/***************************************************************************
* 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. *
***************************************************************************/
#if defined(macintosh)
#include <types.h>
#else
#include <sys/types.h>
#endif
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#include "merc.h"
/*
* Local functions.
*/
#define CD CHAR_DATA
void get_obj args( ( CHAR_DATA *ch, OBJ_DATA *obj,
OBJ_DATA *container ) );
CD * find_keeper args( ( CHAR_DATA *ch ) );
int get_cost args( ( CHAR_DATA *keeper, OBJ_DATA *obj, bool fBuy ) );
void sheath args( ( CHAR_DATA *ch, bool right ) );
void draw args( ( CHAR_DATA *ch, bool right ) );
char *special_item_name args( ( OBJ_DATA *obj ) );
void call_all args( ( CHAR_DATA *ch ) );
#undef CD
void set_forge_val(OBJ_DATA *obj, int type, bool armor, int value);
int set_armor_count(int value);
int set_forge_value( char arg[MAX_STRING_LENGTH]);
void copy_object(OBJ_DATA *obj, OBJ_DATA *copy);
bool check_quest(CHAR_DATA *ch, int value);
void do_rename( CHAR_DATA *ch, char *argument)
{
OBJ_DATA *obj;
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
argument = one_argument(argument, arg1);
argument = one_argument(argument, arg2);
if( IS_NPC(ch))
return;
if( arg1[0] == '\0')
{
stc("Rename what?\n\r", ch);
return;
}
if( arg2[0] == '\0')
{
stc("Change the short long or name?\n\r", ch);
return;
}
if( (obj = get_obj_carry(ch, arg1)) == NULL)
{
stc("You are not carrying that.\n\r", ch);
return;
}
if( IS_SET(obj->extra_flags, ITEM_ONE_RING) )
{
stc("You are not powerful enough to change #oThe One Ring!#n\n\r", ch);
return;
}
if( !str_cmp(obj->name, "A Champion's Sigil of Blood") && (ch->level < 12 || ch->trust < 12) )
{
stc("You aren't powerful enough to change eq created by the Gods!\n\r", ch);
return;
}
if( (obj->item_type == ITEM_METAL)
|| (obj->item_type == ITEM_GEM)
|| (obj->item_type == ITEM_ORE))
{
stc("No.\n\r", ch);
return;
}
if( strlen(argument) < 3)
{
stc("New names must be longer than 3 characters.\n\r", ch);
return;
}
smash_tilde(argument);
if( !str_cmp( arg2, "name"))
{
if( strlen(argument) > 75)
{
stc("Names can not exceed 75 characters.(This includes color codes).\n\r", ch);
return;
}
free_string(obj->name);
obj->name = str_dup(argument);
}
else if( !str_cmp( arg2, "short"))
{
if( strlen(argument) > 75)
{
stc("Short descriptions can not exceed 75 characters.(This includes color codes).\n\r", ch);
return;
}
free_string(obj->short_descr);
obj->short_descr = str_dup(argument);
}
else if( !str_cmp( arg2, "long"))
{
if( strlen(argument) > 75)
{
stc("Long descriptions can not exceed 75 characters.(This includes color codes).\n\r", ch);
return;
}
free_string(obj->description);
obj->description = str_dup(argument);
}
else
{
stc("Valid options are short long and name.\n\r", ch);
return;
}
stc("Done.\n\r", ch);
return;
}
void do_cutgem( CHAR_DATA *ch, char *argument)
{
OBJ_DATA *obj;
char arg[MAX_INPUT_LENGTH];
int chance = number_range(1,100);
int chance2;
int bit1;
int bit2;
one_argument( argument, arg);
if( IS_NPC(ch))
return;
if( arg[0] =='\0')
{
stc("Cut what?\n\r", ch);
return;
}
if( (obj = get_obj_carry(ch, arg)) == NULL)
{
stc("You aren't carrrying that.\n\r", ch);
return;
}
if( obj->item_type != ITEM_GEM)
{
stc("That is not a gem.\n\r", ch);
return;
}
if( IS_SET(obj->value[0], GEM_MASTER))
{
stc("That gem is already masterfuly cut.\n\r", ch);
return;
}
if( IS_SET(obj->value[0], GEM_UNCUT))
{
chance2 = 10;
bit1 = GEM_UNCUT;
bit2 = GEM_SIMPLE;
}
else if( IS_SET(obj->value[0], GEM_SIMPLE))
{
chance2 = 15;
bit1 = GEM_SIMPLE;
bit2 = GEM_COMPLEX;
}
else if( IS_SET(obj->value[0], GEM_COMPLEX))
{
chance2 = 20;
bit1 = GEM_COMPLEX;
bit2 = GEM_MASTER;
}
if( chance < chance2)
{
stc("You set to work, cutting your gem but you shatter it!\n\r", ch);
extract_obj(obj);
return;
}
REMOVE_BIT(obj->value[0], bit1);
SET_BIT(obj->value[0], bit2);
stc("You have cut the gem to a higher precision.\n\r", ch);
return;
}
void do_polish( CHAR_DATA *ch, char *argument)
{
OBJ_DATA *obj;
char arg[MAX_INPUT_LENGTH];
int chance = number_range(1,100);
one_argument( argument, arg);
if( IS_NPC(ch))
return;
if( arg[0] =='\0')
{
stc("Polish what?\n\r", ch);
return;
}
if( (obj = get_obj_carry(ch, arg)) == NULL)
{
stc("You aren't carrrying that.\n\r", ch);
return;
}
if( obj->item_type != ITEM_GEM)
{
stc("That is not a gem.\n\r", ch);
return;
}
if( IS_SET(obj->value[0], GEM_POLISHED))
{
stc("That gem is already polished.\n\r",ch);
return;
}
if( chance > 90)
{
stc("You fumble your attempts to polish the gem and cause it to crumble.\n\r", ch);
extract_obj(obj);
return;
}
REMOVE_BIT(obj->value[0], GEM_UNPOLISHED);
SET_BIT(obj->value[0], GEM_POLISHED);
stc("You have polished the gem to a high shine.\n\r", ch);
return;
}
void do_inlay( CHAR_DATA *ch, char *argument)
{
OBJ_DATA *obj = NULL;
OBJ_DATA *gem = NULL;
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
char arg3[MAX_INPUT_LENGTH];
int hit = 0;
int dam = 0;
int ac = 0;
int hp = 0;
int mana = 0;
int move = 0;
int multi = 0;
int affect = 0;
int con = 0;
int str = 0;
int dex = 0;
int intel = 0;
bool done = FALSE;
bool nospell = FALSE;
argument = one_argument(argument, arg1);
argument = one_argument(argument, arg2);
argument = one_argument( argument, arg3);
if( IS_NPC(ch))
return;
if( arg1[0] == '\0')
{
stc("Inlay which gem?\n\r", ch);
return;
}
if( arg2[0] == '\0')
{
stc("Inlay the gem into what?\n\r", ch);
return;
}
if( (arg3[0] != '\0') && !str_cmp(arg3, "nospell"))
nospell = TRUE;
if( (gem = get_obj_carry(ch, arg1)) == NULL)
{
stc("But you dont have that gem.\n\r", ch);
return;
}
if( (obj = get_obj_carry(ch, arg2)) == NULL)
{
stc("You aren't carrying that object.\n\r", ch);
return;
}
if( gem->item_type != ITEM_GEM)
{
stc("That is not a gem.\n\r", ch);
return;
}
if( (obj->item_type != ITEM_ARMOR)
&& (obj->item_type != ITEM_WEAPON))
{
stc("That is not a weapon or piece of armor.\n\r", ch);
return;
}
if( !IS_SET(obj->extra_flags, ITEM_PREPARED))
{
stc("That item has yet to be prepared for inlaying.\n\r", ch);
return;
}
if( obj->gem_count == 0)
{
stc("You can't inlay anymore gems in that.\n\r", ch);
return;
}
if( IS_SET(gem->value[0], GEM_UNCUT))
multi -= 1;
else if( IS_SET(gem->value[0], GEM_SIMPLE))
multi = multi;
else if( IS_SET(gem->value[0], GEM_COMPLEX))
multi += 1 ;
else if( IS_SET(gem->value[0], GEM_MASTER))
multi += 2;
if( IS_SET(gem->value[0], GEM_UNPOLISHED))
multi = multi;
else if( IS_SET(gem->value[0], GEM_POLISHED))
multi += 1;
if( IS_SET(gem->value[0], GEM_CRACKED))
multi -= 1;
else if( IS_SET(gem->value[0], GEM_FLAWED))
multi = multi;
else if( IS_SET(gem->value[0], GEM_HAZY))
multi += 1;
else if( IS_SET(gem->value[0], GEM_CLEAR))
multi += 2;
else if( IS_SET(gem->value[0], GEM_FLAWLESS))
multi += 3;
if( IS_SET(gem->value[0], GEM_MASTER)
&& IS_SET(gem->value[0], GEM_POLISHED)
&& IS_SET(gem->value[0], GEM_FLAWLESS))
{
switch(gem->value[1])
{
case 1:
affect = 8;
break;
case 2:
affect = 7;
break;
case 3:
affect = 6;
break;
case 4:
affect = 2;
break;
case 5:
affect = 5;
break;
case 6:
affect = 3;
break;
default:
affect = 0;
break;
}
}
if( multi < 1)
multi = 1;
switch(gem->value[1])
{
case 1:
hit = multi * 3;
dam = multi * 3;
ac = multi * -5;
break;
case 2:
hit = multi * 3;
dam = multi * 3;
break;
case 3:
dam = multi * 3;
ac = multi * -5;
break;
case 4:
hit = multi * 3;
ac = multi * -5;
case 5:
hit = multi * 3;
break;
case 6:
hit = multi * 3;
hp = multi * 10;
mana = multi * 10;
break;
case 7:
str = multi;
mana = multi * 10;
move = multi * 10;
break;
case 8:
ac = multi * -5;
break;
case 9:
hp = multi * 10;
move = multi * 10;
dex = multi;
break;
case 10:
con = multi * .5;
ac = multi * -3;
intel = multi * .5;
default:
break;
}
if( !nospell && (affect != 0 ) && (obj->item_type == ITEM_WEAPON))
{
if(obj->value[0] - ((obj->value[0] / 1000) * 1000) != 0)
done = TRUE;
if( !done)
{
if(obj->value[0] >= 1000)
obj->value[0] -= ((obj->value[0] / 1000) * 1000);
obj->value[0] += (affect*1000);
}
}
if( !nospell && (affect !=0) && (obj->item_type == ITEM_ARMOR))
{
if( obj->value[3] == 0)
{
obj->value[3] = affect;
done = TRUE;
}
}
if( !done)
{
if( str != 0)
oset_affect(ch, obj,str, APPLY_STR,TRUE);
if( con !=0 )
oset_affect(ch, obj,con, APPLY_CON,TRUE);
if( dex != 0)
oset_affect(ch, obj, dex, APPLY_DEX, TRUE);
if( intel != 0)
oset_affect(ch,obj,intel,APPLY_INT,TRUE);
if( hit != 0)
oset_affect(ch,obj,hit,APPLY_HITROLL,TRUE);
if( dam != 0)
oset_affect(ch,obj,dam,APPLY_DAMROLL,TRUE);
if( ac != 0)
oset_affect(ch,obj,ac,APPLY_AC, TRUE);
if( hp != 0)
oset_affect(ch,obj,hp,APPLY_HIT,TRUE);
if( mana != 0)
oset_affect(ch,obj,mana,APPLY_MANA,TRUE);
if( move != 0)
oset_affect(ch,obj,move,APPLY_MOVE,TRUE);
}
sprintf( arg1, "You inlay %s with %s.\n\r", obj->short_descr,
gem->short_descr);
stc(arg1, ch);
extract_obj(gem);
obj->gem_count--;
return;
}
bool has_metal(CHAR_DATA *ch, int count, int type)
{
OBJ_DATA *obj;
bool ret_val = TRUE;
for( obj = ch->carrying; obj != NULL; obj = obj->next_content)
{
if( obj->item_type != ITEM_METAL) /* is it a bar of metal */
continue;
if( obj->value[0] != type) /* is it the right type of metal*/
continue;
if( count == 0) /* if we have taken what we need lets not take more*/
{
ret_val = TRUE;
continue;
}
count--;
}
if( count != 0)
{
stc("You dont have enough metal to forge that.\n\r", ch);
return FALSE;
}
return ret_val;
}
void set_forge_val(OBJ_DATA *obj, int type, bool armor, int value)
{
if( !armor)
{
SET_BIT(obj->wear_flags, ITEM_WIELD);
obj->item_type = ITEM_WEAPON;
if( type == METAL_COPPER)
{
SET_BIT(obj->extra_flags, FORGE_COPPER);
obj->value[1] = 10;
obj->value[2] = 20;
}
if( type == METAL_BRONZE)
{
SET_BIT(obj->extra_flags, FORGE_BRONZE);
obj->value[1] = 15;
obj->value[2] = 25;
}
if( type == METAL_IRON)
{
SET_BIT(obj->extra_flags, FORGE_IRON);
obj->value[1] = 25;
obj->value[2] = 35;
}
if( type == METAL_STEEL)
{
SET_BIT(obj->extra_flags, FORGE_STEEL);
obj->value[1] = 40;
obj->value[2] = 45;
}
obj->value[3] = value;
free_string(obj->name);
free_string(obj->short_descr);
free_string(obj->description);
obj->name = str_dup("forged weapon");
obj->short_descr = str_dup("A newly forged weapon");
obj->description = str_dup("A newly forged weapon lies in the dust.");
}
else
{
obj->item_type = ITEM_ARMOR;
if( type == METAL_COPPER)
{
obj->value[0] = 15;
SET_BIT(obj->extra_flags, FORGE_COPPER);
}
if( type == METAL_BRONZE)
{
obj->value[0] = 20;
SET_BIT(obj->extra_flags, FORGE_BRONZE);
}
if( type == METAL_IRON)
{
obj->value[0] = 25;
SET_BIT(obj->extra_flags, FORGE_IRON);
}
if( type == METAL_STEEL)
{
obj->value[0] = 30;
SET_BIT(obj->extra_flags, FORGE_STEEL);
}
SET_BIT(obj->wear_flags, value);
free_string(obj->name);
free_string(obj->short_descr);
free_string(obj->description);
obj->name = str_dup("forged armor");
obj->short_descr = str_dup("A newly forged piece of armor");
obj->description = str_dup("A newly forged peice of armor lies in the dust.");
}
return;
}
void remove_bars(CHAR_DATA *ch, int count,int type)
{
OBJ_DATA *obj;
OBJ_DATA *obj_next;
char buf[MAX_STRING_LENGTH];
for( obj = ch->carrying; obj != NULL; obj = obj_next)
{
obj_next = obj->next_content;
if( obj->item_type != ITEM_METAL)
continue;
if( obj->value[0] != type)
continue;
if( count == 0)
continue;
sprintf(buf,"You begin forging %s\n\r", obj->short_descr);
stc(buf, ch);
extract_obj(obj);
count = count - 1;
}
return;
}
int set_forge_value( char arg[MAX_STRING_LENGTH])
{
if( !str_cmp( arg, "pound"))
return 7;
else if( !str_cmp( arg, "slice"))
return 1;
else if( !str_cmp( arg, "crush"))
return 8;
else if( !str_cmp( arg, "stab"))
return 2;
else if( !str_cmp( arg, "grep"))
return 9;
else if( !str_cmp( arg, "slash"))
return 3;
else if( !str_cmp( arg, "bite"))
return 10;
else if( !str_cmp( arg, "whip"))
return 4;
else if( !str_cmp( arg, "pierce"))
return 11;
else if( !str_cmp( arg, "claw"))
return 5;
else if( !str_cmp( arg, "suck"))
return 12;
else if( !str_cmp( arg, "blast"))
return 6;
else if( !str_cmp( arg, "neck"))
return ITEM_WEAR_NECK;
else if( !str_cmp( arg, "ring"))
return ITEM_WEAR_FINGER;
else if( !str_cmp( arg, "body"))
return ITEM_WEAR_BODY;
else if( !str_cmp( arg, "head"))
return ITEM_WEAR_HEAD;
else if( !str_cmp( arg, "legs"))
return ITEM_WEAR_LEGS;
else if( !str_cmp( arg, "feet"))
return ITEM_WEAR_FEET;
else if( !str_cmp( arg, "hands"))
return ITEM_WEAR_HANDS;
else if( !str_cmp( arg, "arms"))
return ITEM_WEAR_ARMS;
else if( !str_cmp( arg, "about"))
return ITEM_WEAR_ABOUT;
else if( !str_cmp( arg, "waist"))
return ITEM_WEAR_WAIST;
else if( !str_cmp( arg, "wrist"))
return ITEM_WEAR_WRIST;
else if( !str_cmp( arg, "face"))
return ITEM_WEAR_FACE;
else
return 0;
}
int set_armor_count(int value)
{
if( value == ITEM_WEAR_FINGER)
return 1;
else if( value == ITEM_WEAR_NECK)
return 2;
else if( value == ITEM_WEAR_BODY)
return 3;
else if( value == ITEM_WEAR_HEAD)
return 2;
else if( value == ITEM_WEAR_LEGS)
return 3;
else if( value == ITEM_WEAR_FEET)
return 2;
else if( value == ITEM_WEAR_HANDS)
return 1;
else if( value == ITEM_WEAR_ARMS)
return 3;
else if( value == ITEM_WEAR_ABOUT)
return 3;
else if( value == ITEM_WEAR_WAIST)
return 2;
else if( value == ITEM_WEAR_WRIST)
return 1;
else if( value == ITEM_WEAR_FACE)
return 1;
else
return 3;
}
void do_new_forge( CHAR_DATA *ch, char *argument)
{
int count = 0;
bool armor = FALSE;
int value = 0;
int type = 0;
OBJ_DATA *obj;
OBJ_INDEX_DATA *pObjIndex;
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
char arg3[MAX_INPUT_LENGTH];
argument = one_argument( argument, arg1);
argument = one_argument( argument, arg2);
argument = one_argument( argument, arg3);
if( IS_NPC(ch))
return;
if( (arg1[0] == '\0') || (arg2[0] == '\0') || (arg3[0] == '\0'))
{
stc("Syntax: forge <weapon/armor> <type> <metal type>.\n\r", ch);
return;
}
if( !str_cmp( arg3, "copper"))
type = METAL_COPPER;
else if( !str_cmp( arg3, "bronze"))
type = METAL_BRONZE;
else if( !str_cmp( arg3, "iron"))
type = METAL_IRON;
else if( !str_cmp( arg3, "steel"))
type = METAL_STEEL;
else
{
stc("That is not a valid metal type.\n\r", ch);
return;
}
value = set_forge_value(arg2);
if( value == 0)
{
stc("That is not a valid armor/weapon type.\n\r", ch);
return;
}
if( !str_cmp( arg1, "weapon"))
{
armor = FALSE;
count = 3;
}
else if( !str_cmp( arg1, "armor"))
{
armor = TRUE;
count = set_armor_count(value);
}
else
{
stc("Weapon or armor?\n\r", ch);
return;
}
if( !has_metal(ch, count, type))
return;
remove_bars(ch, count, type);
if ( ( pObjIndex = get_obj_index( OBJ_VNUM_PROTOPLASM ) ) == NULL )
{
log_string( "Error...missing object, please inform Kale.\n\r");
return;
}
obj = create_object( pObjIndex, 25 );
SET_BIT(obj->extra_flags, ITEM_FORGED);
set_forge_val(obj, type, armor, value);
sprintf(arg3, "You have created %s\n\r", obj->short_descr);
stc(arg3, ch);
obj_to_char(obj, ch);
return;
}
void copy_object(OBJ_DATA *obj, OBJ_DATA *copy)
{
free_string(copy->name);
copy->name = strdup(obj->name);
free_string(copy->short_descr);
copy->short_descr = strdup(obj->short_descr);
free_string(copy->description);
copy->description = strdup(obj->description);
copy->value[0] = obj->value[0];
copy->value[1] = obj->value[1];
copy->value[2] = obj->value[2];
copy->value[3] = obj->value[3];
copy->item_type = obj->item_type;
return;
}
void do_bet(CHAR_DATA *ch, char *argument)
{
OBJ_DATA *obj;
char arg[MAX_INPUT_LENGTH];
argument = one_argument( argument, arg);
if( IS_NPC(ch))
return;
if( ch->fighting != NULL)
{
stc("Not while your fighting.\n\r", ch);
return;
}
if( arg[0] == '\0')
{
stc("Bet what?\n\r", ch);
return;
}
if( (obj = get_obj_carry(ch, arg)) == NULL)
{
stc("You arent carrying that.\n\r", ch);
return;
}
if( (obj->item_type != ITEM_GEM) && (obj->item_type != ITEM_ORE)
&& (obj->item_type != ITEM_METAL))
{
stc("You can only bet gems, ore and bars of metal.\n\r", ch);
return;
}
sprintf(arg, "You bet %s.\n\r", obj->short_descr);
stc(arg, ch);
extract_obj(obj);
return;
}
void do_hilo(CHAR_DATA *ch, char *argument)
{
int dealer_card = number_range(1,15);
int better_card = number_range(1,15);
char buf[MAX_STRING_LENGTH];
char arg[MAX_INPUT_LENGTH];
bool win = FALSE;
int bet = 0;
one_argument(argument, arg);
if( arg[0] == '\0')
{
stc("You must bet an item.\n\r", ch);
return;
}
if( !is_number( arg))
{
stc("That is not a number.\n\r", ch);
return;
}
bet = atoi(arg);
if( (bet < 50) || (bet > 100))
{
stc("All bets must be between 50 and a 100 qps.\n\r", ch);
return;
}
if(ch->pcdata->quest < bet)
{
stc("You cant bet what you dont have.\n\r", ch);
return;
}
while( dealer_card == better_card)
dealer_card = number_range(1,15);
sprintf( buf, "You drew a %d and the dealer drew a %d.\n\r",
better_card, dealer_card);
stc(buf, ch);
if( dealer_card < better_card)
win = TRUE;
if( win)
{
stc("YOU WIN!!\n\r", ch);
ch->pcdata->quest += bet;
return;
}
else
{
stc("YOU LOSE!!\n\r", ch);
ch->pcdata->quest -= bet;
return;
}
return;
}
void do_smelt( CHAR_DATA *ch, char *argument)
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
int cop_count = 0;
int tin_count = 0;
int iron_count = 0;
int i;
OBJ_DATA *obj;
OBJ_INDEX_DATA *pObjIndex;
bool used = FALSE;
static const char *metal_name[4] = {"copper", "bronze", "iron", "steel"};
argument = one_argument( argument, arg1);
argument = one_argument( argument, arg2);
if( IS_NPC(ch))
return;
if( arg1[0] == '\0')
{
stc("Syntax: smelt <add/show/combine> <ore>.\n\r",ch);
return;
}
if( !str_cmp(arg1, "combine"))
{
for(i = 0; i != 4; i++)
{
if( ch->smelt[i] == ORE_COPPER)
{
ch->smelt[i] = 0;
cop_count++;
}
if( ch->smelt[i] == ORE_TIN)
{
ch->smelt[i] = 0;
tin_count++;
}
if( ch->smelt[i] == ORE_IRON)
{
ch->smelt[i] = 0;
iron_count++;
}
else
continue;
}
if ( ( pObjIndex = get_obj_index( OBJ_VNUM_PROTOPLASM ) ) == NULL )
{
log_string( "Error...missing object, please inform Kale.\n\r");
return;
}
obj = create_object( pObjIndex, 25 );
obj->item_type = ITEM_METAL;
if( (cop_count == 3) && (tin_count == 0) && (iron_count == 0))
{
sprintf(arg2, "metal bar %s", metal_name[0]);
free_string(obj->name);
obj->name = str_dup(arg2);
sprintf( arg2, "A bar of %s", metal_name[0]);
free_string(obj->short_descr);
obj->short_descr = str_dup(arg2);
sprintf(arg2, "A bar of %s lies forgotten in the dust.",
metal_name[0]);
free_string(obj->description);
obj->description = str_dup(arg2);
obj->value[0] = METAL_COPPER;
sprintf(arg2,"You have made %s.\n\r", obj->short_descr);
stc(arg2, ch);
obj_to_char(obj, ch);
return;
}
else if( (cop_count == 2) && (tin_count == 1) && (iron_count == 0))
{
sprintf(arg2, "metal bar %s", metal_name[1]);
free_string(obj->name);
obj->name = str_dup(arg2);
sprintf( arg2, "A bar of %s", metal_name[1]);
free_string(obj->short_descr);
obj->short_descr = str_dup(arg2);
sprintf(arg2, "A bar of %s lies forgotten in the dust.",
metal_name[1]);
free_string(obj->description);
obj->description = str_dup(arg2);
obj->value[0] = METAL_BRONZE;
sprintf(arg2,"You have made %s.\n\r", obj->short_descr);
stc(arg2, ch);
obj_to_char(obj, ch);
return;
}
else if( (cop_count == 0) && (tin_count == 0) && (iron_count == 3))
{
if( number_percent() > 25)
{
sprintf(arg2, "metal bar %s", metal_name[2]);
free_string(obj->name);
obj->name = str_dup(arg2);
sprintf( arg2, "A bar of %s", metal_name[2]);
free_string(obj->short_descr);
obj->short_descr = str_dup(arg2);
sprintf(arg2, "A bar of %s lies forgotten in the dust.",
metal_name[2]);
free_string(obj->description);
obj->description = str_dup(arg2);
obj->value[0] = METAL_IRON;
}
else
{
sprintf(arg2, "metal bar %s", metal_name[3]);
free_string(obj->name);
obj->name = str_dup(arg2);
sprintf( arg2, "A bar of %s", metal_name[3]);
free_string(obj->short_descr);
obj->short_descr = str_dup(arg2);
sprintf(arg2, "A bar of %s lies forgotten in the dust.",
metal_name[3]);
free_string(obj->description);
obj->description = str_dup(arg2);
obj->value[0] = METAL_STEEL;
}
sprintf(arg2,"You have made %s.\n\r", obj->short_descr);
stc(arg2, ch);
obj_to_char(obj, ch);
return;
}
return;
}
else if( !str_cmp(arg1, "add"))
{
if( arg2[0] == '\0')
{
stc("Add what?\n\r", ch);
return;
}
if( (obj = get_obj_carry(ch, arg2)) == NULL)
{
stc("Your not carrying that item.\n\r", ch);
return;
}
if( obj->item_type != ITEM_ORE)
{
stc("You can only smelt ore.\n\r", ch);
return;
}
for(i =0; i !=4; i++)
{
if( ch->smelt[i] != 0)
continue;
if( used)
continue;
else
{
ch->smelt[i] = obj->value[0];
used = TRUE;
}
}
extract_obj(obj);
stc("You have added some ore to your smelting bowl.\n\r", ch);
return;
}
else if( !str_cmp(arg1, "show"))
{
for( i = 0; i != 4; i++)
{
if( ch->smelt[i] == 0)
continue;
if( ch->smelt[i] == ORE_COPPER)
stc("A lump of copper ore.\n\r", ch);
if( ch->smelt[i] == ORE_TIN)
stc("A lump of tin ore.\n\r", ch);
if( ch->smelt[i] == ORE_IRON)
stc("A lump of iron ore.\n\r", ch);
}
return;
}
else
{
stc("Not a valid option.\n\r", ch);
return;
}
return;
}
void do_mine( CHAR_DATA *ch, char *argument)
{
int chance = number_range(1,100);
bool gem = FALSE;
AFFECT_DATA af;
OBJ_INDEX_DATA *pObjIndex;
OBJ_DATA *obj;
char buf[MAX_STRING_LENGTH];
int sn;
if( IS_NPC(ch))
return;
if( IS_AFFECTED(ch, AFF_SHADOWPLANE))
{
stc("Not while in shadowplane.\n\r", ch);
return;
}
if( IS_SET(ch->in_room->affected_by, AFF_ROOM_MINED))
{
stc("This room has already been mined.\n\r",ch);
return;
}
if( IS_AFFECTED(ch, AFF_ETHEREAL) )
{
if( ch->mana < 750 || ch->move < 750 )
{
stc("You lack the strength to mine from the ether!.\n\r", ch);
return;
}
else
{
ch->mana -= 750;
ch->move -= 750;
}
}
if( ch->trust > 8)
chance = 1;
if( chance > 40)
{
stc("You mine the area, but find nothing but a peeved gopher.\n\r", ch);
}
else
{
if ( ( pObjIndex = get_obj_index( OBJ_VNUM_PROTOPLASM ) ) == NULL )
{
log_string( "Error...missing object, please inform Kale.\n\r");
return;
}
obj = create_object( pObjIndex, 25 );
if( number_range(1,100) < 30)
gem = TRUE;
if( gem )
make_gem(obj);
else
make_ore(obj);
sprintf(buf,"Your mining efforts have brought forth %s.", obj->short_descr);
stc(buf, ch);
obj_to_char(obj,ch);
}
if( (sn = skill_lookup( "mined" )) < 0 )
return;
af.type = sn;
af.bitvector = AFF_ROOM_MINED;
af.modifier = 0;
af.location = APPLY_NONE;
af.duration = number_range(10, 24);
affect_to_room(ch->in_room, &af);
return;
}
void do_call( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
CHAR_DATA *victim = NULL;
ROOM_INDEX_DATA *chroom;
ROOM_INDEX_DATA *objroom;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "What object do you wish to call?\n\r", ch );
return;
}
if (IS_NPC(ch)) {send_to_char("Not while switched.\n\r",ch); return;}
if (!IS_HEAD(ch, LOST_HEAD))
{
act("Your eyes flicker with yellow energy.",ch,NULL,NULL,TO_CHAR);
act("$n's eyes flicker with yellow energy.",ch,NULL,NULL,TO_ROOM);
}
if (!str_cmp(arg,"all"))
{
call_all(ch);
return;
}
if ( ( obj = get_obj_world( ch, arg ) ) == NULL )
{
send_to_char( "Nothing like that in hell, earth, or heaven.\n\r", ch );
return;
}
if (obj->questowner == NULL || strlen(obj->questowner) < 2 ||
str_cmp(obj->questowner,ch->pcdata->switchname) || obj->item_type == ITEM_PAGE)
{
send_to_char( "Nothing happens.\n\r", ch );
return;
}
if (obj->carried_by != NULL && obj->carried_by != ch)
{
victim = obj->carried_by;
if (!IS_NPC(victim) && victim->desc != NULL && victim->desc->connected != CON_PLAYING) return;
act("$p suddenly vanishes from your hands!",victim,obj,NULL,TO_CHAR);
act("$p suddenly vanishes from $n's hands!",victim,obj,NULL,TO_ROOM);
obj_from_char(obj);
}
else if (obj->in_room != NULL)
{
chroom = ch->in_room;
objroom = obj->in_room;
char_from_room(ch);
char_to_room(ch,objroom);
act("$p vanishes from the ground!",ch,obj,NULL,TO_ROOM);
if (chroom == objroom) act("$p vanishes from the ground!",ch,obj,NULL,TO_CHAR);
char_from_room(ch);
char_to_room(ch,chroom);
obj_from_room(obj);
}
else if (obj->in_obj != NULL) obj_from_obj(obj);
else
{
if (!IS_HEAD(ch, LOST_HEAD))
send_to_char( "Nothing happens.\n\r", ch );
return;
}
obj_to_char(obj,ch);
if (IS_SET(obj->extra_flags,ITEM_SHADOWPLANE))
REMOVE_BIT(obj->extra_flags,ITEM_SHADOWPLANE);
act("$p materializes in your hands.",ch,obj,NULL,TO_CHAR);
act("$p materializes in $n's hands.",ch,obj,NULL,TO_ROOM);
do_autosave(ch,"");
if (victim != NULL) do_autosave(victim,"");
return;
}
void call_all( CHAR_DATA *ch )
{
OBJ_DATA *obj;
OBJ_DATA *in_obj;
CHAR_DATA *victim = NULL;
DESCRIPTOR_DATA *d;
ROOM_INDEX_DATA *chroom;
ROOM_INDEX_DATA *objroom;
bool found = FALSE;
for ( obj = object_list; obj != NULL; obj = obj->next )
{
if ( obj->questowner == NULL || strlen(obj->questowner) < 2 ||
str_cmp( ch->pcdata->switchname, obj->questowner ) || obj->item_type == ITEM_PAGE)
continue;
if( ch->pcdata->familiar != NULL && ch->pcdata->familiar == obj )
continue;
found = TRUE;
for ( in_obj = obj; in_obj->in_obj != NULL; in_obj = in_obj->in_obj )
;
if (in_obj->carried_by != NULL)
{
if (in_obj->carried_by == ch) continue;
}
if (obj->carried_by != NULL)
{
if (obj->carried_by == ch || obj->carried_by->desc == NULL ||
obj->carried_by->desc->connected != CON_PLAYING)
{
if (!IS_NPC(obj->carried_by)) return;
}
act("$p suddenly vanishes from your hands!",obj->carried_by,obj,NULL,TO_CHAR);
act("$p suddenly vanishes from $n's hands!",obj->carried_by,obj,NULL,TO_ROOM);
SET_BIT(obj->carried_by->extra, EXTRA_CALL_ALL);
obj_from_char(obj);
}
else if (obj->in_room != NULL)
{
chroom = ch->in_room;
objroom = obj->in_room;
char_from_room(ch);
char_to_room(ch,objroom);
act("$p vanishes from the ground!",ch,obj,NULL,TO_ROOM);
if (chroom == objroom) act("$p vanishes from the ground!",ch,obj,NULL,TO_CHAR);
char_from_room(ch);
char_to_room(ch,chroom);
obj_from_room(obj);
}
else if (obj->in_obj != NULL) obj_from_obj(obj);
else continue;
obj_to_char(obj,ch);
if (IS_SET(obj->extra_flags,ITEM_SHADOWPLANE))
REMOVE_BIT(obj->extra_flags,ITEM_SHADOWPLANE);
if (!IS_HEAD(ch, LOST_HEAD))
{
act("$p materializes in your hands.",ch,obj,NULL,TO_CHAR);
act("$p materializes in $n's hands.",ch,obj,NULL,TO_ROOM);
}
}
if ( !found && !IS_HEAD(ch, LOST_HEAD) )
send_to_char( "Nothing happens.\n\r", ch );
for ( d = descriptor_list; d != NULL; d = d->next )
{
if ( d->connected != CON_PLAYING ) continue;
if ( (victim = d->character) == NULL ) continue;
if ( IS_NPC(victim) ) continue;
if (ch->position == POS_FIGHTING) continue;
if ( ch != victim && !IS_EXTRA(victim,EXTRA_CALL_ALL) ) continue;
REMOVE_BIT(victim->extra, EXTRA_CALL_ALL);
do_autosave(victim,"");
}
return;
}
void get_obj( CHAR_DATA *ch, OBJ_DATA *obj, OBJ_DATA *container )
{
OBJ_DATA *obj2;
OBJ_DATA *obj_next;
ROOM_INDEX_DATA *objroom;
bool move_ch = FALSE;
/* Objects should only have a shadowplane flag when on the floor */
if ( IS_AFFECTED(ch,AFF_SHADOWPLANE) &&
obj->in_room != NULL &&
(!IS_SET(obj->extra_flags, ITEM_SHADOWPLANE) ) )
{
send_to_char( "Your hand passes right through it!\n\r", ch );
return;
}
if (!IS_AFFECTED(ch,AFF_SHADOWPLANE) &&
obj->in_room != NULL &&
( IS_SET(obj->extra_flags, ITEM_SHADOWPLANE) ) )
{
send_to_char( "Your hand passes right through it!\n\r", ch );
return;
}
if ( !CAN_WEAR(obj, ITEM_TAKE) )
{
send_to_char( "You can't take that.\n\r", ch );
return;
}
if ( ch->carry_number + 1 > can_carry_n( ch ) )
{
act( "$d: you can't carry that many items.",
ch, NULL, obj->name, TO_CHAR );
return;
}
if ( ch->carry_weight + get_obj_weight( obj ) > can_carry_w( ch ) )
{
act( "$d: you can't carry that much weight.",
ch, NULL, obj->name, TO_CHAR );
return;
}
if ( container != NULL )
{
if ( IS_AFFECTED(ch,AFF_SHADOWPLANE) && !IS_SET(container->extra_flags, ITEM_SHADOWPLANE) && (container->carried_by == NULL || container->carried_by != ch) )
{
send_to_char( "Your hand passes right through it!\n\r", ch );
return;
}
if (!IS_AFFECTED(ch,AFF_SHADOWPLANE) && IS_SET(container->extra_flags, ITEM_SHADOWPLANE) && (container->carried_by == NULL || container->carried_by != ch) )
{
send_to_char( "Your hand passes right through it!\n\r", ch );
return;
}
if ((obj->pIndexData->vnum >= 29500 && obj->pIndexData->vnum <= 29599) && ch->level < 3)
{
send_to_char("You cannot seem to get this object.\n\r", ch);
return;
}
act( "You get $p from $P.", ch, obj, container, TO_CHAR );
act( "$n gets $p from $P.", ch, obj, container, TO_ROOM );
for ( obj2 = container->contains; obj2 != NULL; obj2 = obj_next )
{
obj_next = obj2->next_content;
if ( obj2->chobj != NULL )
{act( "A hand reaches inside $P and takes $p out.", obj2->chobj, obj, container, TO_CHAR );
move_ch = TRUE;}
}
obj_from_obj( obj );
}
else
{
if ((obj->pIndexData->vnum >= 29500 && obj->pIndexData->vnum <= 29599) && ch->level < 3)
{
send_to_char("You cannot seem to pick this up\n\r", ch);
return;
}
act( "You pick up $p.", ch, obj, container, TO_CHAR );
act( "$n picks $p up.", ch, obj, container, TO_ROOM );
if (obj != NULL)
obj_from_room( obj );
}
if ( obj->item_type == ITEM_MONEY )
extract_obj( obj );
else
{
obj_to_char( obj, ch );
if ( move_ch && obj->chobj != NULL )
{
if (obj->carried_by != NULL && obj->carried_by != obj->chobj)
objroom = get_room_index(obj->carried_by->in_room->vnum);
else objroom = NULL;
if (objroom != NULL && get_room_index(obj->chobj->in_room->vnum) != objroom)
{
char_from_room(obj->chobj);
char_to_room(obj->chobj,objroom);
do_look(obj->chobj,"auto");
}
}
if (IS_AFFECTED(ch,AFF_SHADOWPLANE) && (IS_SET(obj->extra_flags, ITEM_SHADOWPLANE) ) )
REMOVE_BIT(obj->extra_flags, ITEM_SHADOWPLANE);
}
return;
}
void do_get( CHAR_DATA *ch, char *argument )
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
int nest = 0;
OBJ_DATA *obj;
OBJ_DATA *obj_next;
OBJ_DATA *container;
bool found;
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if (IS_AFFECTED(ch,AFF_ETHEREAL) )
{
send_to_char( "You cannot pick things up while ethereal.\n\r", ch );
return;
}
/* Get type. */
if ( arg1[0] == '\0' )
{
send_to_char( "Get what?\n\r", ch );
return;
}
if ( arg2[0] == '\0' )
{
if ( str_cmp( arg1, "all" ) && str_prefix( "all.", arg1 ) )
{
/* 'get obj' */
obj = get_obj_list( ch, arg1, ch->in_room->contents );
if ( obj == NULL )
{
act( "I see no $T here.", ch, NULL, arg1, TO_CHAR );
return;
}
get_obj( ch, obj, NULL );
}
else
{
/* 'get all' or 'get all.obj' */
found = FALSE;
for ( obj = ch->in_room->contents; obj != NULL; obj = obj_next )
{
obj_next = obj->next_content;
if ( ( arg1[3] == '\0' || is_name( &arg1[4], obj->name ) )
&& can_see_obj( ch, obj ) )
{
found = TRUE;
get_obj( ch, obj, NULL );
}
}
if ( !found )
{
if ( arg1[3] == '\0' )
send_to_char( "I see nothing here.\n\r", ch );
else
act( "I see no $T here.", ch, NULL, &arg1[4], TO_CHAR );
}
}
}
else
{
/* 'get ... container' */
if ( !str_cmp( arg2, "all" ) || !str_prefix( "all.", arg2 ) )
{
send_to_char( "You can't do that.\n\r", ch );
return;
}
if ( ( container = get_obj_here( ch, arg2 ) ) == NULL )
{
act( "I see no $T here.", ch, NULL, arg2, TO_CHAR );
return;
}
switch ( container->item_type )
{
default:
send_to_char( "That's not a container.\n\r", ch );
return;
case ITEM_CONTAINER:
case ITEM_CORPSE_NPC:
break;
case ITEM_CORPSE_PC:
{
char name[MAX_INPUT_LENGTH];
char *pd;
if ( IS_NPC(ch) )
{
send_to_char( "You can't do that.\n\r", ch );
return;
}
pd = container->short_descr;
pd = one_argument( pd, name );
pd = one_argument( pd, name );
pd = one_argument( pd, name );
}
}
if ( IS_SET(container->value[1], CONT_CLOSED) )
{
act( "The $d is closed.", ch, NULL, container->name, TO_CHAR );
return;
}
if ( str_cmp( arg1, "all" ) && str_prefix( "all.", arg1 ) )
{
/* 'get obj container' */
obj = get_obj_list( ch, arg1, container->contains );
if ( obj == NULL)
{
act( "I see nothing like that in the $T.",
ch, NULL, arg2, TO_CHAR );
return;
}
get_obj( ch, obj, container );
}
else
{
/* 'get all container' or 'get all.obj container' */
found = FALSE;
for ( obj = container->contains; obj != NULL; obj = obj_next )
{
obj_next = obj->next_content;
if( nest >= 20)
continue;
if ( ( arg1[3] == '\0' || is_name( &arg1[4], obj->name ) )
&& can_see_obj( ch, obj ) )
{
found = TRUE;
get_obj( ch, obj, container );
}
nest++;
}
if ( !found )
{
if ( arg1[3] == '\0' )
act( "I see nothing in the $T.",
ch, NULL, arg2, TO_CHAR );
else
act( "I see nothing like that in the $T.",
ch, NULL, arg2, TO_CHAR );
}
}
}
do_autosave(ch,"");
return;
}
void do_put( CHAR_DATA *ch, char *argument )
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
OBJ_DATA *container;
OBJ_DATA *obj;
OBJ_DATA *obj2;
OBJ_DATA *obj_next;
OBJ_DATA *obj_next2;
ROOM_INDEX_DATA *objroom = get_room_index(ROOM_VNUM_IN_OBJECT);
int count = 0;
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if ( arg1[0] == '\0' || arg2[0] == '\0' )
{
send_to_char( "Put what in what?\n\r", ch );
return;
}
if ( !str_cmp( arg2, "all" ) || !str_prefix( "all.", arg2 ) )
{
send_to_char( "You can't do that.\n\r", ch );
return;
}
if ( ( container = get_obj_here( ch, arg2 ) ) == NULL )
{
act( "I see no $T here.", ch, NULL, arg2, TO_CHAR );
return;
}
if ( container->item_type != ITEM_CONTAINER )
{
send_to_char( "That's not a container.\n\r", ch );
return;
}
if ( IS_SET(container->value[1], CONT_CLOSED) )
{
act( "The $d is closed.", ch, NULL, container->name, TO_CHAR );
return;
}
if ( str_cmp( arg1, "all" ) && str_prefix( "all.", arg1 ) )
{
/* 'put obj container' */
if ( ( obj = get_obj_carry( ch, arg1 ) ) == NULL )
{
send_to_char( "You do not have that item.\n\r", ch );
return;
}
if ( obj == container )
{
send_to_char( "You can't fold it into itself.\n\r", ch );
return;
}
if ( IS_SET( obj->quest, QUEST_ARTIFACT) )
{
send_to_char("You cannot put artifacts in a container.\n\r",ch);
return;
}
if (obj->item_type == ITEM_CORPSE_NPC)
{
send_to_char("You cannot put corpses in a container.\n\r",ch);
return;
}
if (obj->item_type == ITEM_CORPSE_PC)
{
send_to_char("You cannot put corpses in a container.\n\r",ch);
return;
}
if (obj->points > 500)
{
send_to_char("You may not put such a precious item in a container.\n\r", ch);
return;
}
if ( !can_drop_obj( ch, obj ) )
{
send_to_char( "You can't let go of it.\n\r", ch );
return;
}
if ( get_obj_weight( obj ) + get_obj_weight( container )
> container->value[0] )
{
send_to_char( "It won't fit.\n\r", ch );
return;
}
for ( obj2 = container->contains; obj2 != NULL; obj2 = obj_next2 )
{
obj_next2 = obj2->next_content;
if ( obj2->chobj != NULL && obj != obj2)
act( "A hand reaches inside $P and drops $p.", obj2->chobj, obj, container, TO_CHAR );
}
obj_from_char( obj );
obj_to_obj( obj, container );
act( "$n puts $p in $P.", ch, obj, container, TO_ROOM );
act( "You put $p in $P.", ch, obj, container, TO_CHAR );
}
else
{
/* 'put all container' or 'put all.obj container' */
for ( obj = ch->carrying; obj != NULL; obj = obj_next )
{
obj_next = obj->next_content;
if( count >= 10)
continue;
if ( ( arg1[3] == '\0' || is_name( &arg1[4], obj->name ) )
&& can_see_obj( ch, obj )
&& obj->wear_loc == WEAR_NONE
&& obj != container
&& !IS_SET( obj->quest, QUEST_ARTIFACT)
&& can_drop_obj( ch, obj )
&& get_obj_weight( obj ) + get_obj_weight( container )
<= container->value[0] )
{
for ( obj2 = container->contains; obj2 != NULL; obj2 = obj_next2 )
{
obj_next2 = obj2->next_content;
if ( obj2->chobj != NULL && obj2->chobj->in_room != NULL)
{
if (objroom != get_room_index(obj2->chobj->in_room->vnum))
{
char_from_room(obj2->chobj);
char_to_room(obj2->chobj,objroom);
do_look(obj2->chobj,"auto");
}
if (obj != obj2)
act( "A hand reaches inside $P and drops $p.", obj2->chobj, obj, container, TO_CHAR );
}
}
obj_from_char( obj );
obj_to_obj( obj, container );
act( "$n puts $p in $P.", ch, obj, container, TO_ROOM );
act( "You put $p in $P.", ch, obj, container, TO_CHAR );
count++;
}
}
}
do_autosave(ch,"");
return;
}
void do_drop( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
OBJ_DATA *obj_next;
bool found;
argument = one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Drop what?\n\r", ch );
return;
}
if ( str_cmp( arg, "all" ) && str_prefix( "all.", arg ) )
{
/* 'drop obj' */
if ( ( obj = get_obj_carry( ch, arg ) ) == NULL )
{
send_to_char( "You do not have that item.\n\r", ch );
return;
}
if ( !can_drop_obj( ch, obj ) )
{
send_to_char( "You can't let go of it.\n\r", ch );
return;
}
if ( IS_SET( obj->quest, QUEST_ARTIFACT))
{
send_to_char( "You cannot drop an artifact.\n\r", ch);
return;
}
obj_from_char( obj );
obj_to_room( obj, ch->in_room );
/* Objects should only have a shadowplane flag when on the floor */
if (IS_AFFECTED(ch,AFF_SHADOWPLANE) &&
(!IS_SET(obj->extra_flags, ITEM_SHADOWPLANE) ) )
SET_BIT(obj->extra_flags, ITEM_SHADOWPLANE);
act( "$n drops $p.", ch, obj, NULL, TO_ROOM );
act( "You drop $p.", ch, obj, NULL, TO_CHAR );
}
else
{
/* 'drop all' or 'drop all.obj' */
found = FALSE;
for ( obj = ch->carrying; obj != NULL; obj = obj_next )
{
obj_next = obj->next_content;
if ( ( arg[3] == '\0' || is_name( &arg[4], obj->name ) )
&& can_see_obj( ch, obj )
&& obj->wear_loc == WEAR_NONE
&& can_drop_obj( ch, obj )
&& !IS_SET( obj->quest, QUEST_ARTIFACT))
{
found = TRUE;
obj_from_char( obj );
obj_to_room( obj, ch->in_room );
/* Objects should only have a shadowplane flag when on the floor */
if (IS_AFFECTED(ch,AFF_SHADOWPLANE) &&
(!IS_SET(obj->extra_flags, ITEM_SHADOWPLANE) ) )
SET_BIT(obj->extra_flags, ITEM_SHADOWPLANE);
act( "$n drops $p.", ch, obj, NULL, TO_ROOM );
act( "You drop $p.", ch, obj, NULL, TO_CHAR );
}
}
if ( !found )
{
if ( arg[3] == '\0' )
act( "You are not carrying anything.",
ch, NULL, arg, TO_CHAR );
else
act( "You are not carrying any $T.",
ch, NULL, &arg[4], TO_CHAR );
}
}
do_autosave(ch,"");
return;
}
void do_give( CHAR_DATA *ch, char *argument )
{
char arg1 [MAX_INPUT_LENGTH];
char arg2 [MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *obj;
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if ( arg1[0] == '\0' || arg2[0] == '\0' )
{
send_to_char( "Give what to whom?\n\r", ch );
return;
}
if ( ( obj = get_obj_carry( ch, arg1 ) ) == NULL )
{
send_to_char( "You do not have that item.\n\r", ch );
return;
}
if ( obj->wear_loc != WEAR_NONE )
{
send_to_char( "You must remove it first.\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, arg2 ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( !can_drop_obj( ch, obj ) )
{
send_to_char( "You can't let go of it.\n\r", ch );
return;
}
if (IS_AFFECTED(victim,AFF_ETHEREAL) )
{
send_to_char( "You cannot give things to ethereal people.\n\r", ch );
return;
}
if ( victim->carry_number + 1 > can_carry_n( victim ) )
{
act( "$N has $S hands full.", ch, NULL, victim, TO_CHAR );
return;
}
if ( victim->carry_weight + get_obj_weight( obj ) > can_carry_w( victim ) )
{
act( "$N can't carry that much weight.", ch, NULL, victim, TO_CHAR );
return;
}
if ( !can_see_obj( victim, obj ) )
{
act( "$N can't see it.", ch, NULL, victim, TO_CHAR );
return;
}
if (obj->pIndexData->vnum >= 29500 && obj->pIndexData->vnum <= 29599 && ch->level < 12)
{
send_to_char("You cannot seem to do that.\n\r", ch);
return;
}
obj_from_char( obj );
obj_to_char( obj, victim );
act( "$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 $N.", ch, obj, victim, TO_CHAR );
return;
}
void do_fill( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
OBJ_DATA *fountain;
bool found;
int liquid;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Fill what?\n\r", ch );
return;
}
if ( ( obj = get_obj_carry( ch, arg ) ) == NULL )
{
send_to_char( "You do not have that item.\n\r", ch );
return;
}
found = FALSE;
for ( fountain = ch->in_room->contents; fountain != NULL;
fountain = fountain->next_content )
{
if ( fountain->item_type == ITEM_FOUNTAIN )
{
found = TRUE;
break;
}
}
if ( !found )
{
send_to_char( "There is no fountain here!\n\r", ch );
return;
}
if (IS_AFFECTED(ch, AFF_SHADOWPLANE) &&
fountain->in_room != NULL &&
!IS_SET(fountain->extra_flags, ITEM_SHADOWPLANE) )
{
send_to_char( "You are too insubstantual.\n\r", ch );
return;
}
else if (!IS_AFFECTED(ch, AFF_SHADOWPLANE) &&
fountain->in_room != NULL &&
IS_SET(fountain->extra_flags, ITEM_SHADOWPLANE) )
{
send_to_char( "It is too insubstantual.\n\r", ch );
return;
}
else if (IS_AFFECTED(ch,AFF_ETHEREAL) )
{
send_to_char( "You cannot fill containers while ethereal.\n\r", ch );
return;
}
if ( obj->item_type != ITEM_DRINK_CON )
{
send_to_char( "You can't fill that.\n\r", ch );
return;
}
if ( obj->value[1] >= obj->value[0] )
{
send_to_char( "Your container is already full.\n\r", ch );
return;
}
if ( (obj->value[2] != fountain->value[2]) && obj->value[1] > 0)
{
send_to_char( "You cannot mix two different liquids.\n\r", ch );
return;
}
act( "$n dips $p into $P.", ch, obj, fountain, TO_ROOM );
act( "You dip $p into $P.", ch, obj, fountain, TO_CHAR );
obj->value[2] = fountain->value[2];
obj->value[1] = obj->value[0];
liquid = obj->value[2];
act( "$n fills $p with $T.", ch, obj, liq_table[liquid].liq_name, TO_ROOM );
act( "You fill $p with $T.", ch, obj, liq_table[liquid].liq_name, TO_CHAR );
return;
}
void do_drink( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
int amount;
int liquid;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
for ( obj = ch->in_room->contents; obj; obj = obj->next_content )
{
if ( obj->item_type == ITEM_FOUNTAIN )
break;
}
if ( obj == NULL )
{
send_to_char( "Drink what?\n\r", ch );
return;
}
}
else
{
if ( ( obj = get_obj_here( ch, arg ) ) == NULL )
{
send_to_char( "You can't find it.\n\r", ch );
return;
}
}
if ( !IS_NPC(ch) && ch->pcdata->condition[COND_DRUNK] > 10 )
{
send_to_char( "You fail to reach your mouth. *Hic*\n\r", ch );
return;
}
switch ( obj->item_type )
{
default:
send_to_char( "You can't drink from that.\n\r", ch );
break;
case ITEM_POTION:
do_quaff(ch,obj->name);
return;
case ITEM_FOUNTAIN:
if ( ( liquid = obj->value[2] ) >= LIQ_MAX )
{
bug( "Do_drink: bad liquid number %d.", liquid );
liquid = obj->value[2] = 0;
}
if (IS_AFFECTED(ch, AFF_SHADOWPLANE) &&
obj->in_room != NULL &&
!IS_SET(obj->extra_flags, ITEM_SHADOWPLANE) )
{
send_to_char( "You are too insubstantual.\n\r", ch );
break;
}
else if (!IS_AFFECTED(ch, AFF_SHADOWPLANE) &&
obj->in_room != NULL &&
IS_SET(obj->extra_flags, ITEM_SHADOWPLANE) )
{
send_to_char( "It is too insubstantual.\n\r", ch );
break;
}
else if (IS_AFFECTED(ch,AFF_ETHEREAL) )
{
send_to_char( "You can only drink from things you are carrying while ethereal.\n\r", ch );
return;
}
act( "$n drinks $T from $p.", ch, obj, liq_table[liquid].liq_name, TO_ROOM );
act( "You drink $T from $p.", ch, obj, liq_table[liquid].liq_name, TO_CHAR );
amount = number_range(3, 10);
amount = UMIN(amount, obj->value[1]);
gain_condition( ch, COND_DRUNK,
amount * liq_table[liquid].liq_affect[COND_DRUNK ] );
gain_condition( ch, COND_FULL,
amount * liq_table[liquid].liq_affect[COND_FULL ] );
gain_condition( ch, COND_THIRST,
amount * liq_table[liquid].liq_affect[COND_THIRST ] );
if( IS_CLASS(ch,CLASS_VAMPIRE) )
{
if( !str_cmp(liq_table[liquid].liq_name,"blood") )
GET_POWERS(ch,VAMP_BLOOD) += number_range(5,15);
if( GET_POWERS(ch,VAMP_BLOOD) >= 100 )
GET_POWERS(ch,VAMP_BLOOD) = 100;
}
if ( obj->value[3] != 0 && !IS_NPC(ch))
{
/* The shit was poisoned ! */
AFFECT_DATA af;
act( "$n chokes and gags.", ch, NULL, NULL, TO_ROOM );
send_to_char( "You choke and gag.\n\r", ch );
af.type = gsn_poison;
af.duration = 3 * amount;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_POISON;
affect_join( ch, &af );
}
break;
case ITEM_DRINK_CON:
if ( obj->value[1] <= 0 )
{
send_to_char( "It is already empty.\n\r", ch );
return;
}
if ( ( liquid = obj->value[2] ) >= LIQ_MAX )
{
bug( "Do_drink: bad liquid number %d.", liquid );
liquid = obj->value[2] = 0;
}
act( "$n drinks $T from $p.", ch, obj, liq_table[liquid].liq_name, TO_ROOM );
act( "You drink $T from $p.",
ch, obj, liq_table[liquid].liq_name, TO_CHAR );
amount = number_range(3, 10);
amount = UMIN(amount, obj->value[1]);
gain_condition( ch, COND_DRUNK,
amount * liq_table[liquid].liq_affect[COND_DRUNK ] );
gain_condition( ch, COND_FULL,
amount * liq_table[liquid].liq_affect[COND_FULL ] );
gain_condition( ch, COND_THIRST,
amount * liq_table[liquid].liq_affect[COND_THIRST ] );
if ( !IS_NPC(ch) && ch->pcdata->condition[COND_DRUNK] > 10 )
send_to_char( "You feel drunk.\n\r", ch );
if ( !IS_NPC(ch) && ch->pcdata->condition[COND_FULL] > 50 )
send_to_char( "You are full.\n\r", ch );
if ( !IS_NPC(ch) && ch->pcdata->condition[COND_THIRST] > 50 )
send_to_char( "You do not feel thirsty.\n\r", ch );
if ( obj->value[3] != 0 && !IS_NPC(ch))
{
/* The shit was poisoned ! */
AFFECT_DATA af;
act( "$n chokes and gags.", ch, NULL, NULL, TO_ROOM );
send_to_char( "You choke and gag.\n\r", ch );
af.type = gsn_poison;
af.duration = 3 * amount;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_POISON;
affect_join( ch, &af );
}
obj->value[1] -= amount;
if ( obj->value[1] <= 0 )
{
obj->value[1] = 0;
}
break;
}
return;
}
void do_empty( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
int liquid;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Empty what?\n\r", ch );
return;
}
if ( ( obj = get_obj_here( ch, arg ) ) == NULL )
{
send_to_char( "You can't find it.\n\r", ch );
return;
}
switch ( obj->item_type )
{
default:
send_to_char( "You cannot empty that.\n\r", ch );
break;
case ITEM_DRINK_CON:
if ( obj->value[1] <= 0 )
{
send_to_char( "It is already empty.\n\r", ch );
return;
}
if ( ( liquid = obj->value[2] ) >= LIQ_MAX )
{
bug( "Do_drink: bad liquid number %d.", liquid );
liquid = obj->value[2] = 0;
}
act( "$n empties $T from $p.", ch, obj, liq_table[liquid].liq_name, TO_ROOM );
act( "You empty $T from $p.",
ch, obj, liq_table[liquid].liq_name, TO_CHAR );
obj->value[1] = 0;
break;
}
return;
}
void do_eat( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
int level, i, x;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Eat what?\n\r", ch );
return;
}
if ( ( obj = get_obj_carry( ch, arg ) ) == NULL )
{
send_to_char( "You do not have that item.\n\r", ch );
return;
}
if ( !IS_IMMORTAL(ch) )
{
if (IS_NPC(ch))
return;
if ( obj->item_type != ITEM_FOOD && obj->item_type != ITEM_PILL &&
obj->item_type != ITEM_EGG && obj->item_type != ITEM_QUEST )
{
if (IS_NPC(ch) || obj->item_type != ITEM_TRASH)
{
send_to_char( "That's not edible.\n\r", ch );
return;
}
}
if ( !IS_NPC(ch) && ch->pcdata->condition[COND_FULL] > 50 &&
obj->item_type != ITEM_TRASH && obj->item_type != ITEM_QUEST &&
obj->item_type != ITEM_PILL)
{
send_to_char( "You are too full to eat more.\n\r", ch );
return;
}
}
act( "$n eats $p.", ch, obj, NULL, TO_ROOM );
act( "You eat $p.", ch, obj, NULL, TO_CHAR );
switch ( obj->item_type )
{
default:
break;
case ITEM_FOOD:
if ( !IS_NPC(ch) )
{
int condition;
condition = ch->pcdata->condition[COND_FULL];
gain_condition( ch, COND_FULL, obj->value[0] );
if ( condition == 0 && ch->pcdata->condition[COND_FULL] > 10 )
send_to_char( "You are no longer hungry.\n\r", ch );
else if ( ch->pcdata->condition[COND_FULL] > 50 )
send_to_char( "You are full.\n\r", ch );
}
if ( obj->value[3] != 0 )
{
/* The shit was poisoned! */
AFFECT_DATA af;
act( "$n chokes and gags.", ch, NULL, NULL, TO_ROOM );
send_to_char( "You choke and gag.\n\r", ch );
af.type = gsn_poison;
af.duration = 2 * obj->value[0];
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_POISON;
affect_join( ch, &af );
}
break;
case ITEM_PILL:
level = obj->value[0];
if (level < 1) level = 1;
if (level > MAX_SPELL) level = MAX_SPELL;
if( obj->carried_by != NULL && has_power_level(obj->carried_by,SCHOOL_ARCANE,4) )
level *= 4;
/**************** Code for multi-cast pills ***************/
if (level < 25)
x = 1;
if (level >= 25 && level < 50)
x = 2;
if (level >= 50 && level < 75)
x = 3;
if (level >= 75)
x = 4;
for (i = 0; i < x; i++)
{
obj_cast_spell( obj->value[1], level, ch, ch, NULL );
}
/***************** End multi-cast loop ****************/
if (ch->position == POS_FIGHTING)
{
if (!IS_IMMORTAL( ch))
WAIT_STATE(ch, 6 );
}
break;
case ITEM_QUEST:
if ( !IS_NPC(ch) ) ch->pcdata->quest += obj->value[0];
break;
case ITEM_EGG:
if ( !IS_NPC(ch) )
{
int condition;
condition = ch->pcdata->condition[COND_FULL];
gain_condition( ch, COND_FULL, obj->value[1] );
if ( condition == 0 && ch->pcdata->condition[COND_FULL] > 10 )
send_to_char( "You are no longer hungry.\n\r", ch );
else if ( ch->pcdata->condition[COND_FULL] > 50 )
send_to_char( "You are full.\n\r", ch );
}
/* Note to myself...remember to set v2 for mobiles that hatch within
* the player (like aliens ;). KaVir.
*/
if ( obj->value[3] != 0 )
{
/* The shit was poisoned! */
AFFECT_DATA af;
act( "$n chokes and gags.", ch, NULL, NULL, TO_ROOM );
send_to_char( "You choke and gag.\n\r", ch );
af.type = gsn_poison;
af.duration = 2 * obj->value[0];
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_POISON;
affect_join( ch, &af );
}
break;
}
if (obj != NULL) extract_obj( obj );
return;
}
/*
* Remove an object.
*/
bool remove_obj( CHAR_DATA *ch, int iWear, bool fReplace )
{
OBJ_DATA *obj;
if ( ( obj = get_eq_char( ch, iWear ) ) == NULL )
return TRUE;
if ( !fReplace )
return FALSE;
if ( IS_SET(obj->extra_flags, ITEM_NOREMOVE) )
{
act( "You can't remove $p.", ch, obj, NULL, TO_CHAR );
return FALSE;
}
unequip_char( ch, obj );
act( "$n stops using $p.", ch, obj, NULL, TO_ROOM );
act( "You stop using $p.", ch, obj, NULL, TO_CHAR );
return TRUE;
}
/*
* Wear one object.
* Optional replacement of existing objects.
* Big repetitive code, ick.
*/
void wear_obj( CHAR_DATA *ch, OBJ_DATA *obj, bool fReplace )
{
bool wolf_ok = FALSE;
if( obj == NULL)
{
log_string("BUG: Wear_obj: Null object pointer");
return;
}
if ( CAN_WEAR( obj, ITEM_WIELD ) || CAN_WEAR( obj, ITEM_HOLD ) ||
CAN_WEAR( obj, ITEM_WEAR_SHIELD ) || obj->item_type == ITEM_LIGHT )
{
if ( get_eq_char( ch, WEAR_WIELD ) != NULL
&& get_eq_char( ch, WEAR_HOLD ) != NULL
&& get_eq_char( ch, WEAR_LIGHT ) != NULL
&& get_eq_char( ch, WEAR_SHIELD ) != NULL
&& !remove_obj( ch, WEAR_LIGHT , fReplace )
&& !remove_obj( ch, WEAR_SHIELD, fReplace )
&& !remove_obj( ch, WEAR_WIELD , fReplace )
&& !remove_obj( ch, WEAR_HOLD , fReplace ) )
return;
if ( !IS_NPC(ch) && IS_OBJ_STAT(obj,ITEM_LOYAL) )
{
if ( obj->questowner != NULL && str_cmp(ch->pcdata->switchname,obj->questowner) && strlen(obj->questowner) > 1 )
{
stc("You are unable to use an item that has been claimed and is loyal to another.\n\r", ch);
return;
}
}
if (get_eq_char( ch, WEAR_WIELD ) == NULL && is_ok_to_wear(ch,wolf_ok,"right_hand"))
{
if ( obj->item_type == ITEM_LIGHT )
{
act( "$n lights $p and clutches it in $s right hand.", ch, obj, NULL, TO_ROOM );
act( "You light $p and clutch it in your right hand.", ch, obj, NULL, TO_CHAR );
}
else
{
act( "$n clutches $p in $s right hand.", ch, obj, NULL, TO_ROOM );
act( "You clutch $p in your right hand.", ch, obj, NULL, TO_CHAR );
}
if (obj->item_type == ITEM_WEAPON)
{
equip_char( ch, obj, WEAR_WIELD );
if (!IS_NPC(ch)) do_skill(ch, ch->name);
return;
}
equip_char( ch, obj, WEAR_WIELD );
return;
}
else if (get_eq_char( ch, WEAR_HOLD ) == NULL && is_ok_to_wear(ch,wolf_ok,"left_hand"))
{
if ( obj->item_type == ITEM_LIGHT )
{
act( "$n lights $p and clutches it in $s left hand.", ch, obj, NULL, TO_ROOM );
act( "You light $p and clutch it in your left hand.", ch, obj, NULL, TO_CHAR );
}
else
{
act( "$n clutches $p in $s left hand.", ch, obj, NULL, TO_ROOM );
act( "You clutch $p in your left hand.", ch, obj, NULL, TO_CHAR );
}
if (obj->item_type == ITEM_WEAPON)
{
if ( !IS_NPC(ch) && (obj->pIndexData->vnum == 30000 || IS_OBJ_STAT(obj,ITEM_LOYAL)))
{
if ( obj->questowner != NULL && str_cmp(ch->pcdata->switchname,obj->questowner) && strlen(obj->questowner) > 1 )
{
act( "$p leaps out of $n's hand.", ch, obj, NULL, TO_ROOM );
act( "$p leaps out of your hand.", ch, obj, NULL, TO_CHAR );
obj_from_char(obj);
obj_to_room(obj,ch->in_room);
return;
}
}
equip_char( ch, obj, WEAR_HOLD );
if (!IS_NPC(ch)) do_skill(ch, ch->name);
return;
}
equip_char( ch, obj, WEAR_HOLD );
return;
}
else if (get_eq_char( ch, WEAR_THIRD ) == NULL && is_ok_to_wear(ch,wolf_ok,"third_hand"))
{
if ( obj->item_type == ITEM_LIGHT )
{
act( "$n lights $p and clutches it in $s right hand.", ch, obj, NULL, TO_ROOM );
act( "You light $p and clutch it in your right hand.", ch, obj, NULL, TO_CHAR );
}
else
{
act( "$n clutches $p in $s third hand.", ch, obj, NULL, TO_ROOM );
act( "You clutch $p in your third hand.", ch, obj, NULL, TO_CHAR );
}
if (obj->item_type == ITEM_WEAPON)
{
equip_char( ch, obj, WEAR_THIRD );
if (!IS_NPC(ch)) do_skill(ch, ch->name);
return;
}
equip_char( ch, obj, WEAR_THIRD );
return;
}
else if (get_eq_char( ch, WEAR_FOURTH ) == NULL && is_ok_to_wear(ch,wolf_ok,"fourth_hand"))
{
if ( obj->item_type == ITEM_LIGHT )
{
act( "$n lights $p and clutches it in $s fourth hand.", ch, obj, NULL, TO_ROOM );
act( "You light $p and clutch it in your fourth hand.", ch, obj, NULL, TO_CHAR );
}
else
{
act( "$n clutches $p in $s fourth hand.", ch, obj, NULL, TO_ROOM );
act( "You clutch $p in your fourth hand.", ch, obj, NULL, TO_CHAR );
}
if (obj->item_type == ITEM_WEAPON)
{
if ( !IS_NPC(ch) && ( obj->pIndexData->vnum == 30000 || IS_OBJ_STAT(obj,ITEM_LOYAL)))
{
if ( obj->questowner != NULL && str_cmp(ch->pcdata->switchname,obj->questowner) && strlen(obj->questowner) > 1 )
{
act( "$p leaps out of $n's hand.", ch, obj, NULL, TO_ROOM );
act( "$p leaps out of your hand.", ch, obj, NULL, TO_CHAR );
obj_from_char(obj);
obj_to_room(obj,ch->in_room);
return;
}
}
equip_char( ch, obj, WEAR_FOURTH );
if (!IS_NPC(ch)) do_skill(ch, ch->name);
return;
}
equip_char( ch, obj, WEAR_FOURTH );
return;
}
if (!is_ok_to_wear(ch,wolf_ok,"left_hand") && !is_ok_to_wear(ch,wolf_ok,"right_hand"))
send_to_char( "You cannot use anything in your hands.\n\r", ch );
else
send_to_char( "You have no free hands.\n\r", ch );
return;
}
if ( obj->item_type == ITEM_LIGHT )
{
if ( !remove_obj( ch, WEAR_LIGHT, fReplace ) )
return;
act( "$n lights $p and holds it.", ch, obj, NULL, TO_ROOM );
act( "You light $p and hold it.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_LIGHT );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_FINGER ) )
{
if ( get_eq_char( ch, WEAR_FINGER_L ) != NULL
&& get_eq_char( ch, WEAR_FINGER_R ) != NULL
&& !remove_obj( ch, WEAR_FINGER_L, fReplace )
&& !remove_obj( ch, WEAR_FINGER_R, fReplace ) )
return;
if ( get_eq_char( ch, WEAR_FINGER_L ) == NULL && is_ok_to_wear(ch,wolf_ok,"left_finger"))
{
act( "$n wears $p on $s left finger.", ch, obj, NULL, TO_ROOM );
act( "You wear $p on your left finger.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_FINGER_L );
return;
}
else if ( get_eq_char( ch, WEAR_FINGER_R ) == NULL && is_ok_to_wear(ch,wolf_ok,"right_finger"))
{
act( "$n wears $p on $s right finger.", ch, obj, NULL, TO_ROOM );
act( "You wear $p on your right finger.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_FINGER_R );
return;
}
if (!is_ok_to_wear(ch,wolf_ok,"left_finger") && !is_ok_to_wear(ch,wolf_ok,"right_finger"))
send_to_char( "You cannot wear any rings.\n\r", ch );
else
send_to_char( "You cannot wear any more rings.\n\r", ch );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_NECK ) )
{
if ( get_eq_char( ch, WEAR_NECK_1 ) != NULL
&& get_eq_char( ch, WEAR_NECK_2 ) != NULL
&& !remove_obj( ch, WEAR_NECK_1, fReplace )
&& !remove_obj( ch, WEAR_NECK_2, fReplace ) )
return;
if ( get_eq_char( ch, WEAR_NECK_1 ) == NULL )
{
act( "$n slips $p around $s neck.", ch, obj, NULL, TO_ROOM );
act( "You slip $p around your neck.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_NECK_1 );
return;
}
if ( get_eq_char( ch, WEAR_NECK_2 ) == NULL )
{
act( "$n slips $p around $s neck.", ch, obj, NULL, TO_ROOM );
act( "You slip $p around your neck.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_NECK_2 );
return;
}
bug( "Wear_obj: no free neck.", 0 );
send_to_char( "You are already wearing two things around your neck.\n\r", ch );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_BODY ) )
{
if ( !remove_obj( ch, WEAR_BODY, fReplace ) )
return;
act( "$n fits $p on $s body.", ch, obj, NULL, TO_ROOM );
act( "You fit $p on your body.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_BODY );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_HEAD ) )
{
if ( !remove_obj( ch, WEAR_HEAD, fReplace ) )
return;
if (!is_ok_to_wear(ch,wolf_ok,"head"))
{
send_to_char("You have no head to wear it on.\n\r",ch);
return;
}
act( "$n places $p on $s head.", ch, obj, NULL, TO_ROOM );
act( "You place $p on your head.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_HEAD );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_FACE ) )
{
if ( !remove_obj( ch, WEAR_FACE, fReplace ) )
return;
if (!is_ok_to_wear(ch,wolf_ok,"face"))
{
send_to_char("You have no face to wear it on.\n\r",ch);
return;
}
act( "$n places $p on $s face.", ch, obj, NULL, TO_ROOM );
act( "You place $p on your face.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_FACE );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_LEGS ) )
{
if ( !remove_obj( ch, WEAR_LEGS, fReplace ) )
return;
if (!is_ok_to_wear(ch,wolf_ok,"legs"))
{
send_to_char("You have no legs to wear them on.\n\r",ch);
return;
}
act( "$n slips $s legs into $p.", ch, obj, NULL, TO_ROOM );
act( "You slip your legs into $p.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_LEGS );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_FEET ) )
{
if ( !remove_obj( ch, WEAR_FEET, fReplace ) )
return;
if (!is_ok_to_wear(ch,wolf_ok,"feet"))
{
send_to_char("You have no feet to wear them on.\n\r",ch);
return;
}
act( "$n slips $s feet into $p.", ch, obj, NULL, TO_ROOM );
act( "You slip your feet into $p.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_FEET );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_HANDS ) )
{
if ( !remove_obj( ch, WEAR_HANDS, fReplace ) )
return;
if (!is_ok_to_wear(ch,wolf_ok,"hands"))
{
send_to_char("You have no hands to wear them on.\n\r",ch);
return;
}
act( "$n pulls $p onto $s hands.", ch, obj, NULL, TO_ROOM );
act( "You pull $p onto your hands.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_HANDS );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_ARMS ) )
{
if ( !remove_obj( ch, WEAR_ARMS, fReplace ) )
return;
if (!is_ok_to_wear(ch,wolf_ok,"arms"))
{
send_to_char("You have no arms to wear them on.\n\r",ch);
return;
}
act( "$n slides $s arms into $p.", ch, obj, NULL, TO_ROOM );
act( "You slide your arms into $p.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_ARMS );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_ABOUT ) )
{
if ( !remove_obj( ch, WEAR_ABOUT, fReplace ) )
return;
act( "$n pulls $p about $s body.", ch, obj, NULL, TO_ROOM );
act( "You pull $p about your body.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_ABOUT );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_WAIST ) )
{
if ( !remove_obj( ch, WEAR_WAIST, fReplace ) )
return;
act( "$n ties $p around $s waist.", ch, obj, NULL, TO_ROOM );
act( "You tie $p around your waist.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_WAIST );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_WRIST ) )
{
if ( get_eq_char( ch, WEAR_WRIST_L ) != NULL
&& get_eq_char( ch, WEAR_WRIST_R ) != NULL
&& !remove_obj( ch, WEAR_WRIST_L, fReplace )
&& !remove_obj( ch, WEAR_WRIST_R, fReplace ) )
return;
if ( get_eq_char( ch, WEAR_WRIST_L ) == NULL && is_ok_to_wear(ch,wolf_ok,"right_wrist"))
{
act( "$n slides $s left wrist into $p.",
ch, obj, NULL, TO_ROOM );
act( "You slide your left wrist into $p.",
ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_WRIST_L );
return;
}
else if ( get_eq_char( ch, WEAR_WRIST_R ) == NULL && is_ok_to_wear(ch,wolf_ok,"left_wrist"))
{
act( "$n slides $s left wrist into $p.",
ch, obj, NULL, TO_ROOM );
act( "You slide your right wrist into $p.",
ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_WRIST_R );
return;
}
if (!is_ok_to_wear(ch,wolf_ok,"left_wrist") && !is_ok_to_wear(ch,wolf_ok,"right_wrist"))
send_to_char( "You cannot wear anything on your wrists.\n\r", ch );
else
send_to_char( "You cannot wear any more on your wrists.\n\r", ch );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_SHIELD ) )
{
if ( !remove_obj( ch, WEAR_SHIELD, fReplace ) )
return;
act( "$n straps $p onto $s shield arm.", ch, obj, NULL, TO_ROOM );
act( "You strap $p onto your shield arm.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_SHIELD );
return;
}
if ( CAN_WEAR( obj, ITEM_WIELD ) )
{
if ( !remove_obj( ch, WEAR_WIELD, fReplace ) )
return;
if ( get_obj_weight( obj ) > str_app[get_curr_str(ch)].wield )
{
send_to_char( "It is too heavy for you to wield.\n\r", ch );
return;
}
act( "$n wields $p.", ch, obj, NULL, TO_ROOM );
act( "You wield $p.", ch, obj, NULL, TO_CHAR );
if ( !IS_NPC(ch) && ( obj->pIndexData->vnum == 30000 || IS_OBJ_STAT(obj,ITEM_LOYAL)))
{
if ( obj->questowner != NULL && str_cmp(ch->pcdata->switchname,obj->questowner) && strlen(obj->questowner) > 1 )
{
act( "$p leaps out of $n's hand.", ch, obj, NULL, TO_ROOM );
act( "$p leaps out of your hand.", ch, obj, NULL, TO_CHAR );
obj_from_char(obj);
obj_to_room(obj,ch->in_room);
return;
}
}
equip_char( ch, obj, WEAR_WIELD );
if (!IS_NPC(ch)) do_skill(ch, ch->name);
return;
}
if ( fReplace )
send_to_char( "You can't wear, wield or hold that.\n\r", ch );
return;
}
void do_wear( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
one_argument( argument, arg );
if (IS_AFFECTED(ch,AFF_POLYMORPH) && !IS_NPC(ch))
{
send_to_char( "You cannot wear anything in this form.\n\r", ch );
return;
}
if( !IS_NPC(ch) && ch->pcdata->pulse_timer[PULSE_HEATMETAL] > 0)
{
stc("It's MUCH to hot for you to wear that now!\n\r", ch);
return;
}
if( !IS_NPC(ch)
&& IS_CLASS(ch, CLASS_DRAGON)
&& GET_POWERS(ch, DRAGON_FORM) == DRAGON_FORM_DRAGON)
{
stc("You can't wear anything in dragon form.\n\r", ch);
return;
}
if ( arg[0] == '\0' )
{
send_to_char( "Wear, wield, or hold what?\n\r", ch );
return;
}
if ( !str_cmp( arg, "all" ) )
{
OBJ_DATA *obj_next;
for ( obj = ch->carrying; obj != NULL; obj = obj_next )
{
obj_next = obj->next_content;
if( wearing_one_ring(ch) )
{
stc("You cannot wear anything else whilst under the power of #oThe One Ring#n!\n\r", ch);
return;
}
if( !IS_NPC(ch) && IS_OBJ_STAT(obj, ITEM_LOYAL) && str_cmp(obj->questowner,ch->pcdata->switchname) )
{
stc("You can not wear an object that is loyal to another.\n\r",ch);
continue;
}
if( !IS_NPC(ch) && IS_OBJ_STAT(obj, ITEM_ONE_RING) && str_cmp(obj->questowner,ch->pcdata->switchname) )
{
stc("#oThe One Ring #nchooses it's wearer.. and you are not it's owner!\n\r", ch);
continue;
}
if( IS_OBJ_STAT(obj, ITEM_ONE_RING) && !is_naked(ch) )
{
stc("#oThe One Ring #ncan only be worn alone.\n\r", ch);
continue;
}
if( IS_OBJ_STAT(obj,ITEM_ONE_RING) && ((ch->level < 3) || (ch->race < 5)) )
{
stc("#oYou lack the willpower to safely use the ring!#n\n\r",ch);
return;
}
if ( obj->wear_loc == WEAR_NONE && can_see_obj( ch, obj ) )
wear_obj( ch, obj, FALSE );
}
return;
}
else
{
if ( ( obj = get_obj_carry( ch, arg ) ) == NULL )
{
send_to_char( "You do not have that item.\n\r", ch );
return;
}
if( !IS_NPC(ch) && IS_OBJ_STAT(obj, ITEM_LOYAL) && str_cmp(obj->questowner,ch->pcdata->switchname) )
{
stc("You can not wear an object that is loyal to another.\n\r",ch);
return;
}
if( !IS_NPC(ch) && IS_OBJ_STAT(obj, ITEM_ONE_RING) && str_cmp(obj->questowner,ch->pcdata->switchname) )
{
stc("#oThe One Ring #nchooses it's wearer.. and you are not it's owner!\n\r", ch);
return;
}
if( IS_OBJ_STAT(obj, ITEM_ONE_RING) )
{
if( is_naked(ch) )
{
wear_obj( ch, obj, TRUE );
return;
}
else
{
stc("#oThe One Ring #ncan only be worn alone.\n\r", ch);
return;
}
}
if( !wearing_one_ring(ch) )
wear_obj( ch, obj, TRUE );
else
{
stc("#oThe One Ring #ncan only be worn alone.\n\r", ch);
return;
}
}
return;
}
void do_remove( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Remove what?\n\r", ch );
return;
}
if ( !str_cmp( arg, "all" ) )
{
OBJ_DATA *obj_next;
for ( obj = ch->carrying; obj != NULL; obj = obj_next )
{
obj_next = obj->next_content;
if ( obj->wear_loc != WEAR_NONE && can_see_obj( ch, obj ) )
remove_obj( ch, obj->wear_loc, TRUE );
}
return;
}
if ( ( obj = get_obj_wear( ch, arg ) ) == NULL )
{
send_to_char( "You do not have that item.\n\r", ch );
return;
}
remove_obj( ch, obj->wear_loc, TRUE );
return;
}
void do_sacrifice( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
char buf[MAX_INPUT_LENGTH];
int expgain;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char("Sacrifice what?\n\r",ch);
return;
}
if( !str_cmp(arg,"all") )
{
OBJ_DATA *obj_next;
int i = 0;
for( obj = ch->in_room->contents;obj != NULL; obj = obj_next)
{
obj_next = obj->next_content;
i++;
if( i <= 15 && obj !=NULL )
do_sacrifice(ch,obj->name);
else
return;
}
}
obj = get_obj_list( ch, arg, ch->in_room->contents );
if ( obj == NULL )
{
send_to_char( "You can't find it.\n\r", ch );
return;
}
if ( !CAN_WEAR(obj, ITEM_TAKE) || obj->item_type == ITEM_QUEST ||
obj->item_type == ITEM_MONEY || obj->item_type == ITEM_TREASURE ||
obj->item_type == ITEM_QUESTCARD || IS_SET(obj->quest, QUEST_ARTIFACT) ||
( obj->questowner != NULL && strlen(obj->questowner) > 1 && str_cmp(ch->name,obj->questowner)))
{
act( "You are unable to drain any energy from $p.", ch, obj, 0, TO_CHAR );
return;
}
else if (obj->chobj != NULL && !IS_NPC(obj->chobj) &&
obj->chobj->pcdata->obj_vnum != 0)
{
act( "You are unable to drain any energy from $p.", ch, obj, 0, TO_CHAR );
return;
}
expgain = obj->cost / 100;
if (expgain < 100)
expgain = 100;
if (expgain > 5000)
expgain = 5000;
act( "$p disintegrates into a fine powder.", ch, obj, NULL, TO_CHAR );
act( "$n drains the energy from $p.", ch, obj, NULL, TO_ROOM );
act( "$p disintegrates into a fine powder.", ch, obj, NULL, TO_ROOM );
sprintf(buf, "You gain %d experience from $p.", expgain);
ch->exp += expgain;
act(buf, ch, obj, NULL, TO_CHAR);
if (obj->points > 0 && !IS_NPC(ch) && obj->item_type != ITEM_PAGE)
{
sprintf( buf, "You receive a refund of %d quest points from $p.", (obj->points/3));
act( buf, ch, obj, NULL, TO_CHAR );
ch->pcdata->quest += (obj->points/3);
}
extract_obj( obj );
return;
}
void do_quaff( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
int level;
one_argument( argument, arg );
if (IS_NPC(ch)) return;
if ( arg[0] == '\0' )
{
send_to_char( "Quaff what?\n\r", ch );
return;
}
if ( ( obj = get_obj_carry( ch, arg ) ) == NULL )
{
send_to_char( "You do not have that potion.\n\r", ch );
return;
}
if ( obj->item_type != ITEM_POTION )
{
send_to_char( "You can quaff only potions.\n\r", ch );
return;
}
if (IS_NPC(ch)) return;
act( "$n quaffs $p.", ch, obj, NULL, TO_ROOM );
act( "You quaff $p.", ch, obj, NULL ,TO_CHAR );
level = obj->value[0];
if (level < 1) level = 1;
if (level > MAX_SPELL) level = MAX_SPELL;
if( obj->carried_by != NULL && has_power_level(obj->carried_by,SCHOOL_ARCANE,4) )
level *= 4;
obj_cast_spell( obj->value[1], level, ch, ch, NULL );
obj_cast_spell( obj->value[2], level, ch, ch, NULL );
obj_cast_spell( obj->value[3], level, ch, ch, NULL );
extract_obj( obj );
if (ch->position == POS_FIGHTING)
{
if (!IS_IMMORTAL( ch))
WAIT_STATE(ch, 6 );
}
return;
}
void do_recite( CHAR_DATA *ch, char *argument )
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *scroll;
OBJ_DATA *obj;
int level, i, x;
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if (IS_NPC(ch)) return;
if ( ( scroll = get_obj_carry( ch, arg1 ) ) == NULL )
{
send_to_char( "You do not have that scroll.\n\r", ch );
return;
}
if ( scroll->item_type != ITEM_SCROLL )
{
send_to_char( "You can recite only scrolls.\n\r", ch );
return;
}
obj = NULL;
if ( arg2[0] == '\0' )
{
victim = ch;
}
else
{
if ( ( victim = get_char_room ( ch, arg2 ) ) == NULL && ( obj = get_obj_here ( ch, arg2 ) ) == NULL )
{
send_to_char( "You can't find it.\n\r", ch );
return;
}
}
if (victim != NULL)
{
if ( is_safe( ch, victim ) )
return;
}
if (IS_NPC(ch)) return;
act( "$n recites $p.", ch, scroll, NULL, TO_ROOM );
act( "You recite $p.", ch, scroll, NULL, TO_CHAR );
level = scroll->value[0];
if (level < 1) level = 1;
if (level > MAX_SPELL) level = MAX_SPELL;
if( scroll->carried_by != NULL && has_power_level(scroll->carried_by,SCHOOL_ARCANE,4) )
level *= 4;
/**************** Code for multi-cast scrolls ***********/
if (level < 25)
x = 1;
if (level >= 25 && level < 50)
x = 2;
if (level >= 50 && level < 75)
x = 3;
if (level >= 75)
x = 4;
if( x > 3 ) x = 3;
for (i = 0; i < x; i++)
{
obj_cast_spell( scroll->value[1], level, ch, victim, obj );
}
/**************** End code for multi-cast scrolls ************/
extract_obj( scroll );
if (ch->position == POS_FIGHTING)
{
if (!IS_IMMORTAL( ch))
WAIT_STATE(ch, 12 );
}
return;
}
void do_brandish( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
OBJ_DATA *temp;
OBJ_DATA *staff;
int sn;
int level;
staff = get_eq_char( ch, WEAR_WIELD );
temp = get_eq_char( ch, WEAR_HOLD );
if (IS_NPC(ch)) return;
if ( staff == NULL && temp == NULL )
{
send_to_char( "You hold nothing in your hand.\n\r", ch );
return;
}
if ( staff == NULL ) staff = temp;
if ( temp == NULL ) temp = staff;
if ( staff->item_type != ITEM_STAFF ) staff=temp;
if ( staff->item_type != ITEM_STAFF )
{
send_to_char( "You can brandish only with a staff.\n\r", ch );
return;
}
if ( ( sn = staff->value[3] ) < 0
|| sn >= MAX_SKILL
|| skill_table[sn].spell_fun == 0 )
{
bug( "Do_brandish: bad sn %d.", sn );
return;
}
if (IS_NPC(ch)) return;
if (!IS_IMMORTAL( ch))
WAIT_STATE( ch, PULSE_VIOLENCE );
if ( staff->value[2] > 0 )
{
act( "$n brandishes $p.", ch, staff, NULL, TO_ROOM );
act( "You brandish $p.", ch, staff, NULL, TO_CHAR );
for ( vch = ch->in_room->people; vch; vch = vch_next )
{
vch_next = vch->next_in_room;
switch ( skill_table[sn].target )
{
default:
bug( "Do_brandish: bad target for sn %d.", sn );
return;
case TAR_IGNORE:
if ( vch != ch )
continue;
break;
case TAR_CHAR_OFFENSIVE:
if ( IS_NPC(ch) ? IS_NPC(vch) : !IS_NPC(vch) )
continue;
break;
case TAR_CHAR_DEFENSIVE:
if ( IS_NPC(ch) ? !IS_NPC(vch) : IS_NPC(vch) )
continue;
break;
case TAR_CHAR_SELF:
if ( vch != ch )
continue;
break;
}
level = staff->value[0];
if (level < 1) level = 1;
if (level > MAX_SPELL) level = MAX_SPELL;
if( staff->carried_by != NULL && has_power_level(staff->carried_by,SCHOOL_ARCANE,4) )
level *= 4;
obj_cast_spell( staff->value[3], level, ch, vch, NULL );
}
}
if ( --staff->value[2] <= 0 )
{
act( "$n's $p blazes bright and is gone.", ch, staff, NULL, TO_ROOM );
act( "Your $p blazes bright and is gone.", ch, staff, NULL, TO_CHAR );
extract_obj( staff );
}
return;
}
void do_zap( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *temp;
OBJ_DATA *wand;
OBJ_DATA *obj;
int level;
one_argument( argument, arg );
if (IS_NPC(ch)) return;
if ( arg[0] == '\0' && ch->fighting == NULL )
{
send_to_char( "Zap whom or what?\n\r", ch );
return;
}
wand = get_eq_char( ch, WEAR_WIELD );
temp = get_eq_char( ch, WEAR_HOLD );
if ( wand == NULL && temp == NULL )
{
send_to_char( "You hold nothing in your hand.\n\r", ch );
return;
}
if ( wand == NULL ) wand = temp;
if ( temp == NULL ) temp = wand;
if ( wand->item_type != ITEM_WAND ) wand=temp;
if ( wand->item_type != ITEM_WAND )
{
send_to_char( "You can zap only with a wand.\n\r", ch );
return;
}
if (IS_NPC(ch)) return;
obj = NULL;
if ( arg[0] == '\0' )
{
if ( ch->fighting != NULL )
{
victim = ch->fighting;
}
else
{
send_to_char( "Zap whom or what?\n\r", ch );
return;
}
}
else
{
if ( ( victim = get_char_room ( ch, arg ) ) == NULL && ( obj = get_obj_here ( ch, arg ) ) == NULL )
{
send_to_char( "You can't find it.\n\r", ch );
return;
}
}
if (victim != NULL)
{
if ( is_safe( ch, victim ) )
return;
}
if( wand->pIndexData->vnum == 26057 )
{
stc("You cannot zap with the Necronomicon. You must wear it\n\r", ch);
stc("and chant <itemname> <wear location> \n\r", ch);
return;
}
if (!IS_IMMORTAL( ch))
WAIT_STATE( ch, PULSE_VIOLENCE );
if ( wand->value[2] > 0 )
{
if ( victim != NULL )
{
act( "$n zaps $N with $p.", ch, wand, victim, TO_ROOM );
act( "You zap $N with $p.", ch, wand, victim, TO_CHAR );
}
else
{
act( "$n zaps $P with $p.", ch, wand, obj, TO_ROOM );
act( "You zap $P with $p.", ch, wand, obj, TO_CHAR );
}
level = wand->value[0];
if (level < 1) level = 1;
if (level > MAX_SPELL) level = MAX_SPELL;
if( wand->carried_by != NULL && has_power_level(wand->carried_by,SCHOOL_ARCANE,4) )
level *= 4;
obj_cast_spell( wand->value[3], level, ch, victim, obj );
}
if ( --wand->value[2] <= 0 )
{
act( "$n's $p explodes into fragments.", ch, wand, NULL, TO_ROOM );
act( "Your $p explodes into fragments.", ch, wand, NULL, TO_CHAR );
extract_obj( wand );
}
return;
}
void do_steal( CHAR_DATA *ch, char *argument )
{
char buf [MAX_STRING_LENGTH];
char arg1 [MAX_INPUT_LENGTH];
char arg2 [MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *obj;
int percent;
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if (IS_NPC(ch))
return;
if (ch->level < 3)
{
send_to_char ("You must be avatar to steal.\n\r", ch);
return;
}
if ( arg1[0] == '\0' || arg2[0] == '\0' )
{
send_to_char( "Steal what from whom?\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, arg2 ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if (victim->level < 3)
{
send_to_char("You must steal from another avatar.\n\r", ch);
return;
}
if ( victim == ch )
{
send_to_char( "That's pointless.\n\r", ch );
return;
}
if ( IS_IMMORTAL( victim ))
{
send_to_char("Steal from an immortal are you crasy!\n\r", ch);
return;
}
if (!IS_IMMORTAL( ch))
WAIT_STATE( ch, skill_table[gsn_steal].beats );
percent = number_percent( ) + ( IS_AWAKE(victim) ? 10 : -50 );
if ( ( ch->level + number_range(1,20) < victim->level )
|| ( !IS_NPC(ch) && !IS_NPC(victim) && ch->level < 3 )
|| ( !IS_NPC(ch) && !IS_NPC(victim) && victim->level < 3 )
|| ( victim->position == POS_FIGHTING )
|| ( !IS_NPC(victim) && IS_IMMUNE(victim,IMM_STEAL) )
|| ( !IS_NPC(victim) && IS_IMMORTAL(victim) )
|| ( !IS_NPC(ch) && percent > ch->pcdata->learned[gsn_steal] ) )
{
/*
* Failure.
*/
send_to_char( "Oops.\n\r", ch );
act( "$n tried to steal from you.\n\r", ch, NULL, victim, TO_VICT );
act( "$n tried to steal from $N.\n\r", ch, NULL, victim, TO_NOTVICT );
sprintf( buf, "%s is a bloody thief!", ch->name );
do_shout( victim, buf );
if ( !IS_NPC(ch) )
{
if ( IS_NPC(victim) )
{
multi_hit( victim, ch, TYPE_UNDEFINED );
}
else
{
save_char_obj( ch );
}
}
return;
}
if ( ( obj = get_obj_carry( victim, arg1 ) ) == NULL )
{
send_to_char( "You can't find it.\n\r", ch );
return;
}
if ( !can_drop_obj( ch, obj )
|| IS_SET(obj->extra_flags, ITEM_LOYAL)
|| IS_SET(obj->extra_flags, ITEM_INVENTORY) )
{
send_to_char( "You can't pry it away.\n\r", ch );
return;
}
if ( ch->carry_number + 1 > can_carry_n( ch ) )
{
send_to_char( "You have your hands full.\n\r", ch );
return;
}
if ( ch->carry_weight + get_obj_weight( obj ) > can_carry_w( ch ) )
{
send_to_char( "You can't carry that much weight.\n\r", ch );
return;
}
obj_from_char( obj );
obj_to_char( obj, ch );
send_to_char( "You got it!\n\r", ch );
do_autosave(ch,"");
do_autosave(victim,"");
return;
}
void do_activate( CHAR_DATA *ch, char *argument )
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
OBJ_DATA *obj2;
CHAR_DATA *victim;
CHAR_DATA *victim_next;
CHAR_DATA *mount;
CHAR_DATA *mob;
ROOM_INDEX_DATA *pRoomIndex;
char buf[MAX_STRING_LENGTH];
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if( IS_NPC(ch))
return;
if ( arg1[0] == '\0' )
{
send_to_char( "Which item do you wish to activate?\n\r", ch );
return;
}
if ( (obj = get_obj_wear(ch,arg1)) == NULL )
{
if ( ( obj = get_obj_here( ch, arg1 ) ) == NULL )
{
send_to_char( "You can't find that item.\n\r", ch );
return;
}
/* You should only be able to use nontake items on floor */
}
if (IS_AFFECTED(ch, AFF_CURSE) )
{
send_to_char("#1-=You Failed.=-\n\r", ch );
return;
}
/* if (ch->fight_timer > 0)
{
send_to_char("You cannot use a transporter with a fight timer.\n\r", ch);
sprintf(buf,"You have %d rounds left on your fight timer.\n\r", ch->fight_timer);
send_to_char(buf,ch);
return;
}
*/ if(ch->in_room->vnum == 26112)
{
send_to_char("Vertigo's power keeps your transporter from"
"activating!\n\r", ch);
return;
}
if ((ch->in_room->vnum >= 50) && (ch->in_room->vnum <= 68))
{
send_to_char("You cannot activate a transporter out whilst you are in the arena.\n\r", ch);
return;
}
if ( obj == NULL || !IS_SET(obj->spectype, SITEM_ACTIVATE) )
{
send_to_char( "This item cannot be activated.\n\r", ch );
return;
}
if ( IS_SET(obj->spectype, SITEM_TARGET) && arg2[0] == '\0' )
{
send_to_char( "Who do you wish to activate it on?\n\r", ch );
return;
}
if ( IS_SET(obj->spectype, SITEM_TARGET) )
{
if ( ( victim = get_char_room( ch, arg2 ) ) == NULL )
{
send_to_char( "Nobody here by that name.\n\r", ch );
return;
}
}
else victim = ch;
if (obj->chpoweruse != NULL && obj->chpoweruse != '\0'
&& str_cmp(obj->chpoweruse,"(null)") )
kavitem(str_dup(obj->chpoweruse),ch,obj,NULL,TO_CHAR);
if (obj->victpoweruse != NULL && obj->victpoweruse != '\0'
&& str_cmp(obj->victpoweruse,"(null)") )
kavitem(str_dup(obj->victpoweruse),ch,obj,NULL,TO_ROOM);
if ( IS_SET(obj->spectype, SITEM_SPELL))
{
int castlevel = obj->level;
if (castlevel < 1) castlevel = 1;
else if (castlevel > 60) castlevel = 60;
obj_cast_spell( obj->specpower, castlevel, ch, victim, NULL );
if (!IS_IMMORTAL( ch))
WAIT_STATE(ch,6);
if ( IS_SET(obj->spectype, SITEM_DELAY1)) WAIT_STATE(ch,6);
if ( IS_SET(obj->spectype, SITEM_DELAY2)) WAIT_STATE(ch,12);
return;
}
else if ( IS_SET(obj->spectype, SITEM_TRANSPORTER))
{
if (obj->chpoweron != NULL && obj->chpoweron != '\0'
&& str_cmp(obj->chpoweron,"(null)") )
kavitem(str_dup(obj->chpoweron),ch,obj,NULL,TO_CHAR);
if (obj->victpoweron != NULL && obj->victpoweron != '\0'
&& str_cmp(obj->victpoweron,"(null)") )
kavitem(str_dup(obj->victpoweron),ch,obj,NULL,TO_ROOM);
pRoomIndex = get_room_index(obj->specpower);
// obj->specpower = ch->in_room->vnum;
if ( (pRoomIndex == NULL) || (pRoomIndex->vnum >= 1200 && pRoomIndex->vnum <= 1207) )
{
stc("Your transporter explodes in your hands!\n\r", ch);
ch->hit -= 10000;
extract_obj(obj);
return;
}
if ( pRoomIndex->vnum >= 26000 && pRoomIndex->vnum <= 26206)
{
send_to_char("\n\nYou attempt to transport into the realm of\n"
"Dreamscapes, and doom yourself to\n"
"insanity!\n\n\r",ch);
pRoomIndex = get_room_index(26112);
char_from_room(ch);
char_to_room(ch,pRoomIndex);
return;
}
if( pRoomIndex->vnum >= 50 && pRoomIndex->vnum <= 68 )
{
stc("No transporters to arena.\n\r",ch);
char_from_room(ch);
char_to_room(ch,get_room_index(3001));
do_paradox(ch,"self");
ch->stuntimer = 30;
sprintf(buf,"%s just tried to transport into the arena...Didn't work out too well for them.",ch->pcdata->switchname);
do_info(ch,buf);
return;
}
if( pRoomIndex->vnum >= 1200 && pRoomIndex->vnum <= 1207 )
{
stc("No transporters to imm areas.\n\r",ch);
char_from_room(ch);
char_to_room(ch,get_room_index(3001));
do_paradox(ch,"self");
ch->stuntimer = 30;
sprintf(buf,"%s just tried to cheat and trans to an imm areas, punish away.",ch->pcdata->switchname);
do_info(ch,buf);
return;
}
if( pRoomIndex->vnum == 26 )
{
stc("Your transporter merely crumbles in your hands!\n\r", ch);
extract_obj(obj);
return;
}
char_from_room(ch);
char_to_room(ch,pRoomIndex);
do_look(ch,"auto");
if (obj->chpoweroff != NULL && obj->chpoweroff != '\0'
&& str_cmp(obj->chpoweroff,"(null)") )
kavitem(str_dup(obj->chpoweroff),ch,obj,NULL,TO_CHAR);
if (obj->victpoweroff != NULL && obj->victpoweroff != '\0'
&& str_cmp(obj->victpoweroff,"(null)") )
kavitem(str_dup(obj->victpoweroff),ch,obj,NULL,TO_ROOM);
if( (ch->in_room->vnum >= 500 && ch->in_room->vnum <= 599) || (!IS_SET(obj->quest, QUEST_ARTIFACT) &&
( IS_SET(ch->in_room->room_flags, ROOM_NO_TELEPORT) || ch->in_room->vnum == 30000) && CAN_WEAR(obj,ITEM_TAKE)) )
{
send_to_char("A powerful force hurls you from the room.\n\r",ch);
act("$n is hurled from the room by a powerful force.",ch,NULL,NULL,TO_ROOM);
ch->position = POS_STUNNED;
set_stun(ch,2);
char_from_room(ch);
char_to_room(ch,get_room_index(3001));
act("$n appears in the room, and falls to the ground stunned.",ch,NULL,NULL,TO_ROOM);
}
if ( (mount = ch->mount) == NULL) return;
char_from_room( mount );
char_to_room( mount, ch->in_room );
do_look( mount, "auto" );
return;
}
else if ( IS_SET(obj->spectype, SITEM_TELEPORTER))
{
if (obj->chpoweron != NULL && obj->chpoweron != '\0'
&& str_cmp(obj->chpoweron,"(null)") )
kavitem(str_dup(obj->chpoweron),ch,obj,NULL,TO_CHAR);
if (obj->victpoweron != NULL && obj->victpoweron != '\0'
&& str_cmp(obj->victpoweron,"(null)") )
kavitem(str_dup(obj->victpoweron),ch,obj,NULL,TO_ROOM);
pRoomIndex = get_room_index(obj->specpower);
if ( pRoomIndex == NULL ) return;
if ( pRoomIndex->vnum >= 26000 && pRoomIndex->vnum <= 26206)
{
send_to_char("\n\nYou attempt to transport into the realm of\n"
"Dreamscapes, and doom yourself to\n"
"insanity!\n\n\r",ch);
pRoomIndex = get_room_index(26112);
char_from_room(ch);
char_to_room(ch,pRoomIndex);
return;
}
char_from_room(ch);
char_to_room(ch,pRoomIndex);
do_look(ch,"auto");
if (obj->chpoweroff != NULL && obj->chpoweroff != '\0'
&& str_cmp(obj->chpoweroff,"(null)") )
kavitem(str_dup(obj->chpoweroff),ch,obj,NULL,TO_CHAR);
if (obj->victpoweroff != NULL && obj->victpoweroff != '\0'
&& str_cmp(obj->victpoweroff,"(null)") )
kavitem(str_dup(obj->victpoweroff),ch,obj,NULL,TO_ROOM);
if (!IS_SET(obj->quest, QUEST_ARTIFACT) &&
IS_SET(ch->in_room->room_flags, ROOM_NO_TELEPORT) &&
CAN_WEAR(obj,ITEM_TAKE))
{
send_to_char("A powerful force hurls you from the room.\n\r",ch);
act("$n is hurled from the room by a powerful force.",ch,NULL,NULL,TO_ROOM);
ch->position = POS_STUNNED;
char_from_room(ch);
char_to_room(ch,get_room_index(ROOM_VNUM_LIMBO));
act("$n appears in the room, and falls to the ground stunned.",ch,NULL,NULL,TO_ROOM);
}
if ( (mount = ch->mount) == NULL) return;
char_from_room( mount );
char_to_room( mount, ch->in_room );
do_look( mount, "auto" );
return;
}
else if ( IS_SET(obj->spectype, SITEM_OBJECT))
{
if ( get_obj_index(obj->specpower) == NULL ) return;
obj2 = create_object(get_obj_index(obj->specpower), ch->level);
if ( CAN_WEAR(obj2,ITEM_TAKE) ) obj_to_char(obj2,ch);
else obj_to_room(obj2,ch->in_room);
}
else if ( IS_SET(obj->spectype, SITEM_MOBILE))
{
if ( get_mob_index(obj->specpower) == NULL ) return;
mob = create_mobile(get_mob_index(obj->specpower));
char_to_room(mob,ch->in_room);
}
else if ( IS_SET(obj->spectype, SITEM_ACTION))
{
interpret(ch,obj->victpoweron);
if (obj->victpoweroff != NULL && str_cmp(obj->victpoweroff,"(null)") &&
obj->victpoweroff != '\0')
{
for ( victim = char_list; victim != NULL; victim = victim_next )
{
victim_next = victim->next;
if ( victim->in_room == NULL ) continue;
if ( victim == ch ) continue;
if ( victim->in_room == ch->in_room )
{
interpret(victim,obj->victpoweroff);
continue;
}
}
}
}
return;
}
void do_press( CHAR_DATA *ch, char *argument )
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
OBJ_DATA *obj2;
CHAR_DATA *victim;
CHAR_DATA *victim_next;
CHAR_DATA *mount;
CHAR_DATA *mob;
ROOM_INDEX_DATA *pRoomIndex;
// char buf[MAX_STRING_LENGTH];
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if ( arg1[0] == '\0' )
{
send_to_char( "Which item do you wish to press?\n\r", ch );
return;
}
if ( (obj = get_obj_wear(ch,arg1)) == NULL )
{
if ( ( obj = get_obj_here( ch, arg1 ) ) == NULL )
{
send_to_char( "You can't find that item.\n\r", ch );
return;
}
/* You should only be able to use nontake items on floor */
if (CAN_WEAR(obj, ITEM_TAKE))
{
send_to_char( "But you are not wearing it!\n\r", ch );
return;
}
}
if (IS_AFFECTED(ch, AFF_CURSE) )
{
send_to_char("#1-=You Failed.=-\n\r", ch );
return;
}
/* if (ch->fight_timer > 0)
{
send_to_char("You cannot use a transporter with a fight timer.\n\r", ch);
sprintf(buf,"You have %d rounds left on your fight timer.\n\r", ch->fight_timer);
send_to_char(buf,ch);
return;
}
*/ if ((ch->in_room->vnum >= 50) && (ch->in_room->vnum <= 68))
{
send_to_char("You cannot activate a transporter out whilst you are in the arena.\n\r", ch);
return;
}
if ( obj == NULL || !IS_SET(obj->spectype, SITEM_PRESS) )
{
send_to_char( "There is nothing on this item to press.\n\r", ch );
return;
}
if ( IS_SET(obj->spectype, SITEM_TARGET) && arg2[0] == '\0' )
{
send_to_char( "Who do you wish to use it on?\n\r", ch );
return;
}
if ( IS_SET(obj->spectype, SITEM_TARGET) )
{
if ( ( victim = get_char_room( ch, arg2 ) ) == NULL )
{
send_to_char( "Nobody here by that name.\n\r", ch );
return;
}
if (IS_SET (ch->in_room->room_flags, ROOM_SAFE) && !IS_NPC(victim)) {
send_to_char ("You cannot fight in a safe room.\n\r", ch);
return;
}
}
else victim = ch;
if (obj->chpoweruse != NULL && obj->chpoweruse != '\0'
&& str_cmp(obj->chpoweruse,"(null)") )
kavitem(str_dup(obj->chpoweruse),ch,obj,NULL,TO_CHAR);
if (obj->victpoweruse != NULL && obj->victpoweruse != '\0'
&& str_cmp(obj->victpoweruse,"(null)") )
kavitem(str_dup(obj->victpoweruse),ch,obj,NULL,TO_ROOM);
if ( IS_SET(obj->spectype, SITEM_SPELL))
{
int castlevel = obj->level;
if (castlevel < 1) castlevel = 1;
else if (castlevel > 60) castlevel = 60;
obj_cast_spell( obj->specpower, castlevel, ch, victim, NULL );
if (!IS_IMMORTAL( ch))
WAIT_STATE(ch,6);
if ( IS_SET(obj->spectype, SITEM_DELAY1))
{
if (!IS_IMMORTAL( ch))
WAIT_STATE(ch,6);
}
if ( IS_SET(obj->spectype, SITEM_DELAY2))
{
if (!IS_IMMORTAL( ch))
WAIT_STATE(ch,12);
}
return;
}
else if ( IS_SET(obj->spectype, SITEM_TRANSPORTER))
{
if (obj->chpoweron != NULL && obj->chpoweron != '\0'
&& str_cmp(obj->chpoweron,"(null)") )
kavitem(str_dup(obj->chpoweron),ch,obj,NULL,TO_CHAR);
if (obj->victpoweron != NULL && obj->victpoweron != '\0'
&& str_cmp(obj->victpoweron,"(null)") )
kavitem(str_dup(obj->victpoweron),ch,obj,NULL,TO_ROOM);
pRoomIndex = get_room_index(obj->specpower);
obj->specpower = ch->in_room->vnum;
if ( pRoomIndex == NULL ) return;
char_from_room(ch);
char_to_room(ch,pRoomIndex);
do_look(ch,"auto");
if (obj->chpoweroff != NULL && obj->chpoweroff != '\0'
&& str_cmp(obj->chpoweroff,"(null)") )
kavitem(str_dup(obj->chpoweroff),ch,obj,NULL,TO_CHAR);
if (obj->victpoweroff != NULL && obj->victpoweroff != '\0'
&& str_cmp(obj->victpoweroff,"(null)") )
kavitem(str_dup(obj->victpoweroff),ch,obj,NULL,TO_ROOM);
if (!IS_SET(obj->quest, QUEST_ARTIFACT) &&
IS_SET(ch->in_room->room_flags, ROOM_NO_TELEPORT) &&
CAN_WEAR(obj,ITEM_TAKE))
{
send_to_char("A powerful force hurls you from the room.\n\r",ch);
act("$n is hurled from the room by a powerful force.",ch,NULL,NULL,TO_ROOM);
ch->position = POS_STUNNED;
char_from_room(ch);
char_to_room(ch,get_room_index(ROOM_VNUM_LIMBO));
act("$n appears in the room, and falls to the ground stunned.",ch,NULL,NULL,TO_ROOM);
}
if ( (mount = ch->mount) == NULL) return;
char_from_room( mount );
char_to_room( mount, ch->in_room );
do_look( mount, "auto" );
return;
}
else if ( IS_SET(obj->spectype, SITEM_TELEPORTER))
{
if (obj->chpoweron != NULL && obj->chpoweron != '\0'
&& str_cmp(obj->chpoweron,"(null)") )
kavitem(str_dup(obj->chpoweron),ch,obj,NULL,TO_CHAR);
if (obj->victpoweron != NULL && obj->victpoweron != '\0'
&& str_cmp(obj->victpoweron,"(null)") )
kavitem(str_dup(obj->victpoweron),ch,obj,NULL,TO_ROOM);
pRoomIndex = get_room_index(obj->specpower);
if ( pRoomIndex == NULL ) return;
char_from_room(ch);
char_to_room(ch,pRoomIndex);
do_look(ch,"auto");
if (obj->chpoweroff != NULL && obj->chpoweroff != '\0'
&& str_cmp(obj->chpoweroff,"(null)") )
kavitem(str_dup(obj->chpoweroff),ch,obj,NULL,TO_CHAR);
if (obj->victpoweroff != NULL && obj->victpoweroff != '\0'
&& str_cmp(obj->victpoweroff,"(null)") )
kavitem(str_dup(obj->victpoweroff),ch,obj,NULL,TO_ROOM);
if (!IS_SET(obj->quest, QUEST_ARTIFACT) &&
IS_SET(ch->in_room->room_flags, ROOM_NO_TELEPORT) &&
CAN_WEAR(obj,ITEM_TAKE))
{
send_to_char("A powerful force hurls you from the room.\n\r",ch);
act("$n is hurled from the room by a powerful force.",ch,NULL,NULL,TO_ROOM);
ch->position = POS_STUNNED;
char_from_room(ch);
char_to_room(ch,get_room_index(ROOM_VNUM_LIMBO));
act("$n appears in the room, and falls to the ground stunned.",ch,NULL,NULL,TO_ROOM);
}
if ( (mount = ch->mount) == NULL) return;
char_from_room( mount );
char_to_room( mount, ch->in_room );
do_look( mount, "auto" );
return;
}
else if ( IS_SET(obj->spectype, SITEM_OBJECT))
{
if ( get_obj_index(obj->specpower) == NULL ) return;
obj2 = create_object(get_obj_index(obj->specpower), ch->level);
if ( CAN_WEAR(obj2,ITEM_TAKE) ) obj_to_char(obj2,ch);
else obj_to_room(obj2,ch->in_room);
}
else if ( IS_SET(obj->spectype, SITEM_MOBILE))
{
if ( get_mob_index(obj->specpower) == NULL ) return;
mob = create_mobile(get_mob_index(obj->specpower));
char_to_room(mob,ch->in_room);
}
else if ( IS_SET(obj->spectype, SITEM_ACTION))
{
interpret(ch,obj->victpoweron);
if (obj->victpoweroff != NULL && str_cmp(obj->victpoweroff,"(null)") &&
obj->victpoweroff != '\0')
{
for ( victim = char_list; victim != NULL; victim = victim_next )
{
victim_next = victim->next;
if ( victim->in_room == NULL ) continue;
if ( victim == ch ) continue;
if ( victim->in_room == ch->in_room )
{
interpret(victim,obj->victpoweroff);
continue;
}
}
}
}
return;
}
void do_twist( CHAR_DATA *ch, char *argument )
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
OBJ_DATA *obj2;
CHAR_DATA *victim;
CHAR_DATA *victim_next;
CHAR_DATA *mount;
CHAR_DATA *mob;
ROOM_INDEX_DATA *pRoomIndex;
// char buf[MAX_STRING_LENGTH];
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if ( arg1[0] == '\0' )
{
send_to_char( "Which item do you wish to twist?\n\r", ch );
return;
}
if ( (obj = get_obj_wear(ch,arg1)) == NULL )
{
if ( ( obj = get_obj_here( ch, arg1 ) ) == NULL )
{
send_to_char( "You can't find that item.\n\r", ch );
return;
}
if (IS_AFFECTED(ch, AFF_CURSE) )
{
send_to_char("#1-=You Failed.=-\n\r", ch );
return;
}
/* if (ch->fight_timer > 0)
{
send_to_char("You cannot use a transporter with a fight timer.\n\r", ch);
sprintf(buf,"You have %d rounds left on your fight timer.\n\r", ch->fight_timer);
send_to_char(buf,ch);
return;
}
*/ if ((ch->in_room->vnum >= 50) && (ch->in_room->vnum <= 68))
{
send_to_char("You cannot activate a transporter out whilst you are in the arena.\n\r", ch);
return;
}
/* You should only be able to use nontake items on floor */
if (CAN_WEAR(obj, ITEM_TAKE))
{
send_to_char( "But you are not wearing it!\n\r", ch );
return;
}
}
if ( obj == NULL || !IS_SET(obj->spectype, SITEM_TWIST) )
{
send_to_char( "This item cannot be twisted.\n\r", ch );
return;
}
if ((ch->in_room->vnum >= 50) && (ch->in_room->vnum <= 68))
{
send_to_char("You cannot activate a transporter out whilst you are in the arena.\n\r", ch);
return;
}
if ( IS_SET(obj->spectype, SITEM_TARGET) && arg2[0] == '\0' )
{
send_to_char( "Who do you wish to use it on?\n\r", ch );
return;
}
if ( IS_SET(obj->spectype, SITEM_TARGET) )
{
if ( ( victim = get_char_room( ch, arg2 ) ) == NULL )
{
send_to_char( "Nobody here by that name.\n\r", ch );
return;
}
}
else victim = ch;
if (obj->chpoweruse != NULL && obj->chpoweruse != '\0'
&& str_cmp(obj->chpoweruse,"(null)") )
kavitem(str_dup(obj->chpoweruse),ch,obj,NULL,TO_CHAR);
if (obj->victpoweruse != NULL && obj->victpoweruse != '\0'
&& str_cmp(obj->victpoweruse,"(null)") )
kavitem(str_dup(obj->victpoweruse),ch,obj,NULL,TO_ROOM);
if ( IS_SET(obj->spectype, SITEM_SPELL))
{
int castlevel = obj->level;
if (castlevel < 1) castlevel = 1;
else if (castlevel > 60) castlevel = 60;
obj_cast_spell( obj->specpower, castlevel, ch, victim, NULL );
if (!IS_IMMORTAL( ch))
WAIT_STATE(ch,6);
if ( IS_SET(obj->spectype, SITEM_DELAY1))
{
if (!IS_IMMORTAL( ch))
WAIT_STATE(ch,6);
}
if ( IS_SET(obj->spectype, SITEM_DELAY2))
{
if (!IS_IMMORTAL( ch))
WAIT_STATE(ch,12);
}
return;
}
else if ( IS_SET(obj->spectype, SITEM_TRANSPORTER))
{
if (obj->chpoweron != NULL && obj->chpoweron != '\0'
&& str_cmp(obj->chpoweron,"(null)") )
kavitem(str_dup(obj->chpoweron),ch,obj,NULL,TO_CHAR);
if (obj->victpoweron != NULL && obj->victpoweron != '\0'
&& str_cmp(obj->victpoweron,"(null)") )
kavitem(str_dup(obj->victpoweron),ch,obj,NULL,TO_ROOM);
pRoomIndex = get_room_index(obj->specpower);
obj->specpower = ch->in_room->vnum;
if ( pRoomIndex == NULL ) return;
char_from_room(ch);
char_to_room(ch,pRoomIndex);
do_look(ch,"auto");
if (obj->chpoweroff != NULL && obj->chpoweroff != '\0'
&& str_cmp(obj->chpoweroff,"(null)") )
kavitem(str_dup(obj->chpoweroff),ch,obj,NULL,TO_CHAR);
if (obj->victpoweroff != NULL && obj->victpoweroff != '\0'
&& str_cmp(obj->victpoweroff,"(null)") )
kavitem(str_dup(obj->victpoweroff),ch,obj,NULL,TO_ROOM);
if (!IS_SET(obj->quest, QUEST_ARTIFACT) &&
IS_SET(ch->in_room->room_flags, ROOM_NO_TELEPORT) &&
CAN_WEAR(obj,ITEM_TAKE))
{
send_to_char("A powerful force hurls you from the room.\n\r",ch);
act("$n is hurled from the room by a powerful force.",ch,NULL,NULL,TO_ROOM);
ch->position = POS_STUNNED;
char_from_room(ch);
char_to_room(ch,get_room_index(ROOM_VNUM_LIMBO));
act("$n appears in the room, and falls to the ground stunned.",ch,NULL,NULL,TO_ROOM);
}
if ( (mount = ch->mount) == NULL) return;
char_from_room( mount );
char_to_room( mount, ch->in_room );
do_look( mount, "auto" );
return;
}
else if ( IS_SET(obj->spectype, SITEM_TELEPORTER))
{
if (obj->chpoweron != NULL && obj->chpoweron != '\0'
&& str_cmp(obj->chpoweron,"(null)") )
kavitem(str_dup(obj->chpoweron),ch,obj,NULL,TO_CHAR);
if (obj->victpoweron != NULL && obj->victpoweron != '\0'
&& str_cmp(obj->victpoweron,"(null)") )
kavitem(str_dup(obj->victpoweron),ch,obj,NULL,TO_ROOM);
pRoomIndex = get_room_index(obj->specpower);
if ( pRoomIndex == NULL ) return;
char_from_room(ch);
char_to_room(ch,pRoomIndex);
do_look(ch,"auto");
if (obj->chpoweroff != NULL && obj->chpoweroff != '\0'
&& str_cmp(obj->chpoweroff,"(null)") )
kavitem(str_dup(obj->chpoweroff),ch,obj,NULL,TO_CHAR);
if (obj->victpoweroff != NULL && obj->victpoweroff != '\0'
&& str_cmp(obj->victpoweroff,"(null)") )
kavitem(str_dup(obj->victpoweroff),ch,obj,NULL,TO_ROOM);
if (!IS_SET(obj->quest, QUEST_ARTIFACT) &&
IS_SET(ch->in_room->room_flags, ROOM_NO_TELEPORT) &&
CAN_WEAR(obj,ITEM_TAKE))
{
send_to_char("A powerful force hurls you from the room.\n\r",ch);
act("$n is hurled from the room by a powerful force.",ch,NULL,NULL,TO_ROOM);
ch->position = POS_STUNNED;
char_from_room(ch);
char_to_room(ch,get_room_index(ROOM_VNUM_LIMBO));
act("$n appears in the room, and falls to the ground stunned.",ch,NULL,NULL,TO_ROOM);
}
if ( (mount = ch->mount) == NULL) return;
char_from_room( mount );
char_to_room( mount, ch->in_room );
do_look( mount, "auto" );
return;
}
else if ( IS_SET(obj->spectype, SITEM_OBJECT))
{
if ( get_obj_index(obj->specpower) == NULL ) return;
obj2 = create_object(get_obj_index(obj->specpower), ch->level);
if ( CAN_WEAR(obj2,ITEM_TAKE) ) obj_to_char(obj2,ch);
else obj_to_room(obj2,ch->in_room);
}
else if ( IS_SET(obj->spectype, SITEM_MOBILE))
{
if ( get_mob_index(obj->specpower) == NULL ) return;
mob = create_mobile(get_mob_index(obj->specpower));
char_to_room(mob,ch->in_room);
}
else if ( IS_SET(obj->spectype, SITEM_ACTION))
{
interpret(ch,obj->victpoweron);
if (obj->victpoweroff != NULL && str_cmp(obj->victpoweroff,"(null)") &&
obj->victpoweroff != '\0')
{
for ( victim = char_list; victim != NULL; victim = victim_next )
{
victim_next = victim->next;
if ( victim->in_room == NULL ) continue;
if ( victim == ch ) continue;
if ( victim->in_room == ch->in_room )
{
interpret(victim,obj->victpoweroff);
continue;
}
}
}
}
return;
}
void do_pull( CHAR_DATA *ch, char *argument )
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
OBJ_DATA *obj2;
CHAR_DATA *victim;
CHAR_DATA *victim_next;
CHAR_DATA *mount;
CHAR_DATA *mob;
ROOM_INDEX_DATA *pRoomIndex;
// char buf[MAX_STRING_LENGTH];
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if ( arg1[0] == '\0' )
{
send_to_char( "What do you wish to pull?\n\r", ch );
return;
}
if ( (obj = get_obj_wear(ch,arg1)) == NULL )
{
if ( ( obj = get_obj_here( ch, arg1 ) ) == NULL )
{
send_to_char( "You can't find that item.\n\r", ch );
return;
}
if (IS_AFFECTED(ch, AFF_CURSE) )
{
send_to_char("#1-=You Failed.=-\n\r", ch );
return;
}
/* if (ch->fight_timer > 0)
{
send_to_char("You cannot use a transporter with a fight timer.\n\r", ch);
sprintf(buf,"You have %d rounds left on your fight timer.\n\r", ch->fight_timer);
send_to_char(buf,ch);
return;
}
*/ if ((ch->in_room->vnum >= 50) && (ch->in_room->vnum <= 68))
{
send_to_char("You cannot activate a transporter out whilst you are in the arena.\n\r", ch);
return;
}
/* You should only be able to use nontake items on floor */
if (CAN_WEAR(obj, ITEM_TAKE))
{
send_to_char( "But you are not wearing it!\n\r", ch );
return;
}
}
if ( obj == NULL || !IS_SET(obj->spectype, SITEM_PULL) )
{
send_to_char( "This item cannot be pulled.\n\r", ch );
return;
}
if ( IS_SET(obj->spectype, SITEM_TARGET) && arg2[0] == '\0' )
{
send_to_char( "Who do you wish to use it on?\n\r", ch );
return;
}
if ( IS_SET(obj->spectype, SITEM_TARGET) )
{
if ( ( victim = get_char_room( ch, arg2 ) ) == NULL )
{
send_to_char( "Nobody here by that name.\n\r", ch );
return;
}
}
else victim = ch;
if (obj->chpoweruse != NULL && obj->chpoweruse != '\0'
&& str_cmp(obj->chpoweruse,"(null)") )
kavitem(str_dup(obj->chpoweruse),ch,obj,NULL,TO_CHAR);
if (obj->victpoweruse != NULL && obj->victpoweruse != '\0'
&& str_cmp(obj->victpoweruse,"(null)") )
kavitem(str_dup(obj->victpoweruse),ch,obj,NULL,TO_ROOM);
if ( IS_SET(obj->spectype, SITEM_SPELL))
{
int castlevel = obj->level;
if (castlevel < 1) castlevel = 1;
else if (castlevel > 60) castlevel = 60;
obj_cast_spell( obj->specpower, castlevel, ch, victim, NULL );
if (!IS_IMMORTAL( ch))
WAIT_STATE(ch,6);
if ( IS_SET(obj->spectype, SITEM_DELAY1))
{
if (!IS_IMMORTAL( ch))
WAIT_STATE(ch,6);
}
if ( IS_SET(obj->spectype, SITEM_DELAY2))
{
if (!IS_IMMORTAL( ch))
WAIT_STATE(ch,12);
}
return;
}
else if ( IS_SET(obj->spectype, SITEM_TRANSPORTER))
{
