/***************************************************************************
* Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, *
* Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. *
* *
* Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael *
* Chastain, Michael Quan, and Mitchell Tse. *
* *
* In order to use any part of this Merc Diku Mud, you must comply with *
* both the original Diku license in 'license.doc' as well the Merc *
* license in 'license.txt'. In particular, you may not remove either of *
* these copyright notices. *
* *
* Much time and thought has gone into this software and you are *
* benefitting. We hope that you share your changes too. What goes *
* around, comes around. *
***************************************************************************/
/***************************************************************************
* ROM 2.4 is copyright 1993-1996 Russ Taylor *
* ROM has been brought to you by the ROM consortium *
* Russ Taylor (rtaylor@pacinfo.com) *
* Gabrielle Taylor (gtaylor@pacinfo.com) *
* Brian Moore (rom@rom.efn.org) *
* By using this code, you have agreed to follow the terms of the *
* ROM license, in the file Tartarus/doc/rom.license *
***************************************************************************/
/***************************************************************************
* Tartarus code is copyright (C) 1997-1998 by Daniel Graham *
* In using this code you agree to comply with the Tartarus license *
* found in the file /Tartarus/doc/tartarus.doc *
***************************************************************************/
#include "include.h"
/*
* Local functions.
*/
#define CD CHAR_DATA
#define OD OBJ_DATA
bool remove_obj args( (CHAR_DATA *ch, int iWear, bool fReplace ) );
void wear_obj args( (CHAR_DATA *ch, OBJ_DATA *obj, bool fReplace ) );
CD * find_keeper args( (CHAR_DATA *ch ) );
int get_cost args( (CHAR_DATA *keeper, OBJ_DATA *obj, bool fBuy ) );
void obj_to_keeper args( (OBJ_DATA *obj, CHAR_DATA *ch ) );
OD * get_obj_keeper args( (CHAR_DATA *ch,CHAR_DATA *keeper,char *argument));
void obj_brandish_horn_valere args((CHAR_DATA *ch,OBJ_DATA *obj));
void obj_brandish_phylactery args((CHAR_DATA *ch,OBJ_DATA *obj));
void recite_libram_conjuration args((CHAR_DATA *ch,CHAR_DATA *victim,OBJ_DATA *scroll,OBJ_DATA *obj,bool fRead));
void brandish_sceptre_dead args((CHAR_DATA *ch,OBJ_DATA *obj));
void save_cabal_items args( ( void ) );
bool arena;
void check_eagle_eyes (CHAR_DATA *ch, CHAR_DATA *victim);
bool is_affected_obj args((OBJ_DATA *obj, int sn));
#undef OD
#undef CD
/* RT part of the corpse looting code */
bool can_loot(CHAR_DATA *ch, OBJ_DATA *obj)
{
CHAR_DATA *owner, *wch;
char buf[MAX_STRING_LENGTH];
if (obj->item_type == ITEM_CORPSE_PC && (!IS_NPC(ch) || IS_AFFECTED(ch,AFF_CHARM)))
{
sprintf(buf,"%s looting %s.",IS_NPC(ch) ?
((ch->master == NULL) ? "Unknown mob" : ch->master->name) : ch->name, obj->short_descr);
log_string(buf);
ch->pause += 5;
}
if (obj->item_type != ITEM_CORPSE_PC)
return TRUE;
if(IS_NPC(ch) && IS_AFFECTED(ch,AFF_CHARM))
return FALSE;
if (!obj->owner || obj->owner == NULL)
return TRUE;
if(!str_cmp(ch->original_name,obj->owner))
return TRUE;
if(!IS_NPC(ch) && ch->pcdata->newbie==TRUE)
{
send_to_char("You can't loot other players as a newbie.\n\r",ch);
return FALSE;
}
return TRUE;
owner = NULL;
for ( wch = char_list; wch != NULL ; wch = wch->next )
if (!str_cmp(wch->name,obj->owner))
owner = wch;
if (owner == NULL)
return TRUE;
if (!str_cmp(ch->name,owner->name))
return TRUE;
if (!IS_NPC(owner) && IS_SET(owner->act,PLR_CANLOOT))
return TRUE;
if (is_same_group(ch,owner))
return TRUE;
return FALSE;
}
void get_obj( CHAR_DATA *ch, OBJ_DATA *obj, OBJ_DATA *container )
{
/* variables for AUTOSPLIT */
CHAR_DATA *gch;
int members;
char buffer[100];
if ( !CAN_WEAR(obj, ITEM_TAKE) )
{
send_to_char( "You can't take that.\n\r", ch );
return;
}
if (obj->item_type == ITEM_CORPSE_PC && !IS_IMMORTAL(ch)) {
send_to_char( "You can't take that.\n\r", ch );
return;
}
if (str_cmp(obj->owner,ch->original_name) && obj->item_type==ITEM_WEAPON && IS_WEAPON_STAT(obj,WEAPON_LEADER) && !IS_IMMORTAL(ch))
{
act("As $p comes into contact with $n's hands, it zaps $m and $e drops it.",ch,obj,0,TO_ROOM);
act("As $p comes into contact with your hands, it zaps you and you drop it.",ch,obj,0,TO_CHAR);
return;
}
if ( ch->carry_number + get_obj_number( obj ) > can_carry_n( ch ) )
{
act( "$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_CORPSE_PC)
{
if (is_set(&container->extra_flags, ITEM_MALEDICTED) && ch->ghost == 0)
damage_newer(ch,ch,50,TYPE_UNDEFINED,DAM_POISON, TRUE,HIT_UNBLOCKABLE,HIT_NOADD,HIT_NOMULT, "The poisonous corpse",
PLURAL,DAM_NOT_POSSESSIVE, NULL, FALSE);
}
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 $P.", ch, obj, container, TO_CHAR );
if (!IS_AFFECTED(ch,AFF_SNEAK))
act( "$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 $p.", ch, obj, container, TO_CHAR );
if (!IS_AFFECTED(ch,AFF_SNEAK))
act( "$n gets $p.", ch, obj, container, TO_ROOM );
obj_from_room( obj );
}
if ( obj->item_type == ITEM_MONEY)
{
ch->gold += obj->value[0];
if (IS_SET(ch->act,PLR_AUTOSPLIT))
{
members = 0;
for (gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room )
{
if (!IS_AFFECTED(gch,AFF_CHARM) && is_same_group( gch, ch ) )
members++;
}
if ( members > 1 && (obj->value[0] > 1))
{
sprintf(buffer,"%ld",obj->value[0]);
do_split(ch,buffer);
}
}
extract_obj( obj );
}
else
{
obj_to_char( obj, ch );
}
if (IS_SET(obj->progtypes,IPROG_GET))
(obj->pIndexData->iprogs->get_prog) (obj,ch);
return;
}
void do_get( CHAR_DATA *ch, char *argument )
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
OBJ_DATA *obj_next;
OBJ_DATA *container;
bool found;
bool isPcCorpse;
found = FALSE;
isPcCorpse = 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' )
{
send_to_char( "Get what?\n\r", ch );
return;
}
if (!IS_NPC(ch))
{
if (ch->pcdata->death_status == HAS_DIED)
{
send_to_char("You are a hovering spirit, you can't pick up anything!\n\r",ch);
return;
}
}
if ( arg2[0] == '\0' )
{
if ( str_cmp( arg1, "all" ) && str_prefix( "all.", arg1 ) )
{
/* 'get obj' */
obj = get_obj_list( ch, arg1, ch->in_room->contents );
if ( obj == NULL )
{
act( "I see no $T here.", ch, NULL, arg1, TO_CHAR );
return;
}
get_obj( ch, obj, NULL );
if (cant_carry(ch,obj))
{
act("$n is burnt by $p and drops it.",ch,obj,0,TO_ROOM);
act("You are burnt by $p and drop it.",ch,obj,0,TO_CHAR);
obj_from_char(obj);
obj_to_room(obj,ch->in_room);
if (IS_NPC(ch))
{
act("$n is vaporised by the power of $p!",ch,obj,0,TO_ROOM);
raw_kill(ch,ch);
}
}
}
else
{
/* 'get all' or 'get all.obj' */
found = FALSE;
for ( obj = ch->in_room->contents; obj != NULL; obj = obj_next )
{
obj_next = obj->next_content;
if ( ( arg1[3] == '\0' || is_name( &arg1[4], obj->name ) )
&& can_see_obj( ch, obj ) )
{
found = TRUE;
get_obj( ch, obj, NULL );
if (cant_carry(ch,obj))
{
act("$n is burnt by $p and drops it.",ch,obj,0,TO_ROOM);
act("You are burnt by $p and drop it.",ch,obj,0,TO_CHAR);
obj_from_char(obj);
obj_to_room(obj,ch->in_room);
if (IS_NPC(ch))
{
act("$n is vaporised by the power of $p!",ch,obj,0,TO_ROOM);
raw_kill(ch,ch);
}
}
}
}
if ( !found )
{
if ( arg1[3] == '\0' )
send_to_char( "I see nothing here.\n\r", ch );
else
act( "I see no $T here.", ch, NULL, &arg1[4], TO_CHAR );
}
}
}
else
{
/* 'get ... container' */
if ( !str_cmp( arg2, "all" ) || !str_prefix( "all.", arg2 ) )
{
send_to_char( "You can't do that.\n\r", ch );
return;
}
if ( ( container = get_obj_here( ch, arg2 ) ) == NULL )
{
act( "I see no $T here.", ch, NULL, arg2, TO_CHAR );
return;
}
switch ( container->item_type )
{
default:
send_to_char( "That's not a container.\n\r", ch );
return;
case ITEM_CONTAINER:
case ITEM_CORPSE_NPC:
break;
case ITEM_CORPSE_PC:
{
isPcCorpse = TRUE;
if (!can_loot(ch,container))
{
send_to_char( "You can't do that.\n\r", ch );
return;
}
}
}
if ( IS_SET(container->value[1], CONT_CLOSED) )
{
act( "The $d is closed.", ch, NULL, container->name, TO_CHAR );
return;
}
if ( str_cmp( arg1, "all" ) && str_prefix( "all.", arg1 ) )
{
/* 'get obj container' */
if(isPcCorpse && !IS_IMMORTAL(ch) && !str_infix(".",arg1) && !is_owner(ch,container))
{
send_to_char( "What exactly is it you want to get?\n\r", ch );
return;
}
obj = get_obj_list( ch, arg1, container->contains );
if ( obj == NULL )
{
act( "I see nothing like that in the $T.",
ch, NULL, arg2, TO_CHAR );
return;
}
get_obj( ch, obj, container );
if (cant_carry(ch,obj))
{
act("$n is burnt by $p and drops it.",ch,obj,0,TO_ROOM);
act("You are burnt by $p and drop it.",ch,obj,0,TO_CHAR);
obj_from_char(obj);
obj_to_room(obj,ch->in_room);
if (IS_NPC(ch))
{
act("$n is vaporised by the power of $p!",ch,obj,0,TO_ROOM);
raw_kill(ch,ch);
}
}
}
else
{
/* 'get all container' or 'get all.obj container' */
if (isPcCorpse && !IS_IMMORTAL(ch) && !is_owner(ch,container))
{
send_to_char( "Why not try one object at a time?\n\r", ch );
return;
}
found = FALSE;
for ( obj = container->contains; obj != NULL; obj = obj_next )
{
obj_next = obj->next_content;
if ( ( arg1[3] == '\0' || is_name( &arg1[4], obj->name ) )
&& can_see_obj( ch, obj ) )
{
found = TRUE;
get_obj( ch, obj, container );
if (cant_carry(ch,obj))
{
act("$n is burnt by $p and drops it.",ch,obj,0,TO_ROOM);
act("You are burnt by $p and drop it.",ch,obj,0,TO_CHAR);
obj_from_char(obj);
obj_to_room(obj,ch->in_room);
if (IS_NPC(ch))
{
act("$n is vaporised by the power of $p!",ch,obj,0,TO_ROOM);
raw_kill(ch,ch);
}
}
}
}
if ( !found )
{
if ( arg1[3] == '\0' )
act( "I see nothing in the $T.",
ch, NULL, arg2, TO_CHAR );
else
act( "I see nothing like that in the $T.",
ch, NULL, arg2, TO_CHAR );
}
}
}
return;
}
void do_put( CHAR_DATA *ch, char *argument )
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
OBJ_DATA *container;
OBJ_DATA *obj;
OBJ_DATA *obj_next;
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if (!str_cmp(arg2,"in") || !str_cmp(arg2,"on"))
argument = one_argument(argument,arg2);
if ( arg1[0] == '\0' || arg2[0] == '\0' )
{
send_to_char( "Put what in what?\n\r", ch );
return;
}
if ( !str_cmp( arg2, "all" ) || !str_prefix( "all.", arg2 ) )
{
send_to_char( "You can't do that.\n\r", ch );
return;
}
if ( ( container = get_obj_here( ch, arg2 ) ) == NULL )
{
act( "I see no $T here.", ch, NULL, arg2, TO_CHAR );
return;
}
if ( container->item_type != ITEM_CONTAINER )
{
send_to_char( "That's not a container.\n\r", ch );
return;
}
if ( IS_SET(container->value[1], CONT_CLOSED) )
{
act( "The $d is closed.", ch, NULL, container->name, TO_CHAR );
return;
}
if ( str_cmp( arg1, "all" ) && str_prefix( "all.", arg1 ) )
{
/* 'put obj container' */
if ( ( obj = get_obj_carry( ch, arg1, ch ) ) == NULL )
{
send_to_char( "You do not have that item.\n\r", ch );
return;
}
if ( obj == container )
{
send_to_char( "You can't fold it into itself.\n\r", ch );
return;
}
if ( !can_drop_obj( ch, obj ) )
{
send_to_char( "You can't let go of it.\n\r", ch );
return;
}
if (obj->pIndexData->limtotal > 0)
{
send_to_char( "That item is too powerful to be contained.\n\t", ch );
return;
}
if (isCabalItem(obj))
{
send_to_char( "That item is too powerful to be contained.\n\t", ch );
return;
}
if (WEIGHT_MULT(obj) != 100)
{
send_to_char("You have a feeling that would be a bad idea.\n\r",ch);
return;
}
if (get_obj_weight( obj ) + get_true_weight( container )
> (container->value[0] * 10)
|| get_obj_weight(obj) > (container->value[3] * 10))
{
send_to_char( "It won't fit.\n\r", ch );
return;
}
if (container->pIndexData->vnum == OBJ_VNUM_PIT
&& !CAN_WEAR(container,ITEM_TAKE))
{
if (obj->timer)
set_bit(&obj->extra_flags,ITEM_HAD_TIMER);
else
obj->timer = number_range(100,200);
}
obj_from_char( obj );
obj_to_obj( obj, container );
if (IS_SET(container->value[1],CONT_PUT_ON))
{
act("$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 $P.", ch, obj, container, TO_CHAR );
}
}
else
{
/* 'put all container' or 'put all.obj container' */
for ( obj = ch->carrying; obj != NULL; obj = obj_next )
{
obj_next = obj->next_content;
if ( ( arg1[3] == '\0' || is_name( &arg1[4], obj->name ) )
&& can_see_obj( ch, obj )
&& WEIGHT_MULT(obj) == 100
&& obj->wear_loc == WEAR_NONE
&& obj != container
&& obj->pIndexData->limtotal <= 0
&& can_drop_obj( ch, obj )
&& get_obj_weight( obj ) + get_true_weight( container )
<= (container->value[0] * 10)
&& get_obj_weight(obj) < (container->value[3] * 10)
&& (!isCabalItem(obj)))
{
if (container->pIndexData->vnum == OBJ_VNUM_PIT
&& !CAN_WEAR(obj, ITEM_TAKE) )
{ /*test*/
if (obj->timer)
set_bit(&obj->extra_flags,ITEM_HAD_TIMER);
else
obj->timer = number_range(100,200);
} /*test*/
obj_from_char( obj );
obj_to_obj( obj, container );
if (IS_SET(container->value[1],CONT_PUT_ON))
{
act("$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 $P.", ch, obj, container, TO_CHAR );
}
}
}
}
return;
}
void do_drop( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
OBJ_DATA *obj_next;
bool found;
argument = one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Drop what?\n\r", ch );
return;
}
if ( is_number( arg ) )
{
/* 'drop NNNN coins' */
int amount, gold = 0;
amount = atoi(arg);
argument = one_argument( argument, arg );
if ( amount <= 0
|| (str_cmp( arg, "gold" )))
{
send_to_char( "Sorry, you can't do that.\n\r", ch );
return;
}
if (ch->gold < amount)
{
send_to_char("You don't have that much gold.\n\r",ch);
return;
}
ch->gold -= amount;
gold = amount;
for ( obj = ch->in_room->contents; obj != NULL; obj = obj_next )
{
obj_next = obj->next_content;
switch ( obj->pIndexData->vnum )
{
case OBJ_VNUM_GOLD_ONE:
gold += 1;
extract_obj( obj );
break;
case OBJ_VNUM_GOLD_SOME:
gold += obj->value[0];
extract_obj( obj );
break;
case OBJ_VNUM_COINS:
gold += obj->value[0];
extract_obj(obj);
break;
}
}
obj_to_room( create_money(gold), ch->in_room );
if (!IS_AFFECTED(ch,AFF_SNEAK))
act( "$n drops some gold.", ch, NULL, NULL, TO_ROOM );
else
act( "IMM: $n drops some gold.", ch, NULL, NULL, TO_IMMINROOM );
send_to_char( "OK.\n\r", ch );
return;
}
if ( str_cmp( arg, "all" ) && str_prefix( "all.", arg ) )
{
/* 'drop obj' */
if ( ( obj = get_obj_carry( ch, arg, ch ) ) == NULL )
{
send_to_char( "You do not have that item.\n\r", ch );
return;
}
if ( !can_drop_obj( ch, obj ) )
{
send_to_char( "You can't let go of it.\n\r", ch );
return;
}
if (isCabalItem(obj))
{
send_to_char("You cannot drop a cabal item.\n\r", ch);
return;
}
obj_from_char( obj );
obj_to_room( obj, ch->in_room );
if (!IS_AFFECTED(ch,AFF_SNEAK))
act( "$n drops $p.", ch, obj, NULL, TO_ROOM );
act( "You drop $p.", ch, obj, NULL, TO_CHAR );
if (IS_SET(obj->progtypes,IPROG_DROP))
(obj->pIndexData->iprogs->drop_prog) (obj,ch);
if (IS_OBJ_STAT(obj,ITEM_MELT_DROP))
{
act("$p dissolves into smoke.",ch,obj,NULL,TO_ROOM);
act("$p dissolves into smoke.",ch,obj,NULL,TO_CHAR);
extract_obj(obj);
}
}
else
{
/* 'drop all' or 'drop all.obj' */
found = FALSE;
for ( obj = ch->carrying; obj != NULL; obj = obj_next )
{
obj_next = obj->next_content;
if ( ( arg[3] == '\0' || is_name( &arg[4], obj->name ) )
&& can_see_obj( ch, obj )
&& obj->wear_loc == WEAR_NONE
&& can_drop_obj( ch, obj ) )
{
found = TRUE;
if (isCabalItem(obj))
{
send_to_char("You cannot drop a cabal item.\n\r", ch);
return;
}
obj_from_char( obj );
obj_to_room( obj, ch->in_room );
if (!IS_AFFECTED(ch,AFF_SNEAK))
act( "$n drops $p.", ch, obj, NULL, TO_ROOM );
act( "You drop $p.", ch, obj, NULL, TO_CHAR );
if (IS_SET(obj->progtypes,IPROG_DROP))
(obj->pIndexData->iprogs->drop_prog) (obj,ch);
if (IS_OBJ_STAT(obj,ITEM_MELT_DROP))
{
act("$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 $T.",
ch, NULL, &arg[4], TO_CHAR );
}
}
return;
}
void do_give( CHAR_DATA *ch, char *argument )
{
char arg1 [MAX_INPUT_LENGTH];
char arg2 [MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *obj;
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if ( arg1[0] == '\0' || arg2[0] == '\0' )
{
send_to_char( "Give what to whom?\n\r", ch );
return;
}
if ( is_number( arg1 ) )
{
/* 'give NNNN coins victim' */
int amount;
amount = atoi(arg1);
if ( amount <= 0
|| ( str_cmp( arg2, "coins" ) && str_cmp( arg2, "coin" ) &&
str_cmp( arg2, "gold" )) )
{
send_to_char( "Sorry, you can't do that.\n\r", ch );
return;
}
argument = one_argument( argument, arg2 );
if ( arg2[0] == '\0' )
{
send_to_char( "Give what to whom?\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, arg2 ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if (ch->gold < amount)
{
send_to_char( "You haven't got that much.\n\r", ch );
return;
}
ch->gold -= amount;
victim->gold += amount;
sprintf(buf,"$n gives you %d gold.",amount);
act( buf, ch, NULL, victim, TO_VICT );
act( "$n gives $N some coins.", ch, NULL, victim, TO_NOTVICT );
sprintf(buf,"You give $N %d gold.",amount);
act( buf, ch, NULL, victim, TO_CHAR );
/*
* Bribe trigger
*/
if (IS_SET(victim->progtypes,MPROG_BRIBE))
(victim->pIndexData->mprogs->bribe_prog) (victim,ch,amount);
if(amount>999 && ch->cabal==CABAL_BOUNTY)
{
sprintf(buf,"%s gives %d gold to %s.",ch->name,amount,victim->original_name);
bounty_log(buf);
}
return;
}
if ( ( obj = get_obj_carry( ch, arg1, ch ) ) == NULL )
{
send_to_char( "You do not have that item.\n\r", ch );
return;
}
if ( obj->wear_loc != WEAR_NONE )
{
send_to_char( "You must remove it first.\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, arg2 ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if (IS_NPC(victim) && victim->pIndexData->pShop != NULL)
{
act("$N tells you 'Sorry, you'll have to sell that.'",
ch,NULL,victim,TO_CHAR);
ch->reply = victim;
return;
}
if ( !can_drop_obj( ch, obj ) )
{
send_to_char( "You can't let go of it.\n\r", ch );
return;
}
if ( victim->carry_number + get_obj_number( obj ) > can_carry_n( victim ) )
{
act( "$N has $S hands full.", ch, NULL, victim, TO_CHAR );
return;
}
if (get_carry_weight(victim) + get_obj_weight(obj) > can_carry_w( victim ) )
{
act( "$N can't carry that much weight.", ch, NULL, victim, TO_CHAR );
return;
}
if ( !can_see_obj( victim, obj ) )
{
act( "$N can't see it.", ch, NULL, victim, TO_CHAR );
return;
}
if (IS_SET(obj->progtypes,IPROG_GIVE))
{
if((obj->pIndexData->iprogs->give_prog) (obj,ch,victim) == TRUE);
return;
}
obj_from_char( obj );
obj_to_char( obj, victim );
act( "$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 );
/*
* Give trigger
*/
if (IS_SET(victim->progtypes,MPROG_GIVE))
(victim->pIndexData->mprogs->give_prog) (victim,ch,obj);
return;
}
void do_skin( CHAR_DATA *ch, char *argument)
{
OBJ_DATA *find_corpse;
OBJ_DATA *corpse;
OBJ_DATA *sack;
OBJ_DATA *obj;
OBJ_DATA *obj_next;
int number, count;
AFFECT_DATA af;
char *name;
char *last_name;
char arg1[MAX_STRING_LENGTH];
char buf1[MAX_STRING_LENGTH];
char buf2[MAX_STRING_LENGTH];
corpse = NULL;
if ( (get_skill(ch,gsn_skin) == 0)
|| (ch->level < skill_table[gsn_skin].skill_level[ch->class]) )
{
send_to_char("But you don't know how to skin a corpse.\n\r",ch);
return;
}
if (is_affected(ch,gsn_skin))
{
send_to_char("You do not feel up to fashioning a new skin yet.\n\r",ch);
return;
}
if (ch->mana < 25)
{
send_to_char("You don't have the mana.\n\r",ch);
return;
}
one_argument(argument,arg1);
number = number_argument(argument,arg1);
count = 0;
for (find_corpse = ch->carrying; find_corpse != NULL; find_corpse = find_corpse->next_content)
{
if (find_corpse->wear_loc == WEAR_NONE && (can_see_obj(ch,find_corpse) )
&& ( arg1[0] == '\0' || is_name(arg1,find_corpse->name)) )
{
if (++count == number )
corpse = find_corpse;
}
}
if (corpse == NULL)
{
send_to_char("You don't have that.\n\r",ch);
return;
}
if ((corpse->item_type != ITEM_CORPSE_NPC) && (corpse->item_type != ITEM_CORPSE_PC))
{
send_to_char("You can only skin a corpse you are carrying.\n\r",ch);
return;
}
if (number_percent() > ch->pcdata->learned[gsn_skin])
{
act("You fail and destroy $p.",ch,corpse,NULL,TO_CHAR);
act("$n tries to skin a corpse but fails and destroys it.",ch,NULL,NULL,TO_ROOM);
extract_obj(corpse);
ch->mana -= 25;
return;
}
act("$n brutally skins $p and fashions $mself a bloody sack.",ch,corpse,NULL,TO_ROOM);
act("You skin $p and make a new rangers sack!",ch,corpse,NULL,TO_CHAR);
name = corpse->short_descr;
for (obj = corpse->contains; obj != NULL; obj = obj_next)
{
obj_next = obj->next_content;
obj_from_obj(obj);
obj_to_room(obj,ch->in_room);
}
sack = create_object(get_obj_index(OBJ_VNUM_SACK),1);
sack->level = corpse->level;
last_name = name;
last_name = one_argument(last_name,name);
last_name = one_argument(last_name,name);
last_name = one_argument(last_name,name);
name = last_name;
sprintf(buf1, "a sack made from the skin of %s",name);
sprintf(buf2, "a bloody sack fashioned from the torn skin of %s is here.",name);
free_string(sack->short_descr);
free_string(sack->description);
sack->short_descr = str_dup(buf1);
sack->description = str_dup(buf2);
obj_to_char(sack,ch);
extract_obj(corpse);
ch->mana -= 25;
init_affect(&af);
af.where = TO_AFFECTS;
af.type = gsn_skin;
af.aftype = AFT_SKILL;
af.modifier = 0;
af.location = 0;
af.duration = 24;
af.level = ch->level;
af.bitvector = 0;
affect_to_char(ch,&af);
return;
}
void do_butcher( CHAR_DATA *ch, char *argument)
{
OBJ_DATA *find_corpse;
OBJ_DATA *corpse;
OBJ_DATA *steak;
OBJ_DATA *obj;
OBJ_DATA *obj_next;
int number, count;
char *name;
char *last_name;
char arg1[MAX_STRING_LENGTH];
char buf1[MAX_STRING_LENGTH];
char buf2[MAX_STRING_LENGTH];
corpse = NULL;
if ( (get_skill(ch,gsn_butcher) == 0)
|| (ch->level < skill_table[gsn_butcher].skill_level[ch->class]) )
{
send_to_char("But you don't know how to butcher.\n\r",ch);
return;
}
one_argument(argument,arg1);
number = number_argument(argument,arg1);
count = 0;
for (find_corpse = ch->in_room->contents; find_corpse != NULL; find_corpse = find_corpse->next_content)
{
if ((can_see_obj(ch,find_corpse) )
&& ( arg1[0] == '\0' || is_name(arg1,find_corpse->name)) )
{
if (++count == number )
corpse = find_corpse;
}
}
if (corpse == NULL)
{
send_to_char("You don't have that.\n\r",ch);
return;
}
if ((corpse->item_type != ITEM_CORPSE_NPC) && (corpse->item_type != ITEM_CORPSE_PC))
{
send_to_char("You can only butcher a corpse.\n\r",ch);
return;
}
if (number_percent() > ch->pcdata->learned[gsn_butcher])
{
act("You fail and destroy $p.",ch,corpse,NULL,TO_CHAR);
act("$n tries to butcher a corpse but fails and destroys it.",ch,NULL,NULL,TO_ROOM);
extract_obj(corpse);
return;
}
act("$n butchers $p.",ch,corpse,0,TO_ROOM);
act("You butcher $p.",ch,corpse,0,TO_CHAR);
name = corpse->short_descr;
for (obj = corpse->contains; obj != NULL; obj = obj_next)
{
obj_next = obj->next_content;
obj_from_obj(obj);
obj_to_room(obj,ch->in_room);
}
steak = create_object(get_obj_index(OBJ_VNUM_STEAK),1);
steak->level = corpse->level;
last_name = name;
last_name = one_argument(last_name,name);
last_name = one_argument(last_name,name);
last_name = one_argument(last_name,name);
name = last_name;
sprintf(buf1, "a steak of %s",name);
sprintf(buf2, "a steak of %s is here.",name);
free_string(steak->short_descr);
free_string(steak->description);
steak->short_descr = str_dup(buf1);
steak->description = str_dup(buf2);
obj_to_room(steak,ch->in_room);
extract_obj(corpse);
return;
}
/* for poisoning weapons and food/drink */
void do_envenom(CHAR_DATA *ch, char *argument)
{
OBJ_DATA *obj;
AFFECT_DATA af;
int percent,skill;
/* find out what */
if (argument[0] == '\0')
{
send_to_char("Envenom what item?\n\r",ch);
return;
}
obj = get_obj_list(ch,argument,ch->carrying);
if (obj == NULL)
{
send_to_char("You don't have that item.\n\r",ch);
return;
}
if ((skill = get_skill(ch,gsn_envenom)) < 1)
{
send_to_char("Are you crazy? You'd poison yourself!\n\r",ch);
return;
}
if (obj->item_type == ITEM_FOOD || obj->item_type == ITEM_DRINK_CON)
{
if (IS_OBJ_STAT(obj,ITEM_BLESS) || IS_OBJ_STAT(obj,ITEM_BURN_PROOF))
{
act("You fail to poison $p.",ch,obj,NULL,TO_CHAR);
return;
}
if (number_percent() < skill) /* success! */
{
act("$n treats $p with deadly poison.",ch,obj,NULL,TO_ROOM);
act("You treat $p with deadly poison.",ch,obj,NULL,TO_CHAR);
if (!obj->value[3])
{
obj->value[3] = 1;
check_improve(ch,gsn_envenom,TRUE,4);
}
WAIT_STATE(ch,skill_table[gsn_envenom].beats);
return;
}
act("You fail to poison $p.",ch,obj,NULL,TO_CHAR);
if (!obj->value[3])
check_improve(ch,gsn_envenom,FALSE,4);
WAIT_STATE(ch,skill_table[gsn_envenom].beats);
return;
}
if (obj->item_type == ITEM_WEAPON)
{
/* if (IS_WEAPON_STAT(obj,WEAPON_FLAMING)
|| IS_WEAPON_STAT(obj,WEAPON_FROST)
|| IS_WEAPON_STAT(obj,WEAPON_VAMPIRIC)
|| IS_WEAPON_STAT(obj,WEAPON_SHARP)
|| IS_WEAPON_STAT(obj,WEAPON_VORPAL)
|| IS_WEAPON_STAT(obj,WEAPON_SHOCKING)
|| IS_OBJ_STAT(obj,ITEM_BLESS) || IS_OBJ_STAT(obj,ITEM_BURN_PROOF))
{
act("You can't seem to envenom $p.",ch,obj,NULL,TO_CHAR);
return;
}
*/
if (obj->value[3] < 0
|| attack_table[obj->value[3]].damage == DAM_BASH)
{
send_to_char("You can only envenom edged weapons.\n\r",ch);
return;
}
if (IS_WEAPON_STAT(obj,WEAPON_POISON))
{
act("$p is already envenomed.",ch,obj,NULL,TO_CHAR);
return;
}
percent = number_percent();
if (percent < skill)
{
init_affect(&af);
af.where = TO_WEAPON;
af.type = gsn_poison;
af.aftype = AFT_SKILL;
af.level = (ch->level*1.5) * percent / 100;
af.duration = ch->level/4 * percent / 100;
af.location = 0;
af.modifier = 0;
af.bitvector = WEAPON_POISON;
affect_to_obj(obj,&af);
af.bitvector = 0;
af.location = APPLY_DAMROLL;
af.modifier = ch->level / 9;
affect_to_obj(obj,&af);
af.bitvector = 0;
af.location = APPLY_HITROLL;
af.modifier = ch->level / 9;
affect_to_obj(obj,&af);
act("$n coats $p with deadly venom.",ch,obj,NULL,TO_ROOM);
act("You coat $p with venom.",ch,obj,NULL,TO_CHAR);
check_improve(ch,gsn_envenom,TRUE,3);
WAIT_STATE(ch,skill_table[gsn_envenom].beats);
return;
}
else
{
act("You fail to envenom $p.",ch,obj,NULL,TO_CHAR);
check_improve(ch,gsn_envenom,FALSE,3);
WAIT_STATE(ch,skill_table[gsn_envenom].beats);
return;
}
}
act("You can't poison $p.",ch,obj,NULL,TO_CHAR);
return;
}
void do_fill( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
OBJ_DATA *obj;
OBJ_DATA *fountain;
bool found;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Fill what?\n\r", ch );
return;
}
if ( ( obj = get_obj_carry( ch, arg, ch ) ) == NULL )
{
send_to_char( "You do not have that item.\n\r", ch );
return;
}
found = FALSE;
for ( fountain = ch->in_room->contents; fountain != NULL;
fountain = fountain->next_content )
{
if ( fountain->item_type == ITEM_FOUNTAIN )
{
found = TRUE;
break;
}
}
if ( !found )
{
send_to_char( "There is no fountain here!\n\r", ch );
return;
}
if ( obj->item_type != ITEM_DRINK_CON )
{
send_to_char( "You can't fill that.\n\r", ch );
return;
}
if ( obj->value[1] != 0 && obj->value[2] != fountain->value[2] )
{
send_to_char( "There is already another liquid in it.\n\r", ch );
return;
}
if ( obj->value[1] >= obj->value[0] )
{
send_to_char( "Your container is full.\n\r", ch );
return;
}
sprintf(buf,"You fill $p with %s from $P.",
liq_table[fountain->value[2]].liq_name);
act( buf, ch, obj,fountain, TO_CHAR );
sprintf(buf,"$n fills $p with %s from $P.",
liq_table[fountain->value[2]].liq_name);
act(buf,ch,obj,fountain,TO_ROOM);
obj->value[2] = fountain->value[2];
obj->value[1] = obj->value[0];
return;
}
void do_pour (CHAR_DATA *ch, char *argument)
{
char arg[MAX_STRING_LENGTH],buf[MAX_STRING_LENGTH];
OBJ_DATA *out, *in;
CHAR_DATA *vch = NULL;
int amount;
argument = one_argument(argument,arg);
if (arg[0] == '\0' || argument[0] == '\0')
{
send_to_char("Pour what into what?\n\r",ch);
return;
}
if ((out = get_obj_carry(ch,arg, ch)) == NULL)
{
send_to_char("You don't have that item.\n\r",ch);
return;
}
if (out->item_type != ITEM_DRINK_CON)
{
send_to_char("That's not a drink container.\n\r",ch);
return;
}
if (!str_cmp(argument,"out"))
{
if (out->value[1] == 0)
{
send_to_char("It's already empty.\n\r",ch);
return;
}
out->value[1] = 0;
out->value[3] = 0;
sprintf(buf,"You invert $p, spilling %s all over the ground.",
liq_table[out->value[2]].liq_name);
act(buf,ch,out,NULL,TO_CHAR);
sprintf(buf,"$n inverts $p, spilling %s all over the ground.",
liq_table[out->value[2]].liq_name);
act(buf,ch,out,NULL,TO_ROOM);
return;
}
if ((in = get_obj_here(ch,argument)) == NULL)
{
vch = get_char_room(ch,argument);
if (vch == NULL)
{
send_to_char("Pour into what?\n\r",ch);
return;
}
in = get_eq_char(vch,WEAR_HOLD);
if (in == NULL)
{
send_to_char("They aren't holding anything.",ch);
return;
}
}
if (in->item_type != ITEM_DRINK_CON)
{
send_to_char("You can only pour into other drink containers.\n\r",ch);
return;
}
if (in == out)
{
send_to_char("You cannot change the laws of physics!\n\r",ch);
return;
}
if (in->value[1] != 0 && in->value[2] != out->value[2])
{
send_to_char("They don't hold the same liquid.\n\r",ch);
return;
}
if (out->value[1] == 0)
{
act("There's nothing in $p to pour.",ch,out,NULL,TO_CHAR);
return;
}
if (in->value[1] >= in->value[0])
{
act("$p is already filled to the top.",ch,in,NULL,TO_CHAR);
return;
}
amount = UMIN(out->value[1],in->value[0] - in->value[1]);
in->value[1] += amount;
out->value[1] -= amount;
in->value[2] = out->value[2];
if (vch == NULL)
{
sprintf(buf,"You pour %s from $p into $P.",
liq_table[out->value[2]].liq_name);
act(buf,ch,out,in,TO_CHAR);
sprintf(buf,"$n pours %s from $p into $P.",
liq_table[out->value[2]].liq_name);
act(buf,ch,out,in,TO_ROOM);
}
else
{
sprintf(buf,"You pour some %s for $N.",
liq_table[out->value[2]].liq_name);
act(buf,ch,NULL,vch,TO_CHAR);
sprintf(buf,"$n pours you some %s.",
liq_table[out->value[2]].liq_name);
act(buf,ch,NULL,vch,TO_VICT);
sprintf(buf,"$n pours some %s for $N.",
liq_table[out->value[2]].liq_name);
act(buf,ch,NULL,vch,TO_NOTVICT);
}
}
void do_drink( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
OBJ_DATA *obj;
int amount;
int liquid;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
for ( obj = ch->in_room->contents; obj; obj = obj->next_content )
{
if ( obj->item_type == ITEM_FOUNTAIN )
break;
}
if ( obj == NULL )
{
send_to_char( "Drink what?\n\r", ch );
return;
}
}
else
{
if ( ( obj = get_obj_here( ch, arg ) ) == NULL )
{
send_to_char( "You can't find it.\n\r", ch );
return;
}
}
if (ch->fighting != NULL)
{
send_to_char("You're too busy fighting to drink anything.\n\r", ch);
return;
}
if ( !IS_NPC(ch) && ch->pcdata->condition[COND_DRUNK] > 10 )
{
send_to_char( "You fail to reach your mouth. *Hic*\n\r", ch );
return;
}
switch ( obj->item_type )
{
default:
send_to_char( "You can't drink from that.\n\r", ch );
return;
case ITEM_FOUNTAIN:
if ( ( liquid = obj->value[2] ) < 0 )
{
sprintf(buf,"Do_drink: bad liquid number, %d, on %s.",
liquid, obj->short_descr);
bug(buf,0);
/*
bug( "Do_drink: bad liquid number %d.", liquid );
*/
liquid = obj->value[2] = 0;
}
amount = liq_table[liquid].liq_affect[4] * 3;
break;
case ITEM_DRINK_CON:
if ( obj->value[1] <= 0 )
{
send_to_char( "It is already empty.\n\r", ch );
return;
}
if ( ( liquid = obj->value[2] ) < 0 )
{
sprintf(buf,"Do_drink: bad liquid number, %d, on %s.",
liquid, obj->short_descr);
bug(buf,0);
/*
bug( "Do_drink: bad liquid number %d.", liquid );
*/
liquid = obj->value[2] = 0;
}
amount = liq_table[liquid].liq_affect[4];
amount = UMIN(amount, obj->value[1]);
break;
}
act( "$n drinks $T from $p.",
ch, obj, liq_table[liquid].liq_name, TO_ROOM );
act( "You drink $T from $p.",
ch, obj, liq_table[liquid].liq_name, TO_CHAR );
gain_condition( ch, COND_DRUNK,
amount * liq_table[liquid].liq_affect[COND_DRUNK] / 36 );
gain_condition( ch, COND_THIRST,
amount * liq_table[liquid].liq_affect[COND_THIRST] / 3 );
gain_condition(ch, COND_HUNGER,
amount * liq_table[liquid].liq_affect[COND_HUNGER] / 3 );
if ( !IS_NPC(ch) && ch->pcdata->condition[COND_DRUNK] > 10 )
send_to_char( "You feel drunk.\n\r", ch );
if ( !IS_NPC(ch) && ch->pcdata->condition[COND_THIRST] > 40 )
send_to_char( "Your thirst is quenched.\n\r", ch );
if ( obj->value[3] != 0 )
{
/* The drink was poisoned ! */
AFFECT_DATA af;
act( "$n chokes and gags.", ch, NULL, NULL, TO_ROOM );
send_to_char( "You choke and gag.\n\r", ch );
init_affect(&af);
af.where = TO_AFFECTS;
af.type = gsn_poison;
af.aftype = AFT_SPELL;
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, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Eat what?\n\r", ch );
return;
}
if ( ( obj = get_obj_carry( ch, arg, ch ) ) == NULL )
{
send_to_char( "You do not have that item.\n\r", ch );
return;
}
if (ch->fighting != NULL)
{
send_to_char( "You're too busy fighting to worry about food.\n\r", ch);
return;
}
if ( !IS_IMMORTAL(ch) )
{
if ( obj->item_type != ITEM_FOOD && obj->item_type != ITEM_PILL )
{
send_to_char( "That's not edible.\n\r", ch );
return;
}
}
act( "$n eats $p.", ch, obj, NULL, TO_ROOM );
act( "You eat $p.", ch, obj, NULL, TO_CHAR );
switch ( obj->item_type )
{
case ITEM_FOOD:
if ( !IS_NPC(ch) )
{
int condition;
condition = ch->pcdata->condition[COND_HUNGER];
gain_condition( ch, COND_HUNGER, obj->value[1]*3);
if ( condition <= 4 && ch->pcdata->condition[COND_HUNGER] > 4 )
send_to_char( "You are no longer hungry.\n\r", ch );
else if ( ch->pcdata->condition[COND_HUNGER] > 40 )
send_to_char( "You are full.\n\r", ch );
}
if ( obj->value[3] != 0 )
{
/* The food was poisoned! */
AFFECT_DATA af;
act( "$n chokes and gags.", ch, 0, 0, TO_ROOM );
send_to_char( "You choke and gag.\n\r", ch );
init_affect(&af);
af.where = TO_AFFECTS;
af.type = gsn_poison;
af.aftype = AFT_SPELL;
af.level = number_fuzzy(obj->value[0]);
af.duration = 2 * obj->value[0];
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_POISON;
affect_join( ch, &af );
}
break;
case ITEM_PILL:
obj_cast_spell( obj->value[1], obj->value[0], ch, ch, NULL );
obj_cast_spell( obj->value[2], obj->value[0], ch, ch, NULL );
obj_cast_spell( obj->value[3], obj->value[0], ch, ch, NULL );
obj_cast_spell( obj->value[4], obj->value[0], ch, ch, NULL );
break;
}
extract_obj( obj );
return;
}
/*
* Remove an object.
*/
bool remove_obj( CHAR_DATA *ch, int iWear, bool fReplace )
{
OBJ_DATA *obj;
OBJ_DATA *secondary;
if ( ( obj = get_eq_char( ch, iWear ) ) == NULL )
return TRUE;
if ( !fReplace )
return FALSE;
if ( is_set(&obj->extra_flags, ITEM_NOREMOVE) )
{
if (IS_IMMORTAL(ch)) {
act( "You can't remove $p.", ch, obj, NULL, TO_CHAR );
} else {
act( "You can't remove $p.", ch, obj, NULL, TO_CHAR );
return FALSE;
}
}
unequip_char( ch, obj );
secondary = get_eq_char(ch,WEAR_DUAL_WIELD);
if (iWear == WEAR_WIELD && secondary != NULL)
{
unequip_char(ch,secondary);
equip_char(ch,secondary,WEAR_WIELD);
}
if (iWear == WEAR_DUAL_WIELD)
{
act("$n stops dual wielding $p.",ch,obj,0,TO_ROOM);
act("You stop dual wielding $p.",ch,obj,0,TO_CHAR);
return TRUE;
}
act( "$n stops using $p.", ch, obj, NULL, TO_ROOM );
act( "You stop using $p.", ch, obj, NULL, TO_CHAR );
return TRUE;
}
/*
* Wear one object.
* Optional replacement of existing objects.
* Big repetitive code, ick.
*/
void wear_obj( CHAR_DATA *ch, OBJ_DATA *obj, bool fReplace )
{
OBJ_DATA *secondary;
bool wield_primary;
OBJ_DATA *primary;
OBJ_DATA *weapon;
OBJ_DATA *oldobj;
int sn, skill;
if ( CAN_WEAR( obj, ITEM_WEAR_FINGER ) )
{
if ( get_eq_char( ch, WEAR_FINGER_L ) != NULL
&& get_eq_char( ch, WEAR_FINGER_R ) != NULL
&& !remove_obj( ch, WEAR_FINGER_L, fReplace )
&& !remove_obj( ch, WEAR_FINGER_R, fReplace ) )
return;
if ( get_eq_char( ch, WEAR_FINGER_L ) == NULL )
{
act( "$n wears $p on $s left finger.", ch, obj, NULL, TO_ROOM );
act( "You wear $p on your left finger.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_FINGER_L );
return;
}
if ( get_eq_char( ch, WEAR_FINGER_R ) == NULL )
{
act( "$n wears $p on $s right finger.", ch, obj, NULL, TO_ROOM );
act( "You wear $p on your right finger.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_FINGER_R );
return;
}
bug( "Wear_obj: no free finger.", 0 );
send_to_char( "You already wear two rings.\n\r", ch );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_NECK ) )
{
if ( get_eq_char( ch, WEAR_NECK_1 ) != NULL
&& get_eq_char( ch, WEAR_NECK_2 ) != NULL
&& !remove_obj( ch, WEAR_NECK_1, fReplace )
&& !remove_obj( ch, WEAR_NECK_2, fReplace ) )
return;
if ( get_eq_char( ch, WEAR_NECK_1 ) == NULL )
{
act( "$n wears $p around $s neck.", ch, obj, NULL, TO_ROOM );
act( "You wear $p around your neck.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_NECK_1 );
return;
}
if ( get_eq_char( ch, WEAR_NECK_2 ) == NULL )
{
act( "$n wears $p around $s neck.", ch, obj, NULL, TO_ROOM );
act( "You wear $p around your neck.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_NECK_2 );
return;
}
bug( "Wear_obj: no free neck.", 0 );
send_to_char( "You already wear two neck items.\n\r", ch );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_BODY ) )
{
if ( !remove_obj( ch, WEAR_BODY, fReplace ) )
return;
act( "$n wears $p on $s torso.", ch, obj, NULL, TO_ROOM );
act( "You wear $p on your torso.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_BODY );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_HEAD ) )
{
oldobj =(get_eq_char(ch, WEAR_HEAD));
if ( !remove_obj( ch, WEAR_HEAD, fReplace ) )
return;
act( "$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 body.", ch, obj, NULL, TO_ROOM );
act( "You wear $p about your body.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_ABOUT );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_WAIST ) )
{
if ( !remove_obj( ch, WEAR_WAIST, fReplace ) )
return;
act( "$n wears $p about $s waist.", ch, obj, NULL, TO_ROOM );
act( "You wear $p about your waist.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_WAIST );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_WRIST ) )
{
if ( get_eq_char( ch, WEAR_WRIST_L ) != NULL
&& get_eq_char( ch, WEAR_WRIST_R ) != NULL
&& !remove_obj( ch, WEAR_WRIST_L, fReplace )
&& !remove_obj( ch, WEAR_WRIST_R, fReplace ) )
return;
if ( get_eq_char( ch, WEAR_WRIST_L ) == NULL )
{
act( "$n wears $p around $s left wrist.",
ch, obj, NULL, TO_ROOM );
act( "You wear $p around your left wrist.",
ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_WRIST_L );
return;
}
if ( get_eq_char( ch, WEAR_WRIST_R ) == NULL )
{
act( "$n wears $p around $s right wrist.",
ch, obj, NULL, TO_ROOM );
act( "You wear $p around your right wrist.",
ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_WRIST_R );
return;
}
bug( "Wear_obj: no free wrist.", 0 );
send_to_char( "You already wear two wrist items.\n\r", ch );
return;
}
/* ====== DUAL WIELD STUFF STARTS HERE ======= */
/* Dual wielding and limiting to 2 hands for objects */
if (CAN_WEAR(obj,ITEM_HOLD))
{
if ((get_eq_char(ch,WEAR_HOLD) == NULL) && (hands_full(ch)) )
{
if (!fReplace)
return;
else
{
send_to_char("Your hands are full.\n\r",ch);
return;
}
}
if (!remove_obj(ch,WEAR_HOLD,fReplace))
return;
weapon = get_eq_char(ch,WEAR_WIELD);
if ((weapon != NULL && ch->size < SIZE_LARGE
&& IS_WEAPON_STAT(weapon,WEAPON_TWO_HANDS))
|| (weapon != NULL && weapon->value[0]==WEAPON_STAFF)
|| (weapon != NULL && weapon->value[0]==WEAPON_POLEARM)
|| (weapon != NULL && weapon->value[0]==WEAPON_SPEAR))
{
send_to_char("Your hands are tied up with your weapon.\n\r",ch);
return;
}
act("$n holds $p in $s hands.",ch,obj,0,TO_ROOM);
act("You hold $p in your hands.",ch,obj,0,TO_CHAR);
equip_char(ch,obj,WEAR_HOLD);
return;
}
if (CAN_WEAR(obj,ITEM_WEAR_SHIELD))
{
if ((get_eq_char(ch,WEAR_SHIELD) == NULL) && (hands_full(ch)) )
{
if (!fReplace)
return;
else
{
send_to_char("Your hands are full.\n\r",ch);
return;
}
}
if (!remove_obj(ch,WEAR_SHIELD,fReplace))
return;
weapon = get_eq_char(ch,WEAR_WIELD);
if (weapon != NULL && ch->size < SIZE_LARGE
&& (IS_WEAPON_STAT(weapon,WEAPON_TWO_HANDS)
|| weapon->value[0]==WEAPON_STAFF
|| weapon->value[0]==WEAPON_POLEARM
|| weapon->value[0]==WEAPON_SPEAR))
{
send_to_char("Your hands are tied up with your weapon.\n\r",ch);
return;
}
if ((weapon != NULL)
&& (weapon->value[0]==WEAPON_STAFF || weapon->value[0]==WEAPON_POLEARM || weapon->value[0]==WEAPON_SPEAR))
{
send_to_char("Your hands are tied up with your weapon.\n\r",ch);
return;
}
if (ch->pcdata->dedication==DED_TWOHAND)
return send_to_char("You prefer a two-handed sword; you cannot use a shield.\n\r",ch);
act("$n wears $p as a shield.",ch,obj,0,TO_ROOM);
act("You wear $p as a shield.",ch,obj,0,TO_CHAR);
equip_char(ch,obj,WEAR_SHIELD);
return;
}
/* Lots of dual wield stuff now */
if (obj->item_type == ITEM_LIGHT)
{
if ((get_eq_char(ch,WEAR_LIGHT) == NULL) && (hands_full(ch)) )
{
if (!fReplace)
return;
else
{
send_to_char("Your hands are full.\n\r",ch);
return;
}
}
if (!remove_obj(ch,WEAR_LIGHT,fReplace))
return;
weapon = get_eq_char(ch,WEAR_WIELD);
if (weapon != NULL && ch->size < SIZE_LARGE
&& (IS_WEAPON_STAT(weapon,WEAPON_TWO_HANDS)
|| weapon->value[0]==WEAPON_STAFF
|| weapon->value[0]==WEAPON_POLEARM
|| weapon->value[0]==WEAPON_SPEAR))
{
send_to_char("Your hands are tied up with your weapon.\n\r",ch);
return;
}
act("$n lights $p and holds it.",ch,obj,0,TO_ROOM);
act("You light $p and hold it.",ch,obj,0,TO_CHAR);
equip_char(ch,obj,WEAR_LIGHT);
return;
}
if (CAN_WEAR(obj,ITEM_WIELD))
{
wield_primary = TRUE;
primary = get_eq_char(ch,WEAR_WIELD);
secondary = get_eq_char(ch,WEAR_DUAL_WIELD);
if (primary == NULL && (hands_full(ch)) )
{
if (!fReplace)
return;
else
{
send_to_char("Your hands are full.\n\r",ch);
return;
}
}
if (get_eq_char(ch, WEAR_DUAL_WIELD) != NULL)
wield_primary = FALSE;
if (primary != NULL && (!hands_full(ch)) )
wield_primary = FALSE;
if (get_skill(ch,gsn_dual_wield) < 3 && (!IS_NPC(ch)))
wield_primary = TRUE;
if (ch->level < skill_table[gsn_dual_wield].skill_level[ch->class]
&& !IS_NPC(ch))
wield_primary = TRUE;
if (ch->size < SIZE_LARGE && IS_WEAPON_STAT(obj,WEAPON_TWO_HANDS))
wield_primary = TRUE;
if (obj != NULL && (obj->value[0]==WEAPON_SPEAR ||
obj->value[0]==WEAPON_STAFF ||
obj->value[0]==WEAPON_POLEARM))
wield_primary = TRUE;
if (primary != NULL && (primary->value[0]==WEAPON_SPEAR ||
primary->value[0]==WEAPON_STAFF ||
primary->value[0]==WEAPON_POLEARM))
wield_primary = TRUE;
/* First attempt to dual wield if !primary. */
if (!wield_primary)
{
if (secondary == NULL)
{
if (obj->weight < primary->weight * 75/100
|| obj->weight < 50)
{
act("$n dual wields $p.",ch,obj,0,TO_ROOM);
act("You dual wield $p.",ch,obj,0,TO_CHAR);
equip_char(ch,obj,WEAR_DUAL_WIELD);
switch(obj->value[0])
{
default : sn = -1; break;
case(WEAPON_SWORD): sn = gsn_sword; break;
case(WEAPON_DAGGER): sn = gsn_dagger; break;
case(WEAPON_SPEAR): sn = gsn_spear; break;
case(WEAPON_MACE): sn = gsn_mace; break;
case(WEAPON_AXE): sn = gsn_axe; break;
case(WEAPON_FLAIL): sn = gsn_flail; break;
case(WEAPON_WHIP): sn = gsn_whip; break;
case(WEAPON_POLEARM): sn = gsn_polearm; break;
case(WEAPON_STAFF): sn = gsn_staff; break;
}
skill = get_weapon_skill(ch,sn);
if (skill >= 100)
act("$p feels like a part of you!",ch,obj,0,TO_CHAR);
else if (skill > 85)
act("You feel quite confident with $p.",ch,obj,0,TO_CHAR);
else if (skill > 70)
act("You are skilled with $p.",ch,obj,0,TO_CHAR);
else if (skill > 50)
act("Your skill with $p is adequate.",ch,obj,0,TO_CHAR);
else if (skill > 25)
act("$p feels a little clumsy in your hands.",ch,obj,0,TO_CHAR);
else if (skill > 1)
act("You fumble and almost drop $p.",ch,obj,0,TO_CHAR);
else
act("You don't even know which end is up on $p.",ch,obj,0,TO_CHAR);
return;
}
}
else if (obj->weight < secondary->weight)
{
if (!remove_obj(ch,WEAR_DUAL_WIELD,fReplace))
return;
act("$n dual wields $p.",ch,obj,0,TO_ROOM);
act("You dual wield $p.",ch,obj,0,TO_CHAR);
equip_char(ch,obj,WEAR_DUAL_WIELD);
switch(obj->value[0])
{
default : sn = -1; break;
case(WEAPON_SWORD): sn = gsn_sword; break;
case(WEAPON_DAGGER): sn = gsn_dagger; break;
case(WEAPON_SPEAR): sn = gsn_spear; break;
case(WEAPON_MACE): sn = gsn_mace; break;
case(WEAPON_AXE): sn = gsn_axe; break;
case(WEAPON_FLAIL): sn = gsn_flail; break;
case(WEAPON_WHIP): sn = gsn_whip; break;
case(WEAPON_POLEARM): sn = gsn_polearm; break;
case(WEAPON_STAFF): sn = gsn_staff; break;
}
skill = get_weapon_skill(ch,sn);
if (skill >= 100)
act("$p feels like a part of you!",ch,obj,0,TO_CHAR);
else if (skill > 85)
act("You feel quite confident with $p.",ch,obj,0,TO_CHAR);
else if (skill > 70)
act("You are skilled with $p.",ch,obj,0,TO_CHAR);
else if (skill > 50)
act("Your skill with $p is adequate.",ch,obj,0,TO_CHAR);
else if (skill > 25)
act("$p feels a little clumsy in your hands.",ch,obj,0,TO_CHAR);
else if (skill > 1)
act("You fumble and almost drop $p.",ch,obj,0,TO_CHAR);
else
act("You don't even know which end is up on $p.",ch,obj,0,TO_CHAR);
return;
}
else
{
if (!remove_obj(ch,WEAR_WIELD,fReplace))
return;
if (secondary->weight < obj->weight*75/100
|| secondary->weight < 30)
{
if (get_obj_weight(obj) > (str_app[get_curr_stat(ch,STAT_STR)].wield))
{
send_to_char("It is too heavy for you to wield.\n\r",ch);
return;
}
act("$n wields $p.",ch,obj,0,TO_ROOM);
act("You wield $p.",ch,obj,0,TO_CHAR);
unequip_char(ch,secondary);
equip_char(ch,obj,WEAR_WIELD);
equip_char(ch,secondary,WEAR_DUAL_WIELD);
sn = get_weapon_sn(ch);
if (sn == gsn_hand_to_hand)
return;
skill = get_weapon_skill(ch,sn);
if (skill >= 100)
act("$p feels like a part of you!",ch,obj,0,TO_CHAR);
else if (skill > 85)
act("You feel quite confident with $p.",ch,obj,0,TO_CHAR);
else if (skill > 70)
act("You are skilled with $p.",ch,obj,0,TO_CHAR);
else if (skill > 50)
act("Your skill with $p is adequate.",ch,obj,0,TO_CHAR);
else if (skill > 25)
act("$p feels a little clumsy in your hands.",ch,obj,0,TO_CHAR);
else if (skill > 1)
act("You fumble and almost drop $p.",ch,obj,0,TO_CHAR);
else
act("You don't even know which end is up on $p.",ch,obj,0,TO_CHAR);
return;
}
act("$p is too heavy to dual wield,",ch,obj,0,TO_CHAR);
return;
}
}
/* If you can't wield the dual weapon then see if you can replace primary */
if (!remove_obj(ch,WEAR_WIELD,fReplace))
return;
if (get_obj_weight(obj) > (str_app[get_curr_stat(ch,STAT_STR)].wield ))
{
send_to_char("It is too heavy for you to wield.\n\r",ch);
return;
}
if ((ch->size < SIZE_LARGE && IS_WEAPON_STAT(obj,WEAPON_TWO_HANDS))
|| obj->value[0]==WEAPON_SPEAR
|| obj->value[0]==WEAPON_STAFF
|| obj->value[0]==WEAPON_POLEARM)
{
if (get_eq_char(ch,WEAR_SHIELD) != NULL
|| get_eq_char(ch,WEAR_HOLD) != NULL
|| get_eq_char(ch,WEAR_LIGHT) != NULL
|| get_eq_char(ch,WEAR_WIELD) != NULL)
{
send_to_char("You need both hands free for that weapon.\n\r",ch);
return;
}
}
act("$n wields $p.",ch,obj,0,TO_ROOM);
act("You wield $p.",ch,obj,0,TO_CHAR);
equip_char(ch,obj,WEAR_WIELD);
sn = get_weapon_sn(ch);
if (sn == gsn_hand_to_hand)
return;
skill = get_weapon_skill(ch,sn);
if (skill >= 100)
act("$p feels like a part of you!",ch,obj,0,TO_CHAR);
else if (skill > 85)
act("You feel quite confident with $p.",ch,obj,0,TO_CHAR);
else if (skill > 70)
act("You are skilled with $p.",ch,obj,0,TO_CHAR);
else if (skill > 50)
act("Your skill with $p is adequate.",ch,obj,0,TO_CHAR);
else if (skill > 25)
act("$p feels a little clumsy in your hands.",ch,obj,0,TO_CHAR);
else if (skill > 1)
act("You fumble and almost drop $p.",ch,obj,0,TO_CHAR);
else
act("You don't even know which end is up on $p.",ch,obj,0,TO_CHAR);
return;
}
/* ==== END DUAL_WIELD CODE ======= */
if ( CAN_WEAR(obj,ITEM_WEAR_BRAND) )
{
if (!remove_obj(ch,WEAR_BRAND, fReplace) )
return;
act("You wear it.",ch,obj,NULL,TO_CHAR);
equip_char(ch,obj,WEAR_BRAND);
return;
}
if ( CAN_WEAR(obj,ITEM_WEAR_STRAPPED) )
{
if (!remove_obj(ch,WEAR_STRAPPED, fReplace) )
return;
act( "$n wears $p.", ch, obj, NULL, TO_ROOM );
act( "You wear $p.", ch, obj, NULL, TO_CHAR );
equip_char(ch,obj,WEAR_STRAPPED);
return;
}
if ( fReplace )
send_to_char( "You can't wear, wield, or hold that.\n\r", ch );
return;
}
void do_wear( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Wear, wield, or hold what?\n\r", ch );
return;
}
if ( IS_NPC(ch) && IS_AFFECTED(ch,AFF_CHARM))
{
send_to_char( "A mob wearing eq? Ha!\n\r", ch );
return;
}
if ( !str_cmp( arg, "all" ) )
{
OBJ_DATA *obj_next;
for ( obj = ch->carrying; obj != NULL; obj = obj_next )
{
obj_next = obj->next_content;
if ( obj->wear_loc == WEAR_NONE && can_see_obj( ch, obj ) )
{
wear_obj( ch, obj, FALSE );
}
}
return;
}
else
{
if ( ( obj = get_obj_carry( ch, arg, ch ) ) == NULL )
{
send_to_char( "You do not have that item.\n\r", ch );
return;
}
wear_obj( ch, obj, TRUE );
}
return;
}
void do_remove( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Remove what?\n\r", ch );
return;
}
if ( !str_cmp( arg, "all" ) )
{
OBJ_DATA *obj_next;
for ( obj = ch->carrying; obj != NULL; obj = obj_next )
{
obj_next = obj->next_content;
if ( obj->wear_loc != WEAR_NONE
&& can_see_obj( ch, obj )
&& obj->wear_loc != WEAR_BRAND )
remove_obj( ch, obj->wear_loc, TRUE );
}
reslot_weapon(ch);
return;
}
else if ( ( obj = get_obj_wear( ch, arg ) ) == NULL )
{
send_to_char( "You do not have that item.\n\r", ch );
return;
}
if(is_affected(ch,gsn_unholy_affinity) && is_affected_obj(obj,gsn_unholy_bless))
return send_to_char("You can't bear to let it out of your hand!\n\r",ch);
if (obj->wear_loc == WEAR_BRAND && !IS_IMMORTAL(ch))
{
send_to_char( "You can't remove a tattoo!\n\r", ch );
return;
}
remove_obj( ch, obj->wear_loc, TRUE );
reslot_weapon(ch);
return;
}
void do_sacrifice( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
OBJ_DATA *ibj;
OBJ_DATA *ibj_next;
CHAR_DATA *gch;
one_argument( argument, arg );
if (!IS_NPC(ch))
{
if (ch->pcdata->death_status == HAS_DIED)
{
send_to_char("You are a hovering spirit, you can't sacrifice anything!\n\r",ch);
return;
}
}
if ( arg[0] == '\0' || !str_cmp( arg, ch->name ) )
{
act( "$n offers $mself to the gods, who graciously decline.", ch, NULL, NULL, TO_ROOM );
send_to_char( "The gods appreciate your offer and may accept it later.\n\r", ch );
return;
}
obj = get_obj_list( ch, arg, ch->in_room->contents );
if ( obj == NULL )
{
send_to_char( "You can't find it.\n\r", ch );
return;
}
if ( obj->item_type == ITEM_CORPSE_PC )
{
send_to_char(
"The gods wouldn't like that.\n\r",ch);
return;
}
if ( obj->owner != NULL && obj->item_type == ITEM_WEAPON && IS_WEAPON_STAT(obj,WEAPON_LEADER))
return send_to_char("That is not yours to sacrifice.\n\r",ch);
if ( !CAN_WEAR(obj, ITEM_TAKE) || CAN_WEAR(obj, ITEM_NO_SAC))
{
act( "$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;
}
}
if (isCabalItem(obj)==TRUE)
{
act("A bolt from the heavens comes down and smites $n!",ch,obj,0,TO_ROOM);
act("A bolt from the heavens comes down and smites you!",ch,obj,0,TO_CHAR);
raw_kill(ch,ch);
return;
}
if (obj->item_type == ITEM_CORPSE_NPC)
{
if (obj->contains)
{
for (ibj = obj->contains ; ibj != NULL ; ibj = ibj_next)
{
ibj_next = ibj->next_content;
obj_from_obj(ibj);
obj_to_room(ibj, obj->in_room);
}
}
}
act("You sacrifice $p to the gods.",ch,obj,NULL,TO_CHAR);
act( "$n sacrifices $p to the gods.", ch, obj, NULL, TO_ROOM );
if (IS_SET(obj->progtypes,IPROG_SAC))
if ( (obj->pIndexData->iprogs->sac_prog) (obj,ch) )
return;
wiznet("$N sends up $p as a burnt offering.",ch,obj,WIZ_SACCING,0,0);
extract_obj( obj );
return;
}
void do_quaff( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
one_argument( argument, arg );
if (ch->cabal == CABAL_RAGER && !IS_IMMORTAL(ch))
{
send_to_char("You are a Rager, you don't use such things as potions!\n\r",ch);
return;
}
if ( arg[0] == '\0' )
{
send_to_char( "Quaff what?\n\r", ch );
return;
}
if ( ( obj = get_obj_carry( ch, arg, ch ) ) == NULL )
{
send_to_char( "You do not have that potion.\n\r", ch );
return;
}
if ( obj->item_type != ITEM_POTION )
{
send_to_char( "You can quaff only potions.\n\r", ch );
return;
}
if ( ch->fighting != NULL )
{
send_to_char( "You're too busy fighting to quaff.\n\r", ch );
return;
}
act( "$n quaffs $p.", ch, obj, NULL, TO_ROOM );
act( "You quaff $p.", ch, obj, NULL ,TO_CHAR );
WAIT_STATE(ch,PULSE_VIOLENCE);
// Begin lich quest elixirs.
if (obj->pIndexData->vnum == OBJ_VNUM_CORRECT_LICH_ELIXIR)
{
AFFECT_DATA af;
init_affect(&af);
af.aftype = AFT_INVIS;
af.duration = -1;
af.location = APPLY_ENHANCED_MOD;
af.modifier = 8;
af.level = 59;
af.type = skill_lookup("lich elixir affect");
affect_to_char(ch,&af);
extract_obj( obj );
return;
}
else if (obj->pIndexData->vnum == OBJ_VNUM_INCORRECT_LICH_ELIXIR)
{
AFFECT_DATA af;
init_affect(&af);
af.aftype = AFT_INVIS;
af.duration = -1;
af.location = APPLY_ENHANCED_MOD;
af.modifier = 8;
af.level = 60;
af.type = skill_lookup("lich elixir affect");
affect_to_char(ch,&af);
extract_obj( obj );
return;
}
// End lich quest elixirs.
obj_cast_spell( obj->value[1], obj->value[0], ch, ch, NULL );
obj_cast_spell( obj->value[2], obj->value[0], ch, ch, NULL );
obj_cast_spell( obj->value[3], obj->value[0], ch, ch, NULL );
extract_obj( obj );
return;
}
void do_recite( CHAR_DATA *ch, char *argument )
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *scroll;
OBJ_DATA *obj;
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if (ch->cabal == CABAL_RAGER && !IS_IMMORTAL(ch))
{
send_to_char("You are a Rager, you don't use such things as scrolls!\n\r",ch);
return;
}
if ( ( scroll = get_obj_carry( ch, arg1, ch ) ) == NULL )
{
send_to_char( "You do not have that scroll.\n\r", ch );
return;
}
if ( scroll->item_type != ITEM_SCROLL )
{
send_to_char( "You can recite only scrolls.\n\r", ch );
return;
}
if ( ch->level < scroll->level)
{
send_to_char(
"This scroll is too complex for you to comprehend.\n\r",ch);
return;
}
if (ch->fighting != NULL)
{
send_to_char( "You're too busy fighting to recite.\n\r", ch);
return;
}
obj = NULL;
if ( arg2[0] == '\0' )
{
victim = ch;
}
else
{
if ( ( victim = get_char_room ( ch, arg2 ) ) == NULL
&& ( obj = get_obj_here ( ch, arg2 ) ) == NULL )
{
send_to_char( "You can't find it.\n\r", ch );
return;
}
}
act( "$n recites $p.", ch, scroll, NULL, TO_ROOM );
act( "You recite $p.", ch, scroll, NULL, TO_CHAR );
if (number_percent() >= 20 + get_skill(ch,gsn_scrolls) * 4/5)
{
send_to_char("You mispronounce a syllable.\n\r",ch);
check_improve(ch,gsn_scrolls,FALSE,2);
if (scroll->pIndexData->vnum == 29806)
{
recite_libram_conjuration(ch,victim,scroll,obj, FALSE);
return;
}
}
else if (scroll->pIndexData->vnum == 29806)
{
recite_libram_conjuration(ch,victim,scroll,obj, TRUE);
return;
}
else
{
obj_cast_spell( scroll->value[1], scroll->value[0], ch, victim, obj );
obj_cast_spell( scroll->value[2], scroll->value[0], ch, victim, obj );
obj_cast_spell( scroll->value[3], scroll->value[0], ch, victim, obj );
check_improve(ch,gsn_scrolls,TRUE,2);
}
extract_obj( scroll );
return;
}
void do_brandish( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
OBJ_DATA *staff;
int sn;
if ( ( staff = get_eq_char( ch, WEAR_HOLD ) ) == NULL )
{
send_to_char( "You hold nothing in your hand.\n\r", ch );
return;
}
if (staff->pIndexData->vnum == 29750)
{
brandish_sceptre_dead(ch,staff);
return;
}
if (staff->pIndexData->vnum == OBJ_VNUM_HORN_VALERE)
{
obj_brandish_horn_valere(ch,staff);
return;
}
if (ch->cabal == CABAL_RAGER && !IS_IMMORTAL(ch))
{
send_to_char("You are a Rager, you don't use such things as staves!\n\r",ch);
return;
}
if ( staff->item_type != ITEM_STAFF )
{
send_to_char( "You can brandish only with a staff.\n\r", ch );
return;
}
if (staff->value[4] == 1) {
obj_brandish_phylactery(ch,staff);
return;
}
if ( ( sn = staff->value[3] ) < 0
|| sn >= MAX_SKILL
|| skill_table[sn].spell_fun == 0 )
{
bug( "Do_brandish: bad sn %d.", sn );
return;
}
WAIT_STATE( ch, 2 * PULSE_VIOLENCE );
if ( staff->value[2] > 0 )
{
act( "$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,gsn_staves) * 4/5)
{
act ("You fail to invoke $p.",ch,staff,NULL,TO_CHAR);
act ("...and nothing happens.",ch,NULL,NULL,TO_ROOM);
check_improve(ch,gsn_staves,FALSE,2);
}
else for ( vch = ch->in_room->people; vch; vch = vch_next )
{
vch_next = vch->next_in_room;
switch ( skill_table[sn].target )
{
default:
bug( "Do_brandish: bad target for sn %d.", sn );
return;
case TAR_IGNORE:
if ( vch != ch )
continue;
break;
case TAR_CHAR_OFFENSIVE:
if ( IS_NPC(ch) ? IS_NPC(vch) : !IS_NPC(vch) )
continue;
break;
case TAR_CHAR_DEFENSIVE:
if ( IS_NPC(ch) ? !IS_NPC(vch) : IS_NPC(vch) )
continue;
break;
case TAR_CHAR_SELF:
if ( vch != ch )
continue;
break;
}
obj_cast_spell( staff->value[3], staff->value[0], ch, vch, NULL );
check_improve(ch,gsn_staves,TRUE,2);
}
}
if ( --staff->value[2] <= 0 )
{
act( "$n's $p blazes bright and is gone.", ch, staff, NULL, TO_ROOM );
act( "Your $p blazes bright and is gone.", ch, staff, NULL, TO_CHAR );
extract_obj( staff );
}
return;
}
void do_zap( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *wand;
OBJ_DATA *obj;
one_argument( argument, arg );
if (ch->cabal == CABAL_RAGER && !IS_IMMORTAL(ch))
{
send_to_char("You are a Rager, you don't use such things as wands!\n\r",ch);
return;
}
if ( arg[0] == '\0' && ch->fighting == NULL )
{
send_to_char( "Zap whom or what?\n\r", ch );
return;
}
if ( ( wand = get_eq_char( ch, WEAR_HOLD ) ) == NULL )
{
send_to_char( "You hold nothing in your hand.\n\r", ch );
return;
}
if ( wand->item_type != ITEM_WAND )
{
send_to_char( "You can zap only with a wand.\n\r", ch );
return;
}
if ( is_restricted(ch,wand))
{
send_to_char( "This wand was not meant for your use.\n\r", ch );
return;
}
obj = NULL;
if ( arg[0] == '\0' )
{
if ( ch->fighting != NULL )
{
victim = ch->fighting;
}
else
{
send_to_char( "Zap whom or what?\n\r", ch );
return;
}
}
else
{
if ( ( victim = get_char_room ( ch, arg ) ) == NULL
&& ( obj = get_obj_here ( ch, arg ) ) == NULL )
{
send_to_char( "You can't find it.\n\r", ch );
return;
}
}
WAIT_STATE( ch, 2 * PULSE_VIOLENCE );
if ( wand->value[2] > 0 )
{
if ( victim != NULL )
{
act( "$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,gsn_wands) * 4/5)
{
act( "Your efforts with $p produce only smoke and sparks.",
ch,wand,NULL,TO_CHAR);
act( "$n's efforts with $p produce only smoke and sparks.",
ch,wand,NULL,TO_ROOM);
check_improve(ch,gsn_wands,FALSE,2);
}
else
{
obj_cast_spell( wand->value[3], wand->value[0], ch, victim, obj );
check_improve(ch,gsn_wands,TRUE,2);
}
}
if ( --wand->value[2] <= 0 )
{
act( "$n's $p explodes into fragments.", ch, wand, NULL, TO_ROOM );
act( "Your $p explodes into fragments.", ch, wand, NULL, TO_CHAR );
extract_obj( wand );
}
return;
}
/*
* Shopping commands.
*/
CHAR_DATA *find_keeper( CHAR_DATA *ch )
{
/*char buf[MAX_STRING_LENGTH];*/
CHAR_DATA *keeper;
SHOP_DATA *pShop;
pShop = NULL;
for ( keeper = ch->in_room->people; keeper; keeper = keeper->next_in_room )
{
if ( IS_NPC(keeper) && (pShop = keeper->pIndexData->pShop) != NULL )
break;
}
if ( pShop == NULL )
{
send_to_char( "You can't do that here.\n\r", ch );
return NULL;
}
/*
* Undesirables.
*
if ( !IS_NPC(ch) && IS_SET(ch->act, PLR_KILLER) )
{
do_say( keeper, "Killers are not welcome!" );
sprintf( buf, "%s the KILLER is over here!\n\r", ch->name );
do_yell( keeper, buf );
return NULL;
}
if ( !IS_NPC(ch) && IS_SET(ch->act, PLR_THIEF) )
{
do_say( keeper, "Thieves are not welcome!" );
sprintf( buf, "%s the THIEF is over here!\n\r", ch->name );
do_yell( keeper, buf );
return NULL;
}
*/
/*
* Shop hours.
*/
if ( time_info.hour < pShop->open_hour )
{
do_say( keeper, "Sorry, I am closed. Come back later." );
return NULL;
}
if ( time_info.hour > pShop->close_hour )
{
do_say( keeper, "Sorry, I am closed. Come back tomorrow." );
return NULL;
}
/*
* Invisible or hidden people.
*/
if ( !can_see( keeper, ch ) )
{
do_say( keeper, "I don't trade with folks I can't see." );
return NULL;
}
return keeper;
}
/* insert an object at the right spot for the keeper */
void obj_to_keeper( OBJ_DATA *obj, CHAR_DATA *ch )
{
OBJ_DATA *t_obj, *t_obj_next;
/* see if any duplicates are found */
for (t_obj = ch->carrying; t_obj != NULL; t_obj = t_obj_next)
{
t_obj_next = t_obj->next_content;
if (obj->pIndexData == t_obj->pIndexData
&& !str_cmp(obj->short_descr,t_obj->short_descr))
{
/* if this is an unlimited item, destroy the new one */
if (IS_OBJ_STAT(t_obj,ITEM_INVENTORY))
{
extract_obj(obj);
return;
}
obj->cost = t_obj->cost; /* keep it standard */
break;
}
}
if (t_obj == NULL)
{
obj->next_content = ch->carrying;
ch->carrying = obj;
}
else
{
obj->next_content = t_obj->next_content;
t_obj->next_content = obj;
}
obj->carried_by = ch;
obj->in_room = NULL;
obj->in_obj = NULL;
ch->carry_number += get_obj_number( obj );
ch->carry_weight += get_obj_weight( obj );
}
/* get an object from a shopkeeper's list */
OBJ_DATA *get_obj_keeper( CHAR_DATA *ch, CHAR_DATA *keeper, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
int number;
int count;
number = number_argument( argument, arg );
count = 0;
for ( obj = keeper->carrying; obj != NULL; obj = obj->next_content )
{
if (obj->wear_loc == WEAR_NONE
&& can_see_obj( keeper, obj )
&& can_see_obj(ch,obj)
&& is_name( arg, obj->name ) )
{
if ( ++count == number )
return obj;
/* skip other objects of the same name */
while (obj->next_content != NULL
&& obj->pIndexData == obj->next_content->pIndexData
&& !str_cmp(obj->short_descr,obj->next_content->short_descr))
obj = obj->next_content;
}
}
return NULL;
}
int get_cost( CHAR_DATA *keeper, OBJ_DATA *obj, bool fBuy )
{
SHOP_DATA *pShop;
int cost;
if ( obj == NULL || ( pShop = keeper->pIndexData->pShop ) == NULL )
return 0;
if ( fBuy )
{
cost = obj->cost * pShop->profit_buy / 100;
}
else
{
OBJ_DATA *obj2;
int itype;
cost = 0;
for ( itype = 0; itype < MAX_TRADE; itype++ )
{
if ( obj->item_type == pShop->buy_type[itype] )
{
cost = obj->cost * pShop->profit_sell / 100;
break;
}
}
if (!IS_OBJ_STAT(obj,ITEM_SELL_EXTRACT))
for ( obj2 = keeper->carrying; obj2; obj2 = obj2->next_content )
{
if ( obj->pIndexData == obj2->pIndexData
&& !str_cmp(obj->short_descr,obj2->short_descr) )
{
if (IS_OBJ_STAT(obj2,ITEM_INVENTORY))
cost /= 2;
else
cost = cost * 3 / 4;
}
}
}
if ( obj->item_type == ITEM_STAFF || obj->item_type == ITEM_WAND )
{
if (obj->value[1] == 0)
cost /= 4;
else
cost = cost * obj->value[2] / obj->value[1];
}
return cost;
}
void do_buy( CHAR_DATA *ch, char *argument )
{
char buf[MAX_STRING_LENGTH];
int cost,roll;
if ( argument[0] == '\0' )
{
send_to_char( "Buy what?\n\r", ch );
return;
}
CHAR_DATA *keeper;
OBJ_DATA *obj,*t_obj;
char arg[MAX_INPUT_LENGTH];
int number, count = 1;
if ( ( keeper = find_keeper( ch ) ) == NULL )
return;
if (keeper == ch)
return;
number = mult_argument(argument,arg);
obj = get_obj_keeper( ch,keeper, arg );
cost = get_cost( keeper, obj, TRUE );
if (number < 1)
{
act("$n tells you 'Get real!",keeper,NULL,ch,TO_VICT);
return;
}
if ( cost <= 0 || !can_see_obj( ch, obj ) )
{
act( "$n tells you 'I don't sell that -- try 'list''.",
keeper, NULL, ch, TO_VICT );
ch->reply = keeper;
return;
}
if (!IS_OBJ_STAT(obj,ITEM_INVENTORY))
{
for (t_obj = obj->next_content;
count < number && t_obj != NULL;
t_obj = t_obj->next_content)
{
if (t_obj->pIndexData == obj->pIndexData
&& !str_cmp(t_obj->short_descr,obj->short_descr))
count++;
else
break;
}
if (count < number)
{
act("$n tells you 'I don't have that many in stock.",
keeper,NULL,ch,TO_VICT);
ch->reply = keeper;
return;
}
}
if ( ch->gold < cost * number )
{
if (number > 1)
act("$n tells you 'You can't afford to buy that many.",
keeper,obj,ch,TO_VICT);
else
act( "$n tells you 'You can't afford to buy $p'.",
keeper, obj, ch, TO_VICT );
ch->reply = keeper;
return;
}
if ( obj->level > ch->level )
{
act( "$n tells you 'You can't use $p yet'.",
keeper, obj, ch, TO_VICT );
ch->reply = keeper;
return;
}
if (ch->carry_number + number * get_obj_number(obj) > can_carry_n(ch))
{
send_to_char( "You can't carry that many items.\n\r", ch );
return;
}
if ( ch->carry_weight + number * get_obj_weight(obj) > can_carry_w(ch))
{
send_to_char( "You can't carry that much weight.\n\r", ch );
return;
}
/* haggle */
roll = number_percent();
if (!IS_OBJ_STAT(obj,ITEM_SELL_EXTRACT)
&& roll < get_skill(ch,gsn_haggle))
{
cost -= obj->cost / 2 * roll / 100;
act("You haggle with $N.",ch,NULL,keeper,TO_CHAR);
check_improve(ch,gsn_haggle,TRUE,4);
}
if (number > 1)
{
sprintf(buf,"$n buys $p[%d].",number);
act(buf,ch,obj,NULL,TO_ROOM);
sprintf(buf,"You buy $p[%d] for %d gold.",number,cost * number);
act(buf,ch,obj,NULL,TO_CHAR);
}
else
{
act( "$n buys $p.", ch, obj, NULL, TO_ROOM );
sprintf(buf,"You buy $p for %d gold.",cost);
act( buf, ch, obj, NULL, TO_CHAR );
}
deduct_cost(ch,cost * number);
for (count = 0; count < number; count++)
{
if ( is_set( &obj->extra_flags, ITEM_INVENTORY ) )
t_obj = create_object( obj->pIndexData, obj->level );
else
{
t_obj = obj;
obj = obj->next_content;
obj_from_char( t_obj );
}
if (t_obj->timer > 0 && !IS_OBJ_STAT(t_obj,ITEM_HAD_TIMER))
t_obj->timer = 0;
remove_bit(&t_obj->extra_flags,ITEM_HAD_TIMER);
obj_to_char( t_obj, ch );
if (cost < t_obj->cost)
t_obj->cost = cost;
}
}
void do_list( CHAR_DATA *ch, char *argument )
{
char buf[MAX_STRING_LENGTH];
CHAR_DATA *keeper;
OBJ_DATA *obj;
int cost,count;
bool found;
char arg[MAX_INPUT_LENGTH];
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;
send_to_char( "[Lv Price Qty] Item\n\r", ch );
}
if (IS_OBJ_STAT(obj,ITEM_INVENTORY))
sprintf(buf,"[%2d %5d -- ] %s\n\r",
obj->level,cost,obj->short_descr);
else
{
count = 1;
while (obj->next_content != NULL
&& obj->pIndexData == obj->next_content->pIndexData
&& !str_cmp(obj->short_descr,
obj->next_content->short_descr))
{
obj = obj->next_content;
count++;
}
sprintf(buf,"[%2d %5d %2d ] %s\n\r",
obj->level,cost,count,obj->short_descr);
}
send_to_char( buf, ch );
}
}
if ( !found )
send_to_char( "You can't buy anything here.\n\r", ch );
return;
}
void do_sell( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *keeper;
if ( argument[0] == '\0' )
{
send_to_char( "Sell what?\n\r", ch );
return;
}
if ( ( keeper = find_keeper( ch ) ) == NULL )
return;
do_say(keeper,"I don't want to buy anything from the likes of you.");
return;
}
void do_value( CHAR_DATA *ch, char *argument )
{
char buf[MAX_STRING_LENGTH];
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *keeper;
OBJ_DATA *obj;
int cost;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Value what?\n\r", ch );
return;
}
if ( ( keeper = find_keeper( ch ) ) == NULL )
return;
if ( ( obj = get_obj_carry( ch, arg, ch ) ) == NULL )
{
act( "$n tells you 'You don't have that item'.",
keeper, NULL, ch, TO_VICT );
ch->reply = keeper;
return;
}
if (!can_see_obj(keeper,obj))
{
act("$n doesn't see what you are offering.",keeper,NULL,ch,TO_VICT);
return;
}
if ( !can_drop_obj( ch, obj ) )
{
send_to_char( "You can't let go of it.\n\r", ch );
return;
}
if ( ( cost = get_cost( keeper, obj, FALSE ) ) <= 0 )
{
act( "$n looks uninterested in $p.", keeper, obj, ch, TO_VICT );
return;
}
sprintf( buf,
"$n tells you 'I'll give you %d gold coins for $p.'", cost/100 );
act( buf, keeper, obj, ch, TO_VICT );
ch->reply = keeper;
return;
}
void do_request(CHAR_DATA *ch,char *argument)
{
CHAR_DATA *victim;
OBJ_DATA *obj;
char i_name[MAX_INPUT_LENGTH];
char m_name[MAX_INPUT_LENGTH];
char buf1[MAX_STRING_LENGTH];
char *target_name;
target_name = one_argument(argument,i_name);
one_argument(target_name,m_name);
if (IS_NPC(ch))
return; /* NPCs can't request */
if (i_name[0] == '\0' || m_name[0] == '\0')
{
send_to_char("Request what of whom?\n\r",ch);
return;
}
if ((victim = get_char_room(ch,m_name)) == NULL )
{
send_to_char("They aren't here.\n\r",ch);
return;
}
if (is_affected(ch,gsn_request))
{
send_to_char("You are still in conemplation of the last act of generosity.\n\r",ch);
return;
}
if (!IS_NPC(victim))
{
send_to_char("Why not ask for it yourself?\n\r",ch);
return;
}
if (victim->pIndexData->vnum == MOB_VNUM_KNIGHT)
{
sprintf(buf1,"Do not dare to request my belongings!");
do_say(victim,buf1);
do_murder(victim,ch->name);
return;
}
if (!IS_GOOD(victim))
{
sprintf(buf1, "You dare to ask for my belongings!");
do_say(victim,buf1);
do_murder(victim,ch->name);
return;
}
if (!IS_GOOD(ch))
{
sprintf(buf1,"You are unworthy to ask for anything!");
do_say(victim,buf1);
do_murder(victim,ch->name);
return;
}
if ( (obj = get_obj_list(victim, i_name, victim->carrying)) == NULL)
{
send_to_char("They do not have that object.\n\r",ch);
return;
}
if (!can_see_obj(ch,obj) )
{
send_to_char("They do not have that object.\n\r",ch);
return;
}
if (!can_see(victim,ch))
{
do_say(victim, "I don't give to those I can't see.");
return;
}
if (!can_see_obj(victim,obj))
{
do_say(victim, "I'm afraid I can't see it.");
return;
}
if (victim->level >= ch->level + 8)
{
do_say(victim, "All in good time, my child.");
return;
}
if (ch->move < obj->level)
{
do_say(victim, "You look tired, perhaps you should rest a bit first.");
return;
}
if ((obj->wear_loc != WEAR_NONE) && is_set(&obj->extra_flags, ITEM_NOREMOVE) )
{
do_say(victim, "Alas, I am unable to let go of it.");
return;
}
if (is_set(&obj->extra_flags,ITEM_NODROP) )
{
do_say(victim, "Alas, I am unable to let go of it.");
return;
}
if ( ch->carry_weight + get_obj_weight(obj) > can_carry_w(ch) )
{
do_say(victim, "You can't carry that much weight, I'm afraid.");
return;
}
if ( ch->carry_number + 1 > can_carry_n(ch) )
{
do_say(victim, "You can't carry that many items, I'm afraid.");
return;
}
if (isCabalItem(obj))
{
act("A bolt from the heavens comes down and smites $n!",ch,obj,0,TO_ROOM);
act("A bolt from the heavens comes down and smites you!",ch,obj,0,TO_CHAR);
raw_kill(ch,ch);
return;
}
act("$n requests $p from $N.",ch,obj,victim,TO_ROOM);
if (obj->wear_loc != WEAR_NONE)
{
act("$n stops using $p.",victim,obj,NULL,TO_ROOM);
act("You stop using $p.",victim,obj,NULL,TO_CHAR);
}
act("$N gives $p to $n.",ch,obj,victim,TO_NOTVICT);
act("$N gives you $p.",ch,obj,victim,TO_CHAR);
obj_from_char(obj);
obj_to_char(obj,ch);
if (IS_SET(obj->progtypes,IPROG_GIVE))
(obj->pIndexData->iprogs->give_prog) (obj,ch,victim);
if (IS_SET(victim->progtypes,MPROG_GIVE))
(victim->pIndexData->mprogs->give_prog) (victim,ch,obj);
send_to_char("You stop and contemplate the goodness you have seen in the world.\n\r",ch);
ch->move -= obj->level;
WAIT_STATE(ch, PULSE_VIOLENCE * 6);
sprintf(buf1, "%s has requested %s (%ld) from %s in room %ld.",
ch->name, obj->pIndexData->short_descr, obj->pIndexData->vnum, victim->short_descr, ch->in_room->vnum);
wiznet(buf1,ch,NULL,0,0,0);
return;
}
bool hands_full(CHAR_DATA *ch)
{
int count;
count = 0;
if (get_eq_char(ch,WEAR_LIGHT) != NULL)
count++;
if (get_eq_char(ch,WEAR_WIELD) != NULL)
count++;
if (get_eq_char(ch,WEAR_HOLD) != NULL)
count++;
if (get_eq_char(ch,WEAR_SHIELD) != NULL)
count++;
if (get_eq_char(ch,WEAR_DUAL_WIELD) != NULL)
count++;
if (count < 2)
return FALSE;
if (count > 2)
bug("Hands full: Character holding %d items.",count);
return TRUE;
}
void do_embalm(CHAR_DATA *ch,char *argument)
{
OBJ_DATA *corpse;
char arg[100];
if ( (get_skill(ch,gsn_embalm) == 0)
|| ch->level < skill_table[gsn_embalm].skill_level[ch->class])
{
send_to_char("You don't know how to embalm corpses.\n\r",ch);
return;
}
one_argument(argument,arg);
if (arg[0] == '\0')
{
send_to_char("Embalm what?\n\r",ch);
return;
}
if ( (corpse = get_obj_here(ch,arg)) == NULL)
{
send_to_char("You don't have that item to embalm.\n\r",ch);
return;
}
if (corpse->item_type != ITEM_CORPSE_NPC)
{
act("$p isn't a corpse you can embalm.\n\r",ch,corpse,0,TO_CHAR);
return;
}
if (corpse->value[4] == 1)
{
send_to_char("That corpse has already been embalmed.\n\r",ch);
return;
}
if (number_percent() > ch->pcdata->learned[gsn_embalm])
{
act("You spill your embalming fluids all over $p, ruining it.",ch,corpse,0,TO_CHAR);
act("$n spills embalming fuilds over $p and ruins it.",ch,corpse,0,TO_ROOM);
check_improve(ch,gsn_embalm,FALSE,4);
extract_obj(corpse);
return;
}
act("$n embalms $p!",ch,corpse,0,TO_ROOM);
act("You succeed in embalming $p.",ch,corpse,0,TO_CHAR);
corpse->timer += ch->level/2;
corpse->value[4] = 1;
check_improve(ch,gsn_embalm,FALSE,4);
return;
}
void cabal_shudder(int cabal, bool itemloss)
{
CHAR_DATA *ch;
for (ch = char_list; ch != NULL; ch = ch->next)
{
if (ch->cabal == cabal)
{
if (IS_SET(ch->comm,COMM_ANSI) && itemloss) {
send_to_char("\x01B[1;31mYou feel a shudder in your Cabal power!\x01B[0m\n\r",ch);
} else if (IS_SET(ch->comm,COMM_ANSI) && !itemloss) {
send_to_char("\x01B[1;32mYou feel a shudder in your Cabal power!\x01B[0m\n\r",ch);
} else {
send_to_char("You feel a shudder in your Cabal power!\n\r",ch);
}
}
}
return;
}
bool cabal_down(CHAR_DATA *ch,int cabal)
{
return cabal_down_new(ch,cabal,TRUE);
}
bool cabal_down_new(CHAR_DATA *ch,int cabal,bool show)
{
OBJ_DATA *obj;
bool is_down = FALSE;
int objvnum = cabal_table[ch->cabal].item_vnum;
for (obj = object_list; obj != NULL; obj = obj->next)
if (obj->pIndexData->vnum == objvnum)
break;
if(!obj || !obj->carried_by || !IS_NPC(obj->carried_by))
return FALSE;
if(arena)
return FALSE;
if(obj->carried_by->cabal != cabal)
is_down = TRUE;
if (is_down)
{
if (IS_IMMORTAL(ch) || IS_HEROIMM(ch))
{
if(show)
send_to_char("Your Cabal has no power but you can do that anyway.\n\r",ch);
return FALSE;
}
if(show)
send_to_char("You cannot find the Cabal power within you.\n\r",ch);
}
return is_down;
}
bool cant_carry(CHAR_DATA *ch, OBJ_DATA *obj)
{
return FALSE;
}
bool is_restricted(CHAR_DATA *ch,OBJ_DATA *obj)
{
int restrict;
bool status;
char *race;
if (IS_NPC(ch) && !IS_AFFECTED(ch,AFF_CHARM))
return FALSE;
if (str_cmp(obj->owner,"none") && str_cmp(obj->owner,ch->original_name))
return TRUE;
race = race_table[ch->race].name;
restrict = obj->pIndexData->restrict_flags;
status = FALSE;
// CABAL RESTRICTION
if ((IS_SET(restrict,ANCIENT_ONLY) && ch->cabal != CABAL_ANCIENT)
|| (IS_SET(restrict, ARCANA_ONLY) && ch->cabal != CABAL_ARCANA)
|| (IS_SET(restrict, RAGER_ONLY) && ch->cabal != CABAL_RAGER)
|| (IS_SET(restrict, OUTLAW_ONLY) && ch->cabal != CABAL_OUTLAW)
|| (IS_SET(restrict, BOUNTY_ONLY) && ch->cabal != CABAL_BOUNTY)
|| (IS_SET(restrict, KNIGHT_ONLY) && ch->cabal != CABAL_KNIGHT)
|| (IS_SET(restrict, SYLVAN_ONLY) && ch->cabal != CABAL_SYLVAN))
status = TRUE;
// RACE RESTRICTION
if ((IS_SET(restrict, HUMAN_ONLY) && str_cmp(race,"human"))
|| (IS_SET(restrict, ELF_ONLY) && str_cmp(race,"elf"))
|| (IS_SET(restrict, DARK_ONLY) && str_cmp(race,"dark-elf"))
|| (IS_SET(restrict, GIANT_ONLY) && (str_cmp(race,"cloud") && str_cmp(race,"storm") && str_cmp(race,"fire")))
|| (IS_SET(restrict, TROLL_ONLY) && str_cmp(race,"troll"))
|| (IS_SET(restrict, CENTAUR_ONLY) && str_cmp(race,"centaur"))
|| (IS_SET(restrict, GNOME_ONLY) && str_cmp(race,"gnome"))
|| (IS_SET(restrict, DWARF_ONLY) && (str_cmp(race,"dwarf") && str_cmp(race,"duergar")))
|| (IS_SET(restrict, DRACONIAN_ONLY) && str_cmp(race,"draconian")))
status = TRUE;
// CLASS RESTRICTION
if ( (IS_SET(restrict, RANGER_ONLY) && ch->class != CLASS_RANGER)
|| (IS_SET(restrict, ANTI_PALADIN_ONLY) && ch->class != CLASS_ANTI_PALADIN)
|| (IS_SET(restrict, WARRIOR_ONLY) && ch->class != CLASS_WARRIOR)
|| (IS_SET(restrict, ASSASSIN_ONLY) && ch->class != CLASS_ASSASSIN)
|| (IS_SET(restrict, PALADIN_ONLY) && ch->class != CLASS_PALADIN)
|| (IS_SET(restrict, THIEF_ONLY) && ch->class != CLASS_THIEF)
|| (IS_SET(restrict, NECROMANCER_ONLY) && ch->class != CLASS_NECROMANCER)
|| (IS_SET(restrict, CHANNELER_ONLY) && ch->class != CLASS_CHANNELER)
|| (IS_SET(restrict, ELEMENTALIST_ONLY) && ch->class != CLASS_ELEMENTALIST)
|| (IS_SET(restrict, HEALER_ONLY) && ch->class != CLASS_HEALER)
|| (IS_SET(restrict, ZEALOT_ONLY) && ch->class != CLASS_ZEALOT)
|| (IS_SET(restrict, BARD_ONLY) && ch->class != CLASS_BARD) )
status = TRUE;
// MAGE ONLY
if ( IS_SET(restrict, MAGE_ONLY) )
{
if (ch->class != CLASS_ANTI_PALADIN
&& ch->class != CLASS_CHANNELER
&& ch->class != CLASS_NECROMANCER
&& ch->class != CLASS_ELEMENTALIST)
status = TRUE;
}
// NEWBIE ONLY
/* if (IS_SET(restrict, NEWBIE_ONLY) && ch->pcdata->newbie!=TRUE)
status = TRUE; */
return status;
}
void do_trophy(CHAR_DATA *ch,char *argument)
{
AFFECT_DATA af;
char arg[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
char *name;
char *last_name;
OBJ_DATA *obj;
OBJ_DATA *poncho;
int chance;
long vnum;
one_argument(argument,arg);
if ( ((chance = get_skill(ch,gsn_trophy)) == 0)
|| ch->level < skill_table[gsn_trophy].skill_level[ch->class])
{
send_to_char("Huh?\n\r",ch);
return;
}
if (is_affected(ch,gsn_trophy))
{
send_to_char("You don't feel up to making a new trophy yet.\n\r",ch);
return;
}
if (ch->mana < 30)
{
send_to_char("You don't have the mana.\n\r",ch);
return;
}
obj = get_obj_carry(ch,arg,ch);
if (obj == NULL || arg[0] == '\0')
{
send_to_char("Make a trophy from what body part?\n\r",ch);
return;
}
vnum = obj->pIndexData->vnum;
if (vnum != OBJ_VNUM_SEVERED_HEAD
&& vnum != OBJ_VNUM_TORN_HEART
&& vnum != OBJ_VNUM_SLICED_ARM
&& vnum != OBJ_VNUM_SLICED_LEG
&& vnum != OBJ_VNUM_GUTS
&& vnum != OBJ_VNUM_BRAINS)
{
send_to_char("You can't make a trophy from that.\n\r",ch);
return;
}
if (number_percent() > chance)
{
act("$n tries to make a trophy from $p but destroys it.",ch,obj,0,TO_ROOM);
send_to_char("You fail and destroy it.\n\r",ch);
check_improve(ch,gsn_trophy,FALSE,1);
ch->mana -= 15;
extract_obj(obj);
return;
}
act("$n makes a poncho from $p.",ch,obj,0,TO_ROOM);
act("You make a bloody trophy from $p.",ch,obj,0,TO_CHAR);
ch->mana -= 30;
poncho = create_object(get_obj_index(OBJ_VNUM_PONCHO),0);
name = obj->short_descr;
last_name = name;
last_name = one_argument(last_name,name);
last_name = one_argument(last_name,name);
last_name = one_argument(last_name,name);
name = last_name;
poncho->level = ch->level;
sprintf(buf,"a poncho from the carcass of %s",name);
free_string(poncho->short_descr);
poncho->short_descr = str_dup(buf);
sprintf(buf,"A blood stained poncho from the remains of %s lies here.",name);
free_string(poncho->description);
poncho->description = str_dup(buf);
poncho->timer = 58;
obj_to_char(poncho,ch);
extract_obj(obj);
init_affect(&af);
af.aftype = AFT_POWER;
af.where = TO_AFFECTS;
af.type = gsn_trophy;
af.duration = 60;
af.location = 0;
af.bitvector = 0;
af.modifier = 0;
af.level = ch->level;
affect_to_char(ch,&af);
check_improve(ch,gsn_trophy,TRUE,1);
return;
}
void do_demand(CHAR_DATA *ch,char *argument)
{
CHAR_DATA *victim;
OBJ_DATA *obj;
char i_name[MAX_INPUT_LENGTH];
char m_name[MAX_INPUT_LENGTH];
char buf1[MAX_STRING_LENGTH];
char buf2[MAX_STRING_LENGTH];
char *target_name;
int chance, vlevel;
target_name = one_argument(argument,i_name);
one_argument(target_name,m_name);
chance = ch->pcdata->learned[gsn_demand];
if (chance == 0
|| ch->level < skill_table[gsn_demand].skill_level[ch->class])
{
send_to_char("You are hardly intimidating enough to demand off others.\n\r",ch);
return;
}
if (IS_NPC(ch))
return;
if ((victim = get_char_room(ch,m_name)) == NULL )
{
send_to_char("They aren't here.\n\r",ch);
return;
}
if (!IS_NPC(victim))
{
send_to_char("Why not just threaten them in person?\n\r",ch);
return;
}
vlevel = victim->level;
chance /= 2;
chance += (3*ch->level);
chance -= 2*vlevel;
if (IS_GOOD(victim))
chance -= 4*vlevel;
else if (IS_EVIL(victim))
chance -= 2*vlevel;
else
chance -= 3*vlevel;
vlevel += 8;
if ((obj = get_obj_list(victim, i_name, victim->carrying)) == NULL)
{
send_to_char("They do not have that object.\n\r",ch);
return;
}
if (!can_see_obj(ch,obj) )
{
send_to_char("They do not have that object.\n\r",ch);
return;
}
if (vlevel > ch->level
|| number_percent() > chance)
{
check_improve(ch,gsn_demand,FALSE,2);
sprintf(buf1,"I don't think i'd give my belongings to one as weak as you!");
sprintf(buf2,"Help! I'm being attacked by %s!",victim->short_descr);
do_say(victim,buf1);
do_myell(ch,buf2);
multi_hit(victim,ch,TYPE_UNDEFINED);
return;
}
if (!can_see(victim,ch))
{
act("$N tells you, 'I can't give to those i can't see.'",ch,0,victim,TO_CHAR);
return;
}
if (!can_see_obj(victim,obj))
{
act("$N tells you, 'I can't see such an object.'",ch,0,victim,TO_CHAR);
return;
}
if (obj->level > ch->level + 8)
{
do_say(victim, "That item is far to precious to hand over to scum like you!");
sprintf(buf1,"Help! I'm being attacked by %s!",victim->short_descr);
do_myell(ch,buf1);
multi_hit(victim,ch,TYPE_UNDEFINED);
return;
}
if (ch->move < obj->level)
{
act("$N tells you, 'Hah! You couldn't even get away if i chased you!'.",ch,0,victim,TO_CHAR);
sprintf(buf1,"Help! I'm being attacked by %s!",victim->short_descr);
do_myell(ch,buf1);
multi_hit(victim,ch,TYPE_UNDEFINED);
return;
}
if (ch->hit < (ch->max_hit*3/7))
{
do_say(victim,"Hah! You look weak enough that even I could kill you!");
sprintf(buf1,"Help! I'm being attacked by %s!",victim->short_descr);
do_myell(ch,buf1);
multi_hit(victim,ch,TYPE_UNDEFINED);
return;
}
if (ch->mana < 30)
{
send_to_char("You don't have the mana.\n\r",ch);
return;
}
if ((obj->wear_loc != WEAR_NONE) && is_set(&obj->extra_flags, ITEM_NOREMOVE) )
{
act("$N tells you, 'I'm unable to release $p'.",ch,obj,victim,TO_CHAR);
act("$N cowers back from you in fright.",ch,0,victim,TO_CHAR);
act("$N cowers back from $n in fright.",ch,0,victim,TO_NOTVICT);
return;
}
if (is_set(&obj->extra_flags,ITEM_NODROP) )
{
act("$N tells you, 'I'm unable to release $p'.",ch,obj,victim,TO_CHAR);
act("$N cowers back from you in fright.",ch,0,victim,TO_CHAR);
act("$N cowers back from $n in fright.",ch,0,victim,TO_NOTVICT);
return;
}
if ( ch->carry_weight + get_obj_weight(obj) > can_carry_w(ch) )
{
act("$N tells you, 'You can't carry the weight $n.'",ch,0,victim,TO_CHAR);
return;
}
if ( ch->carry_number + 1 > can_carry_n(ch) )
{
act("$N tells you, 'You can't carry that many items $n.'",ch,0,victim,TO_CHAR);
return;
}
act("$N caves in to the bully tactics of $n.",ch,0,victim,TO_NOTVICT);
act("$N shivers in fright and caves in to your bully tactics.",ch,0,victim,TO_CHAR);
if (obj->wear_loc != WEAR_NONE)
{
act("$n stops using $p.",victim,obj,NULL,TO_ROOM);
act("You stop using $p.",victim,obj,NULL,TO_CHAR);
}
act("$N gives $p to $n.",ch,obj,victim,TO_NOTVICT);
act("$N gives you $p.",ch,obj,victim,TO_CHAR);
check_improve(ch,gsn_demand,TRUE,2);
WAIT_STATE(ch,24);
obj_from_char(obj);
obj_to_char(obj,ch);
ch->mana -= 30;
ch->hit -= 30;
return;
}
void reslot_weapon(CHAR_DATA *ch)
{
OBJ_DATA *primary;
OBJ_DATA *secondary;
primary = get_eq_char(ch,WEAR_WIELD);
secondary = get_eq_char(ch,WEAR_DUAL_WIELD);
if (primary == NULL && secondary != NULL)
{
unequip_char(ch,secondary);
if(secondary==NULL)
return;
equip_char(ch,secondary,WEAR_WIELD);
primary = secondary;
secondary = NULL;
}
return;
}
void report_weapon_skill(CHAR_DATA *ch,OBJ_DATA *obj)
{
int skill, sn;
char buf[MAX_STRING_LENGTH];
if (IS_NPC(ch))
return;
if (obj->item_type != ITEM_WEAPON)
{
sprintf(buf,"report_weapon_skill: Bad obj->type, %d, vnum %ld, carried by %s.",
obj->item_type, obj->pIndexData->vnum,ch->name);
bug(buf,0);
return;
}
if (obj->value[0] == WEAPON_DAGGER)
sn = gsn_dagger;
else if (obj->value[0] == WEAPON_SWORD)
sn = gsn_sword;
else if (obj->value[0] == WEAPON_MACE)
sn = gsn_mace;
else if (obj->value[0] == WEAPON_SPEAR)
sn = gsn_spear;
else if (obj->value[0] == WEAPON_AXE)
sn = gsn_axe;
else if (obj->value[0] == WEAPON_FLAIL)
sn = gsn_flail;
else if (obj->value[0] == WEAPON_STAFF)
sn = gsn_staff;
else
sn = -1;
if (sn == -1)
skill = ch->level * 3;
else
skill = ch->pcdata->learned[sn];
if (skill >= 100)
act("$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,0,TO_CHAR);
else if (skill > 70)
act("You are skilled with $p.",ch,obj,0,TO_CHAR);
else if (skill > 50)
act("Your skill with $p is adequate.",ch,obj,0,TO_CHAR);
else if (skill > 25)
act("$p feels a little clumsy in your hands.",ch,obj,0,TO_CHAR);
else if (skill > 1)
act("You fumble and almost drop $p.",ch,obj,0,TO_CHAR);
else
act("You don't even know which end is up on $p.",ch,obj,0,TO_CHAR);
return;
}
void obj_brandish_horn_valere(CHAR_DATA *ch,OBJ_DATA *obj)
{
CHAR_DATA *warrior1;
CHAR_DATA *warrior2 = NULL;
CHAR_DATA *warrior3 = NULL;
CHAR_DATA *bane;
int num;
for (bane = ch->in_room->people; bane != NULL; bane = bane->next_in_room)
{
if (!IS_NPC(bane))
continue;
if (bane->pIndexData->vnum == 13718 && (bane->fighting == ch
|| ch->fighting == bane) )
break;
}
if (!str_cmp(class_table[ch->class].name,"warrior"))
num = 3;
else if (!str_cmp(class_table[ch->class].name,"paladin"))
num = 3;
else if (!str_cmp(class_table[ch->class].name,"ranger"))
num = 2;
else if (!str_cmp(class_table[ch->class].name,"healer"))
num = 2;
else if (!str_cmp(class_table[ch->class].name,"monk"))
num = 3;
else if (!str_cmp(class_table[ch->class].name,"anti-paladin"))
num = 0;
else if (!str_cmp(class_table[ch->class].name,"assassin"))
num = 0;
else if (!str_cmp(class_table[ch->class].name,"necromancer"))
num = 0;
else
num = 1;
if (bane == NULL || IS_NPC(ch) || num == 0)
{
act("$n raises $p and blows a resounding call but nothing happens.",ch,obj,0,TO_ROOM);
act("You raise $p and blow a resounding call but nothing happens.",ch,obj,0,TO_CHAR);
obj->value[1] -= 1;
if (obj->value[1] > 0)
return;
act("$p crumbles to dust.",ch,obj,0,TO_ROOM);
act("$p crumbles to dust.",ch,obj,0,TO_CHAR);
extract_obj(obj);
return;
}
act("$n raises $p and blows a resounding battle call!",ch,obj,0,TO_ROOM);
act("You raise $p and blow a resounding battle call!",ch,obj,0,TO_CHAR);
warrior1 = create_mobile(get_mob_index(MOB_VNUM_DRANNOR_KNIGHT));
if (warrior1 == NULL)
{
obj->value[1] -= 1;
if (obj->value[1] > 0)
return;
act("$p crumbles to dust.",ch,obj,0,TO_ROOM);
act("$p crumbles to dust.",ch,obj,0,TO_CHAR);
extract_obj(obj);
return;
}
char_to_room(warrior1,ch->in_room);
if (num >= 2 )
{
warrior2 = create_mobile(get_mob_index(MOB_VNUM_DRANNOR_KNIGHT));
char_to_room(warrior2,ch->in_room);
}
if (num >= 3)
{
warrior3 = create_mobile(get_mob_index(MOB_VNUM_DRANNOR_KNIGHT));
char_to_room(warrior3,ch->in_room);
}
act("$n appears in a burning halo of light!",warrior1,0,0,TO_ROOM);
act("$n screams and attacks!",warrior1,0,0,TO_ROOM);
multi_hit(warrior1,bane,TYPE_UNDEFINED);
if (warrior2 != NULL)
{
act("$n appears in a burning halo of light!",warrior2,0,0,TO_ROOM);
act("$n screams and attacks!",warrior2,0,0,TO_ROOM);
multi_hit(warrior2,bane,TYPE_UNDEFINED);
}
if (warrior3 != NULL)
{
act("$n appears in a burning halo of light!",warrior3,0,0,TO_ROOM);
act("$n screams and attacks!",warrior3,0,0,TO_ROOM);
multi_hit(warrior3,bane,TYPE_UNDEFINED);
}
obj->value[1] -= 1;
if (obj->value[1] > 0)
return;
act("$p crumbles to dust.",ch,obj,0,TO_ROOM);
act("$p crumbles to dust.",ch,obj,0,TO_CHAR);
extract_obj(obj);
return;
}
/* Libram of infinite conjuration in arkham legion (legion.are) */
void recite_libram_conjuration(CHAR_DATA *ch,CHAR_DATA *victim,OBJ_DATA *scroll,OBJ_DATA *obj, bool fRead)
{
int sn1, sn2, sn3, sn;
char *spell;
sn1 = -1;
sn2 = -1;
sn3 = -1;
if (fRead)
{
obj_cast_spell( scroll->value[1], scroll->value[0], ch, victim, obj );
obj_cast_spell( scroll->value[2], scroll->value[0], ch, victim, obj );
obj_cast_spell( scroll->value[3], scroll->value[0], ch, victim, obj );
check_improve(ch,gsn_scrolls,TRUE,5);
}
if (number_percent() < 5)
{
act("$n's libram of infinite conjuration glows brightly and vanishes!", ch,0, 0, TO_ROOM);
act("Your libram of infinite conjuration glows brightly then vanishes!",ch,0,0,TO_CHAR);
extract_obj(scroll);
return;
}
else
{
scroll->value[0] = number_range(44,56);
scroll->value[1] = -1;
scroll->value[2] = -1;
scroll->value[3] = -1;
for (; ;)
{
if (sn3 != -1)
break;
switch(number_range(0,53))
{
case 1: spell = "armor"; break;
case 2: spell = "shield"; break;
case 3: spell = "bless"; break;
case 4: spell = "protection good"; break;
case 5: spell = "protection evil"; break;
case 6: spell = "protective shield"; break;
case 7: spell = "detect invis"; break;
case 8: spell = "detect evil"; break;
case 9: spell = "detect magic"; break;
case 10: spell = "fireball"; break;
case 11: spell = "iceball"; break;
case 12: spell = "cone of cold"; break;
case 13: spell = "power word kill"; break;
case 14: spell = "curse"; break;
case 15: spell = "blindness"; break;
case 16: spell = "cure blind"; break;
case 17: spell = "poison"; break;
case 18: spell = "cure poison"; break;
case 19: spell = "plague"; break;
case 20: spell = "cure disease"; break;
case 21: spell = "word of recall"; break;
case 22: spell = "haste"; break;
case 23: spell = "slow"; break;
case 24: spell = "absorb"; break;
case 25: spell = "chain lightning"; break;
case 26: spell = "lightning bolt"; break;
case 27: spell = "magic missile"; break;
case 28: spell = "acid blast"; break;
case 29: spell = "acid needles"; break;
case 30: spell = "frostbolt"; break;
case 31: spell = "grounding"; break;
case 32: spell = "fly"; break;
case 33: spell = "passdoor"; break;
case 34: spell = "chill touch"; break;
case 35: spell = "create spring"; break;
case 36: spell = "pox"; break;
case 37: spell = "charm"; break;
case 38: spell = "energy drain"; break;
case 39: spell = "teleport"; break;
case 40: spell = "deathspell"; break;
case 41: spell = "enchant weapon"; break;
case 42: spell = "enchant armor"; break;
case 43: spell = "invis"; break;
case 44: spell = "mass invis"; break;
case 45: spell = "timestop"; break;
case 46: spell = "earthquake"; break;
case 47: spell = "firestream"; break;
case 48: spell = "sanctuary"; break;
case 49: spell = "forget"; break;
case 50: spell = "concatenate"; break;
case 51: spell = "harm"; break;
case 52: spell = "heal"; break;
default: spell = "detect invis"; break;
}
sn = skill_lookup(spell);
if (sn <= 0)
continue;
if (sn1 == -1)
{
sn1 = sn;
scroll->value[1] = sn1;
if (number_percent() < 75)
break;
}
else if (sn2 == -1)
{
sn2 = sn;
scroll->value[2] = sn2;
if (number_percent() < 85)
break;
}
else if (sn3 == -1)
{
sn3 = sn;
scroll->value[3] = sn3;
break;
}
}
}
send_to_char("Your libram of infinite conjuration glows softly and new words appear on the page.\n\r",ch);
return;
}
void brandish_sceptre_dead(CHAR_DATA *ch,OBJ_DATA *obj)
{
CHAR_DATA *victim;
CHAR_DATA *v_next;
int sn_stun, chance;
AFFECT_DATA af;
sn_stun = skill_lookup("power word stun");
if (sn_stun > 0)
{
init_affect(&af);
af.where = TO_AFFECTS;
af.type = sn_stun;
af.aftype = AFT_SPELL;
af.location = APPLY_DEX;
af.modifier = -5;
af.duration = 6;
af.bitvector = 0;
af.level = ch->level;
}
for (victim = ch->in_room->people; victim != NULL; victim = v_next)
{
v_next = victim->next_in_room;
if (!IS_NPC(victim))
continue;
if (!IS_SET(victim->act,ACT_UNDEAD))
continue;
chance = 65 + (ch->level - victim->level) * 3;
if (number_percent() > chance)
{
act("$n's eyes flicker as the sceptre draws their attention, but then they return to normal.",victim,0,0,TO_ROOM);
continue;
}
act("$n is transfixed by the power of the unholy sceptre of the dead and stops still.",victim,0,0,TO_ROOM);
act("You are transfixed by the unholy power of the sceptre of dead.",victim,0,0,TO_CHAR);
stop_fighting(victim,TRUE);
if (ch->fighting == victim)
stop_fighting(ch,TRUE);
if (sn_stun <= 0)
continue;
if (!is_affected(victim,sn_stun) && !saves_spell(ch->level,victim,DAM_OTHER))
affect_to_char(victim,&af);
}
return;
}
void save_cabal_items(void)
{
OBJ_DATA *obj;
FILE *fp;
int i, vnum;
if ( ( fp = fopen( CABAL_ITEMS_FILE, "w" ) ) == NULL )
return perror( CABAL_ITEMS_FILE );
for(i = 1; i<MAX_CABAL; i++)
{
vnum = cabal_table[i].item_vnum;
for (obj = object_list; obj != NULL; obj = obj->next)
if(obj->pIndexData->vnum == vnum)
fprintf(fp,"%i %li\n", i,
(obj->carried_by && IS_NPC(obj->carried_by) && IS_CABAL_GUARD(obj->carried_by)) ?
obj->carried_by->pIndexData->vnum : 0);
}
fprintf(fp,"-1");
fclose(fp);
}
void do_ranger_staff(CHAR_DATA *ch)
{
OBJ_DATA *staff;
int bonus,dice,number;
int ch_level, sn;
AFFECT_DATA af;
if (get_skill(ch,gsn_ranger_staff) == 0)
{
send_to_char("Huh?\n\r",ch);
return;
}
staff = create_object(get_obj_index(OBJ_VNUM_RANGER_STAFF),0);
ch_level = ch->level;
sn = gsn_ranger_staff;
if (number_percent() < 50)
ch_level -= (number_range(0,3));
else
ch_level += (number_range(0,2));
if (ch_level < 32)
{
dice = 5; number = 6;
}
else if (ch_level < 34)
{
dice = 3; number = 11;
}
else if (ch_level < 36)
{
number = 5; dice = 8;
}
else if (ch_level < 38)
{
number = 6; dice = 7;
}
else if (ch_level < 40)
{
number = 6; dice = 7;
}
else if (ch_level < 42)
{
number = 5; dice = 9;
}
else if (ch_level < 44)
{
number = 5; dice = 9;
}
else if (ch_level < 46)
{
number = 5; dice = 9;
}
else if (ch_level < 47)
{
number = 13; dice = 3;
}
else if (ch_level < 48)
{
number = 6; dice = 8;
}
else if (ch_level < 49)
{
number = 8; dice = 6;
}
else if (ch_level < 50)
{
number = 8; dice = 6;
}
else
{
number = 6; dice = 9;
}
bonus = ch->level/4;
init_affect(&af);
af.where = TO_OBJECT;
af.aftype = AFT_SKILL;
af.type = sn;
af.level = ch->level;
af.duration = -1;
af.location = APPLY_HITROLL;
af.modifier = bonus;
af.bitvector = 0;
affect_to_obj(staff,&af);
af.location = APPLY_DAMROLL;
affect_to_obj(staff,&af);
staff->level = ch->level;
staff->value[1] = number;
staff->value[2] = dice;
obj_to_char(staff,ch);
act("$n fashions $p!",ch,staff,0,TO_ROOM);
act("You fashion $p!",ch,staff,0,TO_CHAR);
return;
}
void obj_brandish_phylactery(CHAR_DATA *ch,OBJ_DATA *obj)
{
WAIT_STATE(ch,PULSE_VIOLENCE);
act("$n invokes $p.", ch, obj, NULL, TO_ROOM);
act("You invoke $p.", ch, obj, NULL, TO_CHAR);
obj_cast_spell(obj->value[3], obj->value[0], ch, NULL, NULL);
return;
}
bool is_owner(CHAR_DATA *ch,OBJ_DATA *corpse) {
if (is_affected(ch,gsn_cloak_form)) {
if (!str_cmp(ch->original_name,corpse->owner)) {
return TRUE;
} else {
return FALSE;
}
} else {
if (!str_cmp(ch->name,corpse->owner)) {
return TRUE;
} else {
return FALSE;
}
}
}
void do_steal( CHAR_DATA *ch, char *argument)
{
char buf[MSL];
char arg1[MIL], arg2[MIL];
CHAR_DATA *victim = NULL;
OBJ_DATA *obj = NULL;
int percent = 0;
int chance = 0;
if(get_skill(ch,gsn_steal) == 0 || ch->level < skill_table[gsn_steal].skill_level[ch->class]) {
return send_to_char("Huh?\n\r",ch);
}
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if (arg1[0] == '\0' || arg2[0] == '\0') {
return send_to_char("Steal what from whom?\n\r", ch);
}
if ((victim = get_char_room(ch, arg2 )) == NULL) {
return send_to_char("They aren't here.\n\r", ch);
}
if (victim == ch) {
return send_to_char("That's pointless.\n\r", ch);
}
if (is_safe(ch, victim))
return;
if (victim->fighting != NULL) {
send_to_char("Can't steal while that person is fighting.\n\r", ch);
}
if (IS_CABAL_GUARD(victim))
return send_to_char("You can't do that.\n\r", ch);
if (IS_IMMORTAL(victim) || (!IS_NPC(victim) && get_trust(ch) < get_trust(victim))) {
return send_to_char("You cannot steal from them.\n\r", ch);
}
check_eagle_eyes(ch, victim);
WAIT_STATE(ch, skill_table[gsn_steal].beats);
chance = get_skill(ch, gsn_steal);
percent = number_percent();
percent += 25;
percent += ((victim->level - ch->level) * 2);
if (IS_AWAKE(victim)) {
chance += (get_curr_stat(ch, STAT_DEX) - get_curr_stat(victim, STAT_DEX)) * 3;
}
if (!IS_AWAKE(victim)) {
chance += 50;
}
if ( percent > chance) { // Failure
send_to_char("Oops.\n\r", ch);
affect_strip(ch, gsn_sneak);
REMOVE_BIT(ch->affected_by, AFF_SNEAK);
check_improve(ch, gsn_steal, FALSE, 3);
act( "$n tried to steal from you.\n\r", ch, NULL, victim, TO_VICT);
act( "$n tried to steal from $N.\n\r", ch, NULL, victim, TO_NOTVICT);
switch(number_range(0,3))
{
case 0 :
sprintf(buf, "%s is a lousy thief!", PERS(ch, victim));
break;
case 1 :
sprintf(buf, "%s couldn't rob %s way out of a paper bag!", PERS(ch, victim),(ch->sex == 2) ? "her" : "his");
break;
case 2 :
sprintf(buf,"%s tried to rob me!", PERS(ch, victim));
break;
case 3 :
sprintf(buf,"Keep your hands out of there, %s!", PERS(ch, victim));
break;
}
if (IS_AWAKE(victim))
do_myell(victim, buf);
if (!IS_NPC(ch)) {
if ( IS_NPC(victim) && IS_AWAKE(victim)) {
multi_hit(victim, ch, TYPE_UNDEFINED);
} else {
sprintf(buf,"$N tried to steal from %s.", IS_NPC(victim) ? victim->name : victim->original_name);
wiznet(buf,ch,NULL,WIZ_FLAGS,0,0);
}
}
return;
}
// Stealing coins
if (!str_cmp(arg1, "coin") || !str_cmp(arg1, "coins") || !str_cmp(arg1, "gold")) {
int gold;
gold = victim->gold * number_range(1, ch->level) / 60;
if ( gold <= 0 ) {
return send_to_char("You couldn't get any coins.\n\r", ch);
}
ch->gold += gold;
victim->gold -= gold;
sprintf(buf, "Bingo! You got %d gold coins.\n\r", gold);
send_to_char(buf, ch);
check_improve(ch, gsn_steal, TRUE, 3);
return;
}
if ((obj = get_obj_carry(victim, arg1, ch)) == NULL) {
return send_to_char("You can't find it.\n\r", ch);
}
if (!can_drop_obj(ch, obj) || is_set(&obj->extra_flags, ITEM_INVENTORY)) { // Should this be can_drop_obj(victim, obj) ?
return send_to_char("You can't pry it away.\n\r", ch);
}
if (ch->carry_number + get_obj_number(obj) > can_carry_n(ch)) {
return send_to_char("You have your hands full.\n\r", ch);
}
if (ch->carry_weight + get_obj_weight(obj) > can_carry_w(ch)) {
return send_to_char("You can't carry that much weight.\n\r", ch);
}
// Intercept skill check
CHAR_DATA *room_char = NULL;
for (room_char = ch->in_room->people; room_char != NULL; room_char = room_char->next_in_room) {
if (!IS_NPC(room_char)
&& (get_skill(room_char, skill_lookup("intercept")) > 1)
&& IS_AWAKE(room_char)
&& (!can_see(victim, room_char) || !IS_AWAKE(victim))
&& is_affected(room_char, skill_lookup("intercept"))
&& (!is_safe(victim, room_char) && !is_safe(ch, room_char))
&& (room_char != ch && room_char != victim)
) {
int ichance = get_skill(room_char, skill_lookup("intercept"));
if (room_char->carry_number + get_obj_number(obj) > can_carry_n(room_char)) {
continue;
}
if (room_char->carry_weight + get_obj_weight(obj) > can_carry_w(room_char)) {
continue;
}
if (!can_drop_obj(ch, obj) || !can_see_obj(room_char, obj)) {
continue;
}
chance -= get_obj_weight(obj) * 1.5; // Lighter items are easier to intercept
if (ichance - 25 > number_percent()) {
act("As you attempt to carefully pry away $p, $n deftly snatches it from your hands!\n\r", room_char, obj, ch, TO_VICT);
act("As $N attempts to steal $p, you deftly snatches it from $S hands!\n\r", room_char, obj, ch, TO_CHAR);
obj_from_char(obj);
obj_to_char(obj, room_char);
check_improve(room_char, skill_lookup("intercept"), TRUE, 5);
if (get_skill(room_char, skill_lookup("shadow manuevers")) < number_percent()) {
affect_strip(ch, gsn_sneak);
REMOVE_BIT(ch->affected_by, AFF_SNEAK);
check_improve(room_char, skill_lookup("shadow manuevers"), TRUE, 1);
}
WAIT_STATE(ch, PULSE_VIOLENCE);
return;
}
}
}
obj_from_char(obj);
obj_to_char(obj, ch);
check_improve(ch, gsn_steal, TRUE, 3);
send_to_char("Got it!\n\r", ch);
return;
}