/*************************************************************************** * 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 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 $n's hands.",ch,obj,NULL,TO_ROOM); do_autosave(ch,""); if (victim != NULL) do_autosave(victim,""); return; } void call_all( CHAR_DATA *ch ) { OBJ_DATA *obj; OBJ_DATA *in_obj; CHAR_DATA *victim = NULL; DESCRIPTOR_DATA *d; ROOM_INDEX_DATA *chroom; ROOM_INDEX_DATA *objroom; bool found = FALSE; for ( obj = object_list; obj != NULL; obj = obj->next ) { if ( obj->questowner == NULL || strlen(obj->questowner) < 2 || str_cmp( ch->pcdata->switchname, obj->questowner ) || obj->item_type == ITEM_PAGE) continue; found = TRUE; for ( in_obj = obj; in_obj->in_obj != NULL; in_obj = in_obj->in_obj ) ; if (in_obj->carried_by != NULL) { if (in_obj->carried_by == ch) continue; } if (obj->carried_by != NULL) { if (obj->carried_by == ch || obj->carried_by->desc == NULL || obj->carried_by->desc->connected != CON_PLAYING) { if (!IS_NPC(obj->carried_by)) return; } act("$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 $n's hands.",ch,obj,NULL,TO_ROOM); } } if ( !found && !IS_HEAD(ch, LOST_HEAD) ) send_to_char( "Nothing happens.\n\r", ch ); for ( d = descriptor_list; d != NULL; d = d->next ) { if ( d->connected != CON_PLAYING ) continue; if ( (victim = d->character) == NULL ) continue; if ( IS_NPC(victim) ) continue; if ( ch != victim && !IS_EXTRA(victim,EXTRA_CALL_ALL) ) continue; REMOVE_BIT(victim->extra, EXTRA_CALL_ALL); do_autosave(victim,""); } return; } void get_obj( CHAR_DATA *ch, OBJ_DATA *obj, OBJ_DATA *container ) { OBJ_DATA *obj2; OBJ_DATA *obj_next; ROOM_INDEX_DATA *objroom; bool move_ch = FALSE; /* Objects should only have a shadowplane flag when on the floor */ if ( IS_AFFECTED(ch,AFF_SHADOWPLANE) && obj->in_room != NULL && (!IS_SET(obj->extra_flags, ITEM_SHADOWPLANE) ) ) { send_to_char( "Your hand passes right through it!\n\r", ch ); return; } if (!IS_AFFECTED(ch,AFF_SHADOWPLANE) && obj->in_room != NULL && ( IS_SET(obj->extra_flags, ITEM_SHADOWPLANE) ) ) { send_to_char( "Your hand passes right through it!\n\r", ch ); return; } if ( !CAN_WEAR(obj, ITEM_TAKE) ) { send_to_char( "You can't take that.\n\r", ch ); return; } if ( ch->carry_number + 1 > can_carry_n( ch ) ) { act( "$d: you can't carry that many items.", ch, NULL, obj->name, TO_CHAR ); return; } if ( ch->carry_weight + get_obj_weight( obj ) > can_carry_w( ch ) ) { act( "$d: you can't carry that much weight.", ch, NULL, obj->name, TO_CHAR ); return; } if ( container != NULL ) { if ( IS_AFFECTED(ch,AFF_SHADOWPLANE) && !IS_SET(container->extra_flags, ITEM_SHADOWPLANE) && (container->carried_by == NULL || container->carried_by != ch) ) { send_to_char( "Your hand passes right through it!\n\r", ch ); return; } if (!IS_AFFECTED(ch,AFF_SHADOWPLANE) && IS_SET(container->extra_flags, ITEM_SHADOWPLANE) && (container->carried_by == NULL || container->carried_by != ch) ) { send_to_char( "Your hand passes right through it!\n\r", ch ); return; } act( "You get $p from $P.", ch, obj, container, TO_CHAR ); act( "$n gets $p from $P.", ch, obj, container, TO_ROOM ); for ( obj2 = container->contains; obj2 != NULL; obj2 = obj_next ) { obj_next = obj2->next_content; if ( obj2->chobj != NULL ) {act( "A hand reaches inside $P and takes $p out.", obj2->chobj, obj, container, TO_CHAR ); move_ch = TRUE;} } obj_from_obj( obj ); } else { act( "You pick up $p.", ch, obj, container, TO_CHAR ); act( "$n picks $p up.", ch, obj, container, TO_ROOM ); if (obj != NULL) obj_from_room( obj ); } if ( obj->item_type == ITEM_MONEY ) { ch->gold += obj->value[0]; 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_newbiepack( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; if (IS_SET(ch->newbits,NEWBIE_PACK)) { send_to_char("Due to abuse you now may only create 1 newbie pack\n\r",ch); return; } else if (ch->level >= 3) { send_to_char("You must be a mortal to create a newbie pack!