if (obj->chpoweron != NULL && obj->chpoweron != '\0'
&& str_cmp(obj->chpoweron,"(null)") )
kavitem(str_dup(obj->chpoweron),ch,obj,NULL,TO_CHAR);
if (obj->victpoweron != NULL && obj->victpoweron != '\0'
&& str_cmp(obj->victpoweron,"(null)") )
kavitem(str_dup(obj->victpoweron),ch,obj,NULL,TO_ROOM);
pRoomIndex = get_room_index(obj->specpower);
obj->specpower = ch->in_room->vnum;
if ( pRoomIndex == NULL ) return;
char_from_room(ch);
char_to_room(ch,pRoomIndex);
do_look(ch,"auto");
if (obj->chpoweroff != NULL && obj->chpoweroff != '\0'
&& str_cmp(obj->chpoweroff,"(null)") )
kavitem(str_dup(obj->chpoweroff),ch,obj,NULL,TO_CHAR);
if (obj->victpoweroff != NULL && obj->victpoweroff != '\0'
&& str_cmp(obj->victpoweroff,"(null)") )
kavitem(str_dup(obj->victpoweroff),ch,obj,NULL,TO_ROOM);
if (!IS_SET(obj->quest, QUEST_ARTIFACT) &&
IS_SET(ch->in_room->room_flags, ROOM_NO_TELEPORT) &&
CAN_WEAR(obj,ITEM_TAKE))
{
send_to_char("A powerful force hurls you from the room.\n\r",ch);
act("$n is hurled from the room by a powerful force.",ch,NULL,NULL,TO_ROOM);
ch->position = POS_STUNNED;
char_from_room(ch);
char_to_room(ch,get_room_index(ROOM_VNUM_LIMBO));
act("$n appears in the room, and falls to the ground stunned.",ch,NULL,NULL,TO_ROOM);
}
if ( (mount = ch->mount) == NULL) return;
char_from_room( mount );
char_to_room( mount, ch->in_room );
do_look( mount, "auto" );
return;
}
else if ( IS_SET(obj->spectype, SITEM_TELEPORTER))
{
if (obj->chpoweron != NULL && obj->chpoweron != '\0'
&& str_cmp(obj->chpoweron,"(null)") )
kavitem(str_dup(obj->chpoweron),ch,obj,NULL,TO_CHAR);
if (obj->victpoweron != NULL && obj->victpoweron != '\0'
&& str_cmp(obj->victpoweron,"(null)") )
kavitem(str_dup(obj->victpoweron),ch,obj,NULL,TO_ROOM);
pRoomIndex = get_room_index(obj->specpower);
if ( pRoomIndex == NULL ) return;
char_from_room(ch);
char_to_room(ch,pRoomIndex);
do_look(ch,"auto");
if (obj->chpoweroff != NULL && obj->chpoweroff != '\0'
&& str_cmp(obj->chpoweroff,"(null)") )
kavitem(str_dup(obj->chpoweroff),ch,obj,NULL,TO_CHAR);
if (obj->victpoweroff != NULL && obj->victpoweroff != '\0'
&& str_cmp(obj->victpoweroff,"(null)") )
kavitem(str_dup(obj->victpoweroff),ch,obj,NULL,TO_ROOM);
if (!IS_SET(obj->quest, QUEST_ARTIFACT) &&
IS_SET(ch->in_room->room_flags, ROOM_NO_TELEPORT) &&
CAN_WEAR(obj,ITEM_TAKE))
{
send_to_char("A powerful force hurls you from the room.\n\r",ch);
act("$n is hurled from the room by a powerful force.",ch,NULL,NULL,TO_ROOM);
ch->position = POS_STUNNED;
char_from_room(ch);
char_to_room(ch,get_room_index(ROOM_VNUM_LIMBO));
act("$n appears in the room, and falls to the ground stunned.",ch,NULL,NULL,TO_ROOM);
}
if ( (mount = ch->mount) == NULL) return;
char_from_room( mount );
char_to_room( mount, ch->in_room );
do_look( mount, "auto" );
return;
}
else if ( IS_SET(obj->spectype, SITEM_OBJECT))
{
if ( get_obj_index(obj->specpower) == NULL ) return;
obj2 = create_object(get_obj_index(obj->specpower), ch->level);
if ( CAN_WEAR(obj2,ITEM_TAKE) ) obj_to_char(obj2,ch);
else obj_to_room(obj2,ch->in_room);
}
else if ( IS_SET(obj->spectype, SITEM_MOBILE))
{
if ( get_mob_index(obj->specpower) == NULL ) return;
mob = create_mobile(get_mob_index(obj->specpower));
char_to_room(mob,ch->in_room);
}
else if ( IS_SET(obj->spectype, SITEM_ACTION))
{
interpret(ch,obj->victpoweron);
if (obj->victpoweroff != NULL && str_cmp(obj->victpoweroff,"(null)") &&
obj->victpoweroff != '\0')
{
for ( victim = char_list; victim != NULL; victim = victim_next )
{
victim_next = victim->next;
if ( victim->in_room == NULL ) continue;
if ( victim == ch ) continue;
if ( victim->in_room == ch->in_room )
{
interpret(victim,obj->victpoweroff);
continue;
}
}
}
}
return;
}
bool is_ok_to_wear( CHAR_DATA *ch, bool wolf_ok, char *argument )
{
char arg [MAX_INPUT_LENGTH];
int count;
argument = one_argument( argument, arg );
if (!str_cmp(arg,"head"))
{
if (IS_HEAD(ch,LOST_HEAD)) return FALSE;
}
else if (!str_cmp(arg,"face"))
{
if (IS_HEAD(ch,LOST_HEAD)) return FALSE;
}
else if (!str_cmp(arg,"left_hand"))
{
if (IS_ARM_L(ch,LOST_ARM)) return FALSE;
else if (IS_ARM_L(ch,BROKEN_ARM)) return FALSE;
else if (IS_ARM_L(ch,LOST_HAND)) return FALSE;
else if (IS_ARM_L(ch,BROKEN_THUMB)) return FALSE;
else if (IS_ARM_L(ch,LOST_THUMB)) return FALSE;
count = 0;
if (IS_ARM_L(ch,LOST_FINGER_I)||IS_ARM_L(ch,BROKEN_FINGER_I)) count+= 1;
if (IS_ARM_L(ch,LOST_FINGER_M)||IS_ARM_L(ch,BROKEN_FINGER_M)) count+= 1;
if (IS_ARM_L(ch,LOST_FINGER_R)||IS_ARM_L(ch,BROKEN_FINGER_R)) count+= 1;
if (IS_ARM_L(ch,LOST_FINGER_L)||IS_ARM_L(ch,BROKEN_FINGER_L)) count+= 1;
if (count > 2) return FALSE;
}
else if (!str_cmp(arg,"right_hand"))
{
if (IS_ARM_R(ch,LOST_ARM)) return FALSE;
else if (IS_ARM_R(ch,BROKEN_ARM)) return FALSE;
else if (IS_ARM_R(ch,LOST_HAND)) return FALSE;
else if (IS_ARM_R(ch,BROKEN_THUMB)) return FALSE;
else if (IS_ARM_R(ch,LOST_THUMB)) return FALSE;
count = 0;
if (IS_ARM_R(ch,LOST_FINGER_I)||IS_ARM_R(ch,BROKEN_FINGER_I)) count+= 1;
if (IS_ARM_R(ch,LOST_FINGER_M)||IS_ARM_R(ch,BROKEN_FINGER_M)) count+= 1;
if (IS_ARM_R(ch,LOST_FINGER_R)||IS_ARM_R(ch,BROKEN_FINGER_R)) count+= 1;
if (IS_ARM_R(ch,LOST_FINGER_L)||IS_ARM_R(ch,BROKEN_FINGER_L)) count+= 1;
if (count > 2) return FALSE;
}
else if (!str_cmp(arg,"third_hand"))
{
if (!IS_SET(ch->newbits, THIRD_HAND)) return FALSE;
}
else if (!str_cmp(arg,"fourth_hand"))
{
if (!IS_SET(ch->newbits, FOURTH_HAND)) return FALSE;
}
else if (!str_cmp(arg,"left_wrist"))
{
if (IS_ARM_L(ch,LOST_ARM)) return FALSE;
else if (IS_ARM_L(ch,LOST_HAND)) return FALSE;
}
else if (!str_cmp(arg,"right_wrist"))
{
if (IS_ARM_R(ch,LOST_ARM)) return FALSE;
else if (IS_ARM_R(ch,LOST_HAND)) return FALSE;
}
else if (!str_cmp(arg,"left_finger"))
{
if (IS_ARM_L(ch,LOST_ARM)) return FALSE;
else if (IS_ARM_L(ch,LOST_HAND)) return FALSE;
else if (IS_ARM_L(ch,LOST_FINGER_R)) return FALSE;
}
else if (!str_cmp(arg,"right_finger"))
{
if (IS_ARM_R(ch,LOST_ARM)) return FALSE;
else if (IS_ARM_R(ch,LOST_HAND)) return FALSE;
else if (IS_ARM_R(ch,LOST_FINGER_R)) return FALSE;
}
else if (!str_cmp(arg,"arms"))
{
if (IS_ARM_L(ch,LOST_ARM) && IS_ARM_R(ch,LOST_ARM)) return FALSE;
}
else if (!str_cmp(arg,"hands"))
{
if (IS_ARM_L(ch,LOST_ARM) && IS_ARM_R(ch,LOST_ARM)) return FALSE;
if (IS_ARM_L(ch,LOST_HAND) || IS_ARM_R(ch,LOST_HAND)) return FALSE;
}
else if (!str_cmp(arg,"legs"))
{
if (IS_LEG_L(ch,LOST_LEG) && IS_LEG_R(ch,LOST_LEG)) return FALSE;
}
else if (!str_cmp(arg,"feet"))
{
if (IS_LEG_L(ch,LOST_LEG) && IS_LEG_R(ch,LOST_LEG)) return FALSE;
if (IS_LEG_L(ch,LOST_FOOT) || IS_LEG_R(ch,LOST_FOOT)) return FALSE;
}
return TRUE;
}
void do_qmake( CHAR_DATA *ch, char *argument )
{
OBJ_INDEX_DATA *pObjIndex;
OBJ_DATA *obj;
char arg[MAX_INPUT_LENGTH];
argument = one_argument( argument, arg );
if (arg[0] == '\0')
{
send_to_char("Do you wish to qmake a MACHINE or a CARD?\n\r",ch);
return;
}
if (!str_cmp(arg,"card"))
{
if ( (pObjIndex = get_obj_index( OBJ_VNUM_QUESTCARD )) == NULL)
{
send_to_char("Missing object, please inform KaVir.\n\r",ch);
return;
}
if (ch->in_room == NULL) return;
obj = create_object(pObjIndex, 0);
obj_to_char(obj, ch);
quest_object(ch,obj);
}
else if (!str_cmp(arg,"machine"))
{
if ( (pObjIndex = get_obj_index( OBJ_VNUM_QUESTMACHINE )) == NULL)
{
send_to_char("Missing object, please inform KaVir.\n\r",ch);
return;
}
if (ch->in_room == NULL) return;
obj = create_object(pObjIndex, 0);
obj_to_room(obj, ch->in_room);
}
else
{
send_to_char("You can only qmake a MACHINE or a CARD.\n\r",ch);
return;
}
send_to_char("Ok.\n\r",ch);
return;
}
bool check_quest(CHAR_DATA *ch, int value)
{
OBJ_INDEX_DATA *obj;
char buf[MAX_STRING_LENGTH];
if( (obj = get_obj_index(value)) == NULL)
{
sprintf(buf, "INVALID VNUM: %d", value);
send_to_char(buf, ch);
log_string(buf);
return FALSE;
}
else return TRUE;
}
void do_recharge( CHAR_DATA *ch, char *argument )
{
char buf[MAX_INPUT_LENGTH];
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
OBJ_DATA *qobj;
int count = 0;
int value = 1;
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if ( arg1[0] == '\0' || arg2[0] == '\0' )
{
send_to_char( "Syntax: recharge <quest card> <quest machine>\n\r", ch );
return;
}
if ( (obj = get_obj_carry(ch,arg1)) == NULL )
{
send_to_char( "You are not carrying that object.\n\r", ch );
return;
}
if (obj->item_type != ITEM_QUESTCARD)
{
send_to_char( "That is not a quest card.\n\r", ch );
return;
}
if ( (qobj = get_obj_here(ch,arg2)) == NULL )
{
send_to_char( "There is nothing for you to recharge it with.\n\r", ch );
return;
}
if (qobj->item_type != ITEM_QUESTMACHINE)
{
send_to_char( "That is not a quest machine.\n\r", ch );
return;
}
if (obj->value[0] == -1) count += 1;
if (obj->value[1] == -1) count += 1;
if (obj->value[2] == -1) count += 1;
if (obj->value[3] == -1) count += 1;
if (count == 4) quest_object( ch, obj );
else
{
send_to_char( "You have not yet completed the current quest.\n\r", ch );
return;
}
act("You place $p into a small slot in $P.",ch,obj,qobj,TO_CHAR);
act("$n places $p into a small slot in $P.",ch,obj,qobj,TO_ROOM);
act("$P makes a few clicks and returns $p.",ch,obj,qobj,TO_CHAR);
act("$P makes a few clicks and returns $p.",ch,obj,qobj,TO_ROOM);
value = obj->level;
if (value < 1) value = 1; else if (value > 250) value = 250;
obj = create_object(get_obj_index( OBJ_VNUM_PROTOPLASM ), 0);
obj->value[0] = value;
obj->level = value;
obj->cost = value*1000;
obj->item_type = ITEM_QUEST;
obj_to_char(obj,ch);
if (obj->questmaker != NULL) free_string(obj->questmaker);
obj->questmaker = str_dup(ch->name);
free_string( obj->name );
obj->name = str_dup( "quest token" );
free_string( obj->short_descr );
sprintf(buf,"a %d point quest token",value);
obj->short_descr = str_dup( buf );
free_string( obj->description );
sprintf(buf,"A %d point quest token lies on the floor.",value);
obj->description = str_dup( buf );
act("You take $p from $P.",ch,obj,qobj,TO_CHAR);
act("$n takes $p from $P.",ch,obj,qobj,TO_ROOM);
do_autosave(ch,"");
return;
}
void quest_object( CHAR_DATA *ch, OBJ_DATA *obj )
{
static const sh_int quest_selection[] =
{
102,
9201, 9225, 605, 1329, 2276, 5112, 6513, 6517, 5001,14159,
5005, 5011, 5012, 5013, 1510, 1352, 2348, 2361, 3005, 9328,
2902, 300, 303, 307,14101, 2286, 7224, 8306, 3414, 2005,
7216, 1100, 100,30315, 5110, 6001, 3050, 301, 5230,30302,
663, 7303, 2915, 2275, 8600, 8601, 8602, 8603, 5030, 9321,
6010, 1304, 1307, 1332, 1333, 1342, 1356, 1361, 2304, 2322,
2331, 2382, 8003, 8005, 5300, 5302, 5309, 5310, 5311, 4000,
601, 664, 900, 906, 923, 311, 7203, 7206, 1101, 5214,
5223, 5228, 2804, 1612, 5207, 9302, 5301, 5224, 7801, 9313,
6304, 2003, 3425, 3423, 608, 1109,30319, 8903, 9317, 9307,
4050, 911, 2204, 4100, 3428, 310, 5113, 3402, 5319, 6512,
5114, 913,30316, 2106, 8007,15012, 2333, 3610, 2015, 5022,
1394, 2202, 1401, 6005, 647, 1388, 9311, 3604, 4701,
30325, 6106, 9322, 1384, 3412, 2342, 1374, 2210, 2332, 2901,
7200, 7824, 3410, 2013, 2261,19110,19104, 9320,16062, 8501
};
int object;
int holder;
if (obj == NULL || obj->item_type != ITEM_QUESTCARD) return;
object = number_range(1, 150);
holder = quest_selection[object];
while(!check_quest( ch, holder))
{
object = number_range(1,150);
holder = quest_selection[object];
}
if (object < 1 || object > 150) object = 0;
obj->value[0] = quest_selection[object];
object = number_range(1, 150);
if (object < 1 || object > 150) object = 0;
obj->value[1] = quest_selection[object];
object = number_range(1, 150);
if (object < 1 || object > 150) object = 0;
obj->value[2] = quest_selection[object];
object = number_range(1, 150);
if (object < 1 || object > 150) object = 0;
obj->value[3] = quest_selection[object];
return;
}
void do_complete( CHAR_DATA *ch, char *argument )
{
char buf[MAX_STRING_LENGTH];
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
OBJ_DATA *qobj;
OBJ_DATA *obj;
OBJ_INDEX_DATA *pObjIndex;
int count = 0;
int count2 = 0;
int complete = 0;
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if ( arg1[0] == '\0' )
{
send_to_char( "Syntax: complete <quest card> <object>\n\r", ch );
return;
}
if ( (qobj = get_obj_carry(ch,arg1)) == NULL )
{
send_to_char( "You are not carrying that object.\n\r", ch );
return;
}
else if (qobj->item_type != ITEM_QUESTCARD)
{
send_to_char( "That is not a quest card.\n\r", ch );
return;
}
if( qobj->value[0] > 200000) qobj->value[0] = -1;
if( qobj->value[1] > 200000) qobj->value[1] = -1;
if( qobj->value[2] > 200000) qobj->value[2] = -1;
if( qobj->value[3] > 200000) qobj->value[3] = -1;
if (qobj->value[0] == -1) count += 1;
if (qobj->value[1] == -1) count += 1;
if (qobj->value[2] == -1) count += 1;
if (qobj->value[3] == -1) count += 1;
if ( arg2[0] == '\0' )
{
if (count == 4) {send_to_char("This quest card has been completed.\n\r",ch);return;}
send_to_char("You still need to find the following:\n\r",ch);
if (qobj->value[0] != -1)
{pObjIndex = get_obj_index( qobj->value[0] );
if ( pObjIndex != NULL )
sprintf(buf," %s.\n\r",pObjIndex->short_descr);
buf[5] = UPPER(buf[5]);send_to_char(buf,ch);}
if (qobj->value[1] != -1)
{pObjIndex = get_obj_index( qobj->value[1] );
if ( pObjIndex != NULL )
sprintf(buf," %s.\n\r",pObjIndex->short_descr);
buf[5] = UPPER(buf[5]);send_to_char(buf,ch);}
if (qobj->value[2] != -1)
{pObjIndex = get_obj_index( qobj->value[2] );
if ( pObjIndex != NULL )
sprintf(buf," %s.\n\r",pObjIndex->short_descr);
buf[5] = UPPER(buf[5]);send_to_char(buf,ch);}
if (qobj->value[3] != -1)
{pObjIndex = get_obj_index( qobj->value[3] );
if ( pObjIndex != NULL )
sprintf(buf," %s.\n\r",pObjIndex->short_descr);
buf[5] = UPPER(buf[5]);send_to_char(buf,ch);}
return;
}
if (count == 4)
{
act( "But $p has already been completed!",ch,qobj,NULL,TO_CHAR );
return;
}
if ( (obj = get_obj_carry(ch,arg2)) == NULL )
{
send_to_char( "You are not carrying that object.\n\r", ch );
return;
}
if (obj->questmaker != NULL && strlen(obj->questmaker) > 1)
{
send_to_char( "You cannot use that item.\n\r", ch );
return;
}
if ( (obj->timer > 1) )
{
send_to_char( "You can not use a cloned item to complete a quest.\n\r", ch);
return;
}
if (obj->pIndexData->vnum == 30037 || obj->pIndexData->vnum == 30041)
{
send_to_char( "That item has lost its quest value, you must collect a new one.\n\r", ch );
return;
}
while (complete < 4)
{
if (qobj->value[complete] != -1)
{
pObjIndex = get_obj_index(qobj->value[complete]);
if (pObjIndex != NULL && !str_cmp(obj->short_descr, pObjIndex->short_descr))
{
qobj->value[complete] = -1;
//complete = 4;
}
}
complete++;
}
if (qobj->value[0] == -1) count2 += 1;
if (qobj->value[1] == -1) count2 += 1;
if (qobj->value[2] == -1) count2 += 1;
if (qobj->value[3] == -1) count2 += 1;
if (count == count2)
{
send_to_char( "That item is not required.\n\r", ch );
return;
}
act("You touch $p to $P, and $p vanishes!",ch,obj,qobj,TO_CHAR);
act("$n touches $p to $P, and $p vanishes!",ch,obj,qobj,TO_ROOM);
obj_from_char(obj);
extract_obj(obj);
if (count >= 3)
{
act("$p has been completed!",ch,qobj,NULL,TO_CHAR);
}
else if (count == 2)
{
act("$p now requires one more object!",ch,qobj,NULL,TO_CHAR);
}
else if (count == 1)
{
act("$p now requires two more objects!",ch,qobj,NULL,TO_CHAR);
}
else if (count == 0)
{
act("$p now requires three more objects!",ch,qobj,NULL,TO_CHAR);
}
return;
}
void do_sheath( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
one_argument(argument,arg);
if (arg[0] == '\0') send_to_char("Which hand, left or right?\n\r",ch);
else if (!str_cmp(arg,"all") || !str_cmp(arg,"both"))
{
sheath(ch,TRUE );
sheath(ch,FALSE);
}
else if (!str_cmp(arg,"l") || !str_cmp(arg,"left" )) sheath(ch,FALSE);
else if (!str_cmp(arg,"r") || !str_cmp(arg,"right")) sheath(ch,TRUE );
else send_to_char("Which hand, left or right?\n\r",ch);
return;
}
void do_draw( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
one_argument(argument,arg);
if (arg[0] == '\0') send_to_char("Which hand, left or right?\n\r",ch);
else if (!str_cmp(arg,"all") || !str_cmp(arg,"both"))
{
draw(ch,TRUE );
draw(ch,FALSE);
}
else if (!str_cmp(arg,"l") || !str_cmp(arg,"left" )) draw(ch,FALSE);
else if (!str_cmp(arg,"r") || !str_cmp(arg,"right")) draw(ch,TRUE );
else send_to_char("Which hand, left or right?\n\r",ch);
return;
}
void sheath( CHAR_DATA *ch, bool right )
{
OBJ_DATA *obj;
OBJ_DATA *obj2;
int scabbard;
if (right)
{
scabbard = WEAR_SCABBARD_R;
if ( (obj = get_eq_char(ch,WEAR_WIELD)) == NULL )
{
send_to_char("You are not holding anything in your right hand.\n\r",ch);
return;
}
else if ( (obj2 = get_eq_char(ch,scabbard)) != NULL)
{
act("You already have $p in your right scabbard.",ch,obj2,NULL,TO_CHAR);
return;
}
act("You slide $p into your right scabbard.",ch,obj,NULL,TO_CHAR);
act("$n slides $p into $s right scabbard.",ch,obj,NULL,TO_ROOM);
}
else
{
scabbard = WEAR_SCABBARD_L;
if ( (obj = get_eq_char(ch,WEAR_HOLD)) == NULL )
{
send_to_char("You are not holding anything in your left hand.\n\r",ch);
return;
}
else if ( (obj2 = get_eq_char(ch,scabbard)) != NULL)
{
act("You already have $p in your left scabbard.",ch,obj2,NULL,TO_CHAR);
return;
}
act("You slide $p into your left scabbard.",ch,obj,NULL,TO_CHAR);
act("$n slides $p into $s left scabbard.",ch,obj,NULL,TO_ROOM);
}
if (obj->item_type != ITEM_WEAPON)
{
act("$p is not a weapon.",ch,obj,NULL,TO_CHAR);
return;
}
unequip_char(ch,obj);
obj->wear_loc = scabbard;
return;
}
void draw( CHAR_DATA *ch, bool right )
{
OBJ_DATA *obj;
OBJ_DATA *obj2;
int scabbard;
int worn;
if (right)
{
scabbard = WEAR_SCABBARD_R;
worn = WEAR_WIELD;
if ( (obj = get_eq_char(ch,scabbard)) == NULL )
{
send_to_char("Your right scabbard is empty.\n\r",ch);
return;
}
else if ( (obj2 = get_eq_char(ch,WEAR_WIELD)) != NULL)
{
act("You already have $p in your right hand.",ch,obj2,NULL,TO_CHAR);
return;
}
act("You draw $p from your right scabbard.",ch,obj,NULL,TO_CHAR);
act("$n draws $p from $s right scabbard.",ch,obj,NULL,TO_ROOM);
}
else
{
scabbard = WEAR_SCABBARD_L;
worn = WEAR_HOLD;
if ( (obj = get_eq_char(ch,scabbard)) == NULL )
{
send_to_char("Your left scabbard is empty.\n\r",ch);
return;
}
else if ( (obj2 = get_eq_char(ch,WEAR_HOLD)) != NULL)
{
act("You already have $p in your left hand.",ch,obj2,NULL,TO_CHAR);
return;
}
act("You draw $p from your left scabbard.",ch,obj,NULL,TO_CHAR);
act("$n draws $p from $s left scabbard.",ch,obj,NULL,TO_ROOM);
}
obj->wear_loc = -1;
equip_char(ch,obj,worn);
return;
}
char *special_item_name( OBJ_DATA *obj )
{
static char buf[MAX_INPUT_LENGTH];
int dice = number_range(1,4);
switch ( dice )
{
default:
strcpy(buf,"golden");
break;
case 1:
strcpy(buf,"golden");
break;
case 2:
strcpy(buf,"silver");
break;
case 3:
strcpy(buf,"brass");
break;
case 4:
strcpy(buf,"copper");
break;
}
return buf;
}
/********* FUNCTION TO MAKE RANDOM EQ **********/
void do_make_eq(CHAR_DATA *ch, char *argument)
{
OBJ_DATA *obj = NULL;
OBJ_INDEX_DATA *pObjIndex = NULL;
char arg[MAX_INPUT_LENGTH];
int wear_location, weap_type, att_type, att_value;
int min, max, affect;
char name[MAX_STRING_LENGTH];
char sdesc[MAX_STRING_LENGTH];
char ldesc[MAX_STRING_LENGTH];
if ( ( pObjIndex = get_obj_index( OBJ_VNUM_PROTOPLASM ) ) == NULL )
{ send_to_char( "Error...missing object, please inform Kale.\n\r", ch ); return; }
/******** Create Object and Set Initial Values *********/
argument = one_argument(argument, arg);
obj = create_object(pObjIndex, 25);
obj->weight = 0;
obj->cost = 1000;
obj->level = 50;
SET_BIT( obj->extra_flags, ITEM_FORGED );
wear_location = number_range(1, 13);
free_string(obj->name);
free_string(obj->short_descr);
free_string(obj->description);
if( arg[0] == '\0'
|| arg == NULL
|| (str_cmp(arg, "DSMOB")
&& str_cmp(arg, "DMWINNER")
&& str_cmp(arg, "REWARD")) )
{
sprintf(name, "Immortal EQ");
sprintf(sdesc, "#6EQ #7Of #0An #6Im#7mo#0rt#6al#n");
stc("You chant words which are unknown to you, creating.. you don't know what the hell you've created!\n\r", ch);
act("$n chants words which are unknown to you, creating.. you don't know what the hell was created!", ch,NULL,NULL,TO_ROOM);
}
if( !str_cmp(arg, "DSMOB") )
{
sprintf(name, "Dream Essence");
sprintf(sdesc, "#6Es#7se#0nc#6e O#7f D#0re#6am#7s#n");
}
if( !str_cmp(arg, "DMWINNER") )
{
sprintf(name, "A Champion's Sigil of Blood");
sprintf(sdesc, "#7A #0C#nh#7a#rm#1pi#ro#7n#n'#0s #lS#4i#lg#4i#ll #7of #rBl#1oo#rd#n");
}
if( !str_cmp(arg, "REWARD") )
{
sprintf(name, "Worthless Trash");
sprintf(sdesc, "#bA Worthless Piece of Trash#n");
}
obj->name = str_dup(name);
obj->short_descr = str_dup(sdesc);
sprintf(ldesc, "#0The Unknown lies within#n");
obj->description = str_dup(ldesc);
/******** Get Random Wear Location *************/
if( wear_location == 1 )
{
obj->item_type = ITEM_WEAPON;
obj->value[0] = 0;
}
else
{
obj->item_type = ITEM_ARMOR;
obj->value[0] = 30;
}
switch (wear_location)
{
case 1 :
obj->wear_flags = ITEM_WIELD;
weap_type = number_range(1, 12);
obj->value[3] = weap_type;
min = number_range(10, 30);
max = number_range(40, 60);
obj->value[1] = min;
obj->value[2] = max;
break;
case 2 :
obj->wear_flags = ITEM_WEAR_FINGER;
break;
case 3 :
obj->wear_flags = ITEM_WEAR_NECK;
break;
case 4:
obj->wear_flags = ITEM_WEAR_FACE;
break;
case 5:
obj->wear_flags = ITEM_WEAR_BODY;
break;
case 6:
obj->wear_flags = ITEM_WEAR_HEAD;
break;
case 7:
obj->wear_flags = ITEM_WEAR_LEGS;
break;
case 8:
obj->wear_flags = ITEM_WEAR_FEET;
break;
case 9:
obj->wear_flags = ITEM_WEAR_HANDS;
break;
case 10:
obj->wear_flags = ITEM_WEAR_ARMS;
break;
case 11:
obj->wear_flags = ITEM_WEAR_ABOUT;
break;
case 12:
obj->wear_flags = ITEM_WEAR_WAIST;
break;
case 13:
obj->wear_flags = ITEM_WEAR_WRIST;
break;
}
/********** Set Random Affects ***********/
if( number_percent() >= 95 )
{
affect = number_range(150, 225);
affect = affect * -1;
mob_oset_affect( ch, obj, affect, APPLY_AC, TRUE );
}
else
{
affect = number_range(90, 150);
affect = affect * -1;
mob_oset_affect( ch, obj, affect, APPLY_AC, TRUE );
}
if( number_percent() >= 95 )
{
affect = number_range(90, 140);
mob_oset_affect( ch, obj, affect, APPLY_HITROLL, TRUE );
}
else
{
affect = number_range(54, 90);
mob_oset_affect( ch, obj, affect, APPLY_HITROLL, TRUE );
}
if( number_percent() >= 95 )
{
affect = number_range(90, 140);
mob_oset_affect( ch, obj, affect, APPLY_DAMROLL, TRUE );
}
else
{
affect = number_range(54, 90);
mob_oset_affect( ch, obj, affect, APPLY_DAMROLL, TRUE );
}
/********** 20% Chance of Adding Attributes and HP, Mana, or Move **********/
if( number_percent() > 20 )
{
obj_to_char(obj, ch);
if( IS_NPC(ch) )
wear_obj(ch, obj, FALSE);
return;
}
att_value = number_range(1, 7);
att_type = number_range(1, 3);
affect = number_range(15, 75);
switch (att_type)
{
case 1 :
mob_oset_affect( ch, obj, att_value, APPLY_INT, TRUE );
mob_oset_affect( ch, obj, att_value, APPLY_CON, TRUE );
mob_oset_affect( ch, obj, affect, APPLY_HIT, TRUE );
break;
case 2:
mob_oset_affect( ch, obj, att_value, APPLY_DEX, TRUE );
mob_oset_affect( ch, obj, att_value, APPLY_WIS, TRUE );
mob_oset_affect( ch, obj, affect, APPLY_MOVE, TRUE );
break;
case 3:
mob_oset_affect( ch, obj, att_value, APPLY_STR, TRUE );
mob_oset_affect( ch, obj, affect, APPLY_MANA, TRUE );
break;
}
obj_to_char(obj, ch);
if( IS_NPC(ch) )
wear_obj(ch, obj, FALSE);
return;
}
/******** END FUNCTION do_make_eq **********/
/******** FUNCTION TO FORGE ONE RING ********/
void do_one_ring(CHAR_DATA *ch, char *argument)
{
OBJ_DATA *obj;
int count_imprisonment = 0;
int count_damnation = 0;
int count_ignorance = 0;
int count_sets;
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
char arg3[MAX_INPUT_LENGTH];
/******** CHECK FOR INSCRIPTION *******/
argument = one_argument(argument, arg1);
argument = one_argument(argument, arg2);
argument = one_argument(argument, arg3);
if( (arg1[0] == '\0' || str_cmp("rule",arg1))
|| (arg2[0] == '\0' || str_cmp("them",arg2))
|| (arg3[0] == '\0' || str_cmp("all", arg3)) )
{
stc("The inscription must be complete to form the ring!\n\r", ch);
return;
}
/******** CHECK FOR SAURON'S ROOM ********/
if( ch->in_room->vnum != 27 )
{
stc("You do not have the power to inscribe outside of Mount Doom.\n\r", ch);
return;
}
/******** CHECK FOR DREAMSCAPE EQ ********/
for(obj = ch->carrying; obj != NULL; obj = obj->next_content)
{
if( obj->pIndexData->vnum == 26001 )
count_imprisonment++;
if( obj->pIndexData->vnum == 26002 )
count_damnation++;
if( obj->pIndexData->vnum == 26003 )
count_ignorance++;
}
/********* EXTRACT DREAMSCAPE EQ IF ENOUGH IS COUNTED **********/
if( count_imprisonment < 17 || count_damnation < 17 || count_ignorance < 17 )
{
stc("You do not have the right items in the minimum quantity to inscribe the ring.\n\r", ch);
return;
}
count_imprisonment = 17;
count_damnation = 17;
count_ignorance = 17;
for( count_sets = 0; count_sets < 51; count_sets++ )
{
for( obj = ch->carrying; obj != NULL; obj = obj->next_content )
{
if( obj->pIndexData->vnum == 26001 && count_imprisonment > 0 )
{
extract_obj(obj);
count_imprisonment--;
}
if( obj->pIndexData->vnum == 26002 && count_damnation > 0 )
{
extract_obj(obj);
count_damnation--;
}
if( obj->pIndexData->vnum == 26003 && count_ignorance > 0 )
{
extract_obj(obj);
count_ignorance--;
}
}
}
do_make_ring(ch, "");
return;
}
/********* END FUNCTION FOR FORGING ONE RING *******/
/********* FUNCTION TO SET RING ATTRIBUTES *********/
void do_make_ring(CHAR_DATA *ch, char *argument)
{
OBJ_DATA *obj = NULL;
OBJ_INDEX_DATA *pObjIndex = NULL;
char name[MAX_STRING_LENGTH];
char sdesc[MAX_STRING_LENGTH];
char ldesc[MAX_STRING_LENGTH];
int affect = -8500;
/*********** MAKE OBJECT AND SET INITIAL VALUES ************/
if( ( pObjIndex = get_obj_index( OBJ_VNUM_PROTOPLASM ) ) == NULL )
{
stc("Error...missing object, please inform Kale.\n\r", ch);
return;
}
obj = create_object(pObjIndex, 25);
obj->weight = 0;
obj->cost = 1000;
obj->level = 50;
obj->value[0] = 2000;
obj->value[3] = 5;
obj->item_type = ITEM_ARMOR;
obj->wear_flags = ITEM_WEAR_FINGER;
SET_BIT(obj->extra_flags, ITEM_ONE_RING);
/************* SET OBJECT NAMES *************/
free_string(obj->name);
free_string(obj->short_descr);
free_string(obj->description);
sprintf(name, "The One Ring");
sprintf(sdesc, "#oThe One Ring#n");
sprintf(ldesc, "#0A #oGolden Ring #0of absolute power wills you to pick it up#n");
obj->name = str_dup(name);
obj->short_descr = str_dup(sdesc);
obj->description = str_dup(ldesc);
/************ SET HP, MANA AND MOVE VALUES ************/
mob_oset_affect( ch, obj, affect, APPLY_HIT, TRUE );
mob_oset_affect( ch, obj, affect, APPLY_MANA, TRUE );
mob_oset_affect( ch, obj, affect, APPLY_MOVE, TRUE );
/*********** TRANSFER OBJECT TO INVENTORY ***********/
obj_to_char(obj, ch);
stc("Items in your hands begin to vibrate violently...\n\r", ch);
stc("Suddenly they explode, leaving a brilliant ring in your hand!\n\r", ch);
stc("For a brief moment, the magic surrounding you allows you to\n\r", ch);
stc("make out the ancient Elvish letters, the language which is that\n\r", ch);
stc("of Mordor, which should never be uttered. The words read:\n\r", ch);
stc("\n\rOne Ring to rule them all, One Ring to find them,\n\r", ch);
stc("One Ring to bring them all and in the darkness bind them.\n\r", ch);
do_save(ch, "");
if( !IS_IMMORTAL(ch) )
{
ch->hit -= 5000;
ch->mana -= 5000;
ch->move -= 5000;
stc("\n\rThe events leave you devasted!\n\r", ch);
set_stun(ch, 10);
update_pos(ch);
}
return;
}
/**************** END FUNCTION FOR RING ATTRIBUTES ********************/
bool wearing_one_ring(CHAR_DATA *ch)
{
OBJ_DATA *obj;
int i;
for( i = 0; i < MAX_WEAR; i++ )
{
if( ( obj = get_eq_char(ch, i) ) == NULL )
continue;
if( IS_OBJ_STAT(obj, ITEM_ONE_RING ) )
return TRUE;
}
return FALSE;
}
bool is_naked(CHAR_DATA *ch)
{
OBJ_DATA *obj;
int i;
for( i = 0; i < MAX_WEAR; i++ )
{
if( ( obj = get_eq_char(ch, i) ) != NULL )
return FALSE;
}
return TRUE;
}
/******** FUNCTION FOR NEWBIE TRANSPORTER ********/
void newbie_trans(OBJ_DATA *obj)
{
SET_BIT(obj->spectype, SITEM_ACTIVATE);
SET_BIT(obj->spectype, SITEM_TRANSPORTER);
obj->specpower = 3001;
free_string(obj->chpoweron);
obj->chpoweron = str_dup("You transform into a fine mist and seep into the ground.");
free_string(obj->victpoweron);
obj->victpoweron = str_dup("$n transforms into a fine mist and seeps into the ground.");
free_string(obj->chpoweroff);
obj->chpoweroff = str_dup("You seep up from the ground and reform your body.");
free_string(obj->victpoweroff);
obj->victpoweroff = str_dup("A fine mist seeps up from the ground and reforms into $n.");
free_string(obj->chpoweruse);
obj->chpoweruse = str_dup("You activate $p.");
free_string(obj->victpoweruse);
obj->victpoweruse = str_dup("$n activates $p.");
}
/******* END NEWBIE TRANSPORTER FUNCTION *******/
/******* FUNCTION TO OBTAIN NEWBIE TRANSPORTER ******/
void do_pray(CHAR_DATA *ch, char *argument)
{
OBJ_DATA *obj = NULL;
char arg[MAX_INPUT_LENGTH];
argument = one_argument(argument, arg);
if( arg[0] == '\0' )
{
stc("Who do you wish to pray to?\n\r", ch);
return;
}
if( str_cmp("loimos", arg) )
{
stc("You must pray to Loimos.\n\r", ch);
return;
}
obj = create_object(get_obj_index(3390),0);
newbie_trans(obj);
act("Loimos hears your prayer, $p appears in your hands in an explosion of energy!\n\r",ch, obj, NULL, TO_CHAR);
act("$n begins praying when suddenly you see $p appear in their hands in an explosion of energy!\n\r", ch, obj, NULL, TO_ROOM);
obj_to_char(obj, ch);
return;
}
void do_quicken( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj;
int i;
/* if( ch->level < 10 && ch->trust < 10 )
{
stc("The power of the #7Quickening#n does not surround you.\n\r", ch);
return;
} */
if( ch->in_room->vnum != 3054 )
{
stc("You must be at the temple altar to endure the power of the Quickening.\n\r", ch);
return;
}
for( i = 0; i < MAX_WEAR; i++ )
{
if( (obj = get_eq_char(ch, i)) == NULL )
continue;
/* mob_oset_affect(ch, obj, 10, APPLY_HITROLL, TRUE);
mob_oset_affect(ch, obj, 10, APPLY_DAMROLL, TRUE);
mob_oset_affect(ch, obj, -25, APPLY_AC, TRUE); */
total_affects(ch, obj);
}
stc("#7Lightning#n strikes your body as you kneel before the altar.\n\r", ch);
stc("Your #4equipment begins to glow blue as the power of the\n\r", ch);
stc("#7Quickening#n flows from your #1blood#n into it.\n\r", ch);
stc("It then ceases from glowing and returns to it's original\n\r", ch);
stc("color... yet you feel a great power surging through it!\n\r", ch);
stc("The power bestowed upon it from the #1blood#n of your #0victims!#n\n\r\n\r", ch);
do_clearstats(ch, "");
do_save(ch, "self");
return;
}
void do_reward(CHAR_DATA *ch, char *argument)
{
CHAR_DATA *recipient;
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
int i, choice;
argument = one_argument(argument, arg1);
argument = one_argument(argument, arg2);
if( arg1[0] == '\0' || arg1 == NULL
|| arg2[0] == '\0' || arg2 == NULL )
{
stc("Syntax is: reward <playername> <reward number>\n\r\n\r", ch);
do_help(ch, "reward");
return;
}
if( (recipient = get_char_world(ch, arg1)) == NULL )
{
stc("They are not here.\n\r", ch);
return;
}
if( str_cmp(arg2, "1") && str_cmp(arg2, "2") && str_cmp(arg2, "3")
&& str_cmp(arg2, "4") )
{
stc("Invalid reward number: \n\r\n\r", ch);
do_help(ch, "reward");
return;
}
choice = atoi(arg2);
switch(choice)
{
case 1:
sprintf(buf, "You reward %s with 8 items.\n\r", recipient->name);
stc(buf, ch);
sprintf(buf, "%s has deemed you worthy...\n\r", ch->name);
stc(buf, recipient);
stc("8 items appear in your hands!\n\r", recipient);
for( i = 0; i < 8; i++ )
do_make_eq(recipient, "REWARD");
break;
case 2:
sprintf(buf, "You increase %s's max hp.\n\r", recipient->name);
stc(buf, ch);
sprintf(buf, "%s has deemed you worthy...\n\r", ch->name);
stc(buf, recipient);
stc("Your ability to gain hp increases!\n\r", recipient);
recipient->max_hit += 200;
break;
case 3:
sprintf(buf, "You increase %s's max mana.\n\r", recipient->name);
stc(buf, ch);
sprintf(buf, "%s has deemed you worthy...\n\r", ch->name);
stc(buf, recipient);
stc("Your ability to gain mana increases!\n\r", recipient);
recipient->max_mana += 200;
break;
case 4:
sprintf(buf, "You increase %s's max move.\n\r", recipient->name);
stc(buf, ch);
sprintf(buf, "%s has deemed you worthy...\n\r", ch->name);
stc(buf, recipient);
stc("Your ability to gain move increases!\n\r", recipient);
recipient->max_move += 200;
break;
default:
stc("Invalid reward number: \n\r\n\r", ch);
do_help(ch, "reward");
}
return;
}