/*************************************************************************** * 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; }