\n\r",ch); return; } else if (ch->level == 1) { ch->level = 12; ch->trust = 12; do_oload(ch,"3032"); do_oload(ch,"30333"); do_oload(ch,"30334"); do_oload(ch,"30335"); do_oload(ch,"30336"); do_oload(ch,"30337"); do_oload(ch,"30338"); do_oload(ch,"30339"); do_oload(ch,"30339"); do_oload(ch,"30340"); do_oload(ch,"30340"); do_oload(ch,"30341"); do_oload(ch,"30342"); do_oload(ch,"30342"); do_oload(ch,"30343"); do_oload(ch,"30343"); do_oload(ch,"30344"); do_oload(ch,"2622"); do_oload(ch,"2204"); ch->level = 1; ch->trust = 0; do_open(ch,"pack"); sprintf(buf,"all pack"); do_put(ch,buf); send_to_char("You now have a newbie pack!\n\r", ch); SET_BIT(ch->newbits,NEWBIE_PACK); } ch->level = 1; ch->trust = 0; return; } void do_get( CHAR_DATA *ch, char *argument ) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; OBJ_DATA *obj; OBJ_DATA *obj_next; OBJ_DATA *container; bool found; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if (IS_AFFECTED(ch,AFF_ETHEREAL) ) { send_to_char( "You cannot pick things up while ethereal.\n\r", ch ); return; } /* Get type. */ if ( arg1[0] == '\0' ) { send_to_char( "Get what?\n\r", ch ); return; } if ( arg2[0] == '\0' ) { if ( str_cmp( arg1, "all" ) && str_prefix( "all.", arg1 ) ) { /* 'get obj' */ obj = get_obj_list( ch, arg1, ch->in_room->contents ); if ( obj == NULL ) { act( "I see no $T here.", ch, NULL, arg1, TO_CHAR ); return; } if (IS_NPC(ch) && IS_SET(obj->quest, QUEST_ARTIFACT)) { send_to_char("You can't pick that up.\n\r", ch ); return;} if (IS_NPC(ch) && obj->item_type == ITEM_KINGDOM_POWER) { send_to_char("You can't pick that up.\n\r", ch ); return;} get_obj( ch, obj, NULL ); } else { /* 'get all' or 'get all.obj' */ found = FALSE; for ( obj = ch->in_room->contents; obj != NULL; obj = obj_next ) { obj_next = obj->next_content; if ( ( arg1[3] == '\0' || is_name( &arg1[4], obj->name ) ) && can_see_obj( ch, obj ) ) { found = TRUE; get_obj( ch, obj, NULL ); } } if ( !found ) { if ( arg1[3] == '\0' ) send_to_char( "I see nothing here.\n\r", ch ); else act( "I see no $T here.", ch, NULL, &arg1[4], TO_CHAR ); } } } else { /* 'get ... container' */ if ( !str_cmp( arg2, "all" ) || !str_prefix( "all.", arg2 ) ) { send_to_char( "You can't do that.\n\r", ch ); return; } if ( ( container = get_obj_here( ch, arg2 ) ) == NULL ) { act( "I see no $T here.", ch, NULL, arg2, TO_CHAR ); return; } switch ( container->item_type ) { default: send_to_char( "That's not a container.\n\r", ch ); return; case ITEM_CONTAINER: case ITEM_CORPSE_NPC: 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 ( str_cmp( name, ch->name ) && !IS_IMMORTAL(ch) ) { send_to_char( "You can't do that.\n\r", ch ); return; } */ } } if ( IS_SET(container->value[1], CONT_CLOSED) ) { act( "The $d is closed.", ch, NULL, container->name, TO_CHAR ); return; } if ( str_cmp( arg1, "all" ) && str_prefix( "all.", arg1 ) ) { /* 'get obj container' */ obj = get_obj_list( ch, arg1, container->contains ); if ( obj == NULL) { act( "I see nothing like that in the $T.", ch, NULL, arg2, TO_CHAR ); return; } get_obj( ch, obj, container ); } else { /* 'get all container' or 'get all.obj container' */ found = FALSE; for ( obj = container->contains; obj != NULL; obj = obj_next ) { obj_next = obj->next_content; if ( ( arg1[3] == '\0' || is_name( &arg1[4], obj->name ) ) && can_see_obj( ch, obj ) ) { found = TRUE; get_obj( ch, obj, container ); } } if ( !found ) { if ( arg1[3] == '\0' ) act( "I see nothing in the $T.", ch, NULL, arg2, TO_CHAR ); else act( "I see nothing like that in the $T.", ch, NULL, arg2, TO_CHAR ); } } } do_autosave(ch,""); return; } void do_put( CHAR_DATA *ch, char *argument ) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; OBJ_DATA *container; OBJ_DATA *obj; OBJ_DATA *obj2; OBJ_DATA *obj_next; OBJ_DATA *obj_next2; ROOM_INDEX_DATA *objroom = get_room_index(ROOM_VNUM_IN_OBJECT); argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if ( arg1[0] == '\0' || arg2[0] == '\0' ) { send_to_char( "Put what in what?\n\r", ch ); return; } if ( !str_cmp( arg2, "all" ) || !str_prefix( "all.", arg2 ) ) { send_to_char( "You can't do that.\n\r", ch ); return; } /* I'll leave this out for now - KaVir if ( ( ( container = get_obj_carry( ch, arg2 ) ) == NULL ) && