->leader = ch;
ch->pet = pet;
ch_printf( ch, "Enjoy your pet.\r\n" );
act( "$n bought $N as a pet.", ch, NULL, pet, TO_ROOM );
return;
}
else
{
CHAR_DATA *keeper = NULL;
OBJ_DATA *obj = NULL;
OBJ_DATA *t_obj = NULL;
int number = 0;
int count = 1;
if ( ( keeper = find_keeper( ch ) ) == NULL )
return;
number = mult_argument( argument, arg );
obj = get_obj_keeper( ch, keeper, arg );
cost = get_cost( keeper, obj, true );
if ( number < 1 || number > 99 )
{
act( "$n tells you 'Get real!", keeper, NULL, ch, TO_VICT );
return;
}
if ( cost <= 0 || !can_see_obj( ch, obj ) )
{
act( "$n tells you 'I don't sell that -- try 'list''.",
keeper, NULL, ch, TO_VICT );
ch->reply = keeper;
return;
}
if ( !IS_OBJ_STAT( obj, ITEM_INVENTORY ) )
{
for ( t_obj = obj->next_content;
count < number && t_obj != NULL; t_obj = t_obj->next_content )
{
if ( t_obj->pIndexData == obj->pIndexData
&& !str_cmp( t_obj->short_descr, obj->short_descr ) )
count++;
else
break;
}
if ( count < number )
{
act( "$n tells you 'I don't have that many in stock.",
keeper, NULL, ch, TO_VICT );
ch->reply = keeper;
return;
}
}
if ( ( ch->silver + ch->gold * 100 ) < cost * number )
{
if ( number > 1 )
act( "$n tells you 'You can't afford to buy that many.",
keeper, obj, ch, TO_VICT );
else
act( "$n tells you 'You can't afford to buy $p'.",
keeper, obj, ch, TO_VICT );
ch->reply = keeper;
return;
}
if ( obj->level > ch->level )
{
act( "$n tells you 'You can't use $p yet'.", keeper, obj, ch, TO_VICT );
ch->reply = keeper;
return;
}
if ( ch->carry_number + number * get_obj_number( obj ) > can_carry_n( ch ) )
{
ch_printf( ch, "You can't carry that many items.\r\n" );
return;
}
if ( ch->carry_weight + number * get_obj_weight( obj ) > can_carry_w( ch ) )
{
ch_printf( ch, "You can't carry that much weight.\r\n" );
return;
}
/*
* haggle
*/
roll = number_percent( );
if ( !IS_OBJ_STAT( obj, ITEM_SELL_EXTRACT ) && roll < get_skill( ch, sn ) )
{
cost -= obj->cost / 2 * roll / 100;
act( "You haggle with $N.", ch, NULL, keeper, TO_CHAR );
check_improve( ch, sn, true, 4 );
}
if ( number > 1 )
{
act_printf( "$n buys $p[%d].", ch, obj, NULL, TO_ROOM, POS_RESTING, false,
number );
act_printf( "You buy $p[%d] for %d silver.", ch, obj, NULL, TO_CHAR,
POS_RESTING, false, number, cost * number );
}
else
{
act( "$n buys $p.", ch, obj, NULL, TO_ROOM );
act_printf( "You buy $p for %d silver.", ch, obj, NULL, TO_CHAR, POS_RESTING,
false, cost );
}
deduct_cost( ch, cost * number );
keeper->gold += cost * number / 100;
keeper->silver += cost * number - ( cost * number / 100 ) * 100;
for ( count = 0; count < number; count++ )
{
if ( IS_SET( obj->extra_flags, ITEM_INVENTORY ) )
t_obj = create_object( obj->pIndexData, obj->level );
else
{
t_obj = obj;
obj = obj->next_content;
obj_from_char( t_obj );
}
if ( t_obj->timer > 0 && !IS_OBJ_STAT( t_obj, ITEM_HAD_TIMER ) )
t_obj->timer = 0;
REMOVE_BIT( t_obj->extra_flags, ITEM_HAD_TIMER );
obj_to_char( t_obj, ch );
if ( cost < t_obj->cost )
t_obj->cost = cost;
}
}
}
void do_list( CHAR_DATA *ch, const char *argument )
{
char buf[MAX_STRING_LENGTH] = "\0\0\0\0\0\0\0";
if ( IS_SET( ch->in_room->room_flags, ROOM_PET_SHOP ) )
{
ROOM_INDEX_DATA *pRoomIndexNext = NULL;
CHAR_DATA *pet = NULL;
bool found = false;
/*
* hack to make new thalos pets work
*/
if ( ch->in_room->vnum == 9621 )
pRoomIndexNext = get_room_index( 9706 );
else
pRoomIndexNext = get_room_index( ch->in_room->vnum + 1 );
if ( pRoomIndexNext == NULL )
{
log_error( "Bad pet shop at vnum %d", ch->in_room->vnum );
ch_printf( ch, "You can't do that here.\r\n" );
return;
}
found = false;
for ( pet = pRoomIndexNext->people; pet; pet = pet->next_in_room )
{
if ( IS_SET( pet->act, ACT_PET ) )
{
if ( !found )
{
found = true;
ch_printf( ch, "Pets for sale:\r\n" );
}
ch_printf( ch, "[%2d] %8d - %s\r\n",
pet->level, 10 * pet->level * pet->level, pet->short_descr );
}
}
if ( !found )
ch_printf( ch, "Sorry, we're out of pets right now.\r\n" );
return;
}
else
{
CHAR_DATA *keeper = NULL;
OBJ_DATA *obj = NULL;
int cost = 0;
int count = 0;
bool found = false;
char arg[MAX_INPUT_LENGTH] = "\0\0\0\0\0\0\0";
if ( ( keeper = find_keeper( ch ) ) == NULL )
return;
one_argument( argument, arg );
found = false;
for ( obj = keeper->carrying; obj; obj = obj->next_content )
{
if ( obj->wear_loc == WEAR_NONE
&& can_see_obj( ch, obj )
&& ( cost = get_cost( keeper, obj, true ) ) > 0
&& ( arg[0] == '\0' || is_name( arg, obj->name ) ) )
{
if ( !found )
{
found = true;
ch_printf( ch, "[Lv Price Qty] Item\r\n" );
}
if ( IS_OBJ_STAT( obj, ITEM_INVENTORY ) )
sprintf( buf, "[%2d %5d -- ] %s\r\n",
obj->level, cost, obj->short_descr );
else
{
count = 1;
while ( obj->next_content != NULL
&& obj->pIndexData == obj->next_content->pIndexData
&& !str_cmp( obj->short_descr,
obj->next_content->short_descr ) )
{
obj = obj->next_content;
count++;
}
sprintf( buf, "[%2d %5d %2d ] %s\r\n",
obj->level, cost, count, obj->short_descr );
}
send_to_char( buf, ch );
}
}
if ( !found )
ch_printf( ch, "You can't buy anything here.\r\n" );
return;
}
}
void do_sell( CHAR_DATA *ch, const char *argument )
{
char arg[MAX_INPUT_LENGTH] = "\0\0\0\0\0\0\0";
CHAR_DATA *keeper = NULL;
OBJ_DATA *obj = NULL;
int cost = 0;
int roll = 0;
int sn = -1;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
ch_printf( ch, "Sell what?\r\n" );
return;
}
if ( ( keeper = find_keeper( ch ) ) == NULL )
return;
if ( ( obj = get_obj_carry( ch, arg, ch ) ) == NULL )
{
act( "$n tells you 'You don't have that item'.", keeper, NULL, ch, TO_VICT );
ch->reply = keeper;
return;
}
if ( !can_drop_obj( ch, obj ) )
{
ch_printf( ch, "You can't let go of it.\r\n" );
return;
}
if ( !can_see_obj( keeper, obj ) )
{
act( "$n doesn't see what you are offering.", keeper, NULL, ch, TO_VICT );
return;
}
if ( ( cost = get_cost( keeper, obj, false ) ) <= 0 )
{
act( "$n looks uninterested in $p.", keeper, obj, ch, TO_VICT );
return;
}
if ( ( sn = skill_lookup( "haggle" ) ) == -1 )
{
log_error( "Can't find the \"%s\" skill in %s?", "haggle", __FUNCTION__ );
return;
}
if ( cost > ( keeper->silver + 100 * keeper->gold ) )
{
act( "$n tells you 'I'm afraid I don't have enough wealth to buy $p.",
keeper, obj, ch, TO_VICT );
return;
}
act( "$n sells $p.", ch, obj, NULL, TO_ROOM );
/*
* haggle
*/
roll = number_percent( );
if ( !IS_OBJ_STAT( obj, ITEM_SELL_EXTRACT ) && roll < get_skill( ch, sn ) )
{
ch_printf( ch, "You haggle with the shopkeeper.\r\n" );
cost += obj->cost / 2 * roll / 100;
cost = UMIN( cost, 95 * get_cost( keeper, obj, true ) / 100 );
cost = UMIN( cost, ( keeper->silver + 100 * keeper->gold ) );
check_improve( ch, sn, true, 4 );
}
act_printf( "You sell $p for %d silver and %d gold piece%s.", ch, obj, NULL, TO_CHAR,
POS_RESTING, false, cost - ( cost / 100 ) * 100, cost / 100,
cost == 1 ? "" : "s" );
ch->gold += cost / 100;
ch->silver += cost - ( cost / 100 ) * 100;
deduct_cost( keeper, cost );
if ( keeper->gold < 0 )
keeper->gold = 0;
if ( keeper->silver < 0 )
keeper->silver = 0;
if ( obj->item_type == ITEM_TRASH || IS_OBJ_STAT( obj, ITEM_SELL_EXTRACT ) )
{
extract_obj( obj );
}
else
{
obj_from_char( obj );
if ( obj->timer )
SET_BIT( obj->extra_flags, ITEM_HAD_TIMER );
else
obj->timer = number_range( 50, 100 );
obj_to_keeper( obj, keeper );
}
return;
}
void do_value( CHAR_DATA *ch, const char *argument )
{
char arg[MAX_INPUT_LENGTH] = "\0\0\0\0\0\0\0";
CHAR_DATA *keeper = NULL;
OBJ_DATA *obj = NULL;
int cost = 0;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
ch_printf( ch, "Value what?\r\n" );
return;
}
if ( ( keeper = find_keeper( ch ) ) == NULL )
return;
if ( ( obj = get_obj_carry( ch, arg, ch ) ) == NULL )
{
act( "$n tells you 'You don't have that item'.", keeper, NULL, ch, TO_VICT );
ch->reply = keeper;
return;
}
if ( !can_see_obj( keeper, obj ) )
{
act( "$n doesn't see what you are offering.", keeper, NULL, ch, TO_VICT );
return;
}
if ( !can_drop_obj( ch, obj ) )
{
ch_printf( ch, "You can't let go of it.\r\n" );
return;
}
if ( ( cost = get_cost( keeper, obj, false ) ) <= 0 )
{
act( "$n looks uninterested in $p.", keeper, obj, ch, TO_VICT );
return;
}
act_printf( "$n tells you 'I'll give you %d silver and %d gold coins for $p'.",
keeper, obj, ch, TO_VICT, POS_RESTING, false,
cost - ( cost / 100 ) * 100, cost / 100 );
ch->reply = keeper;
return;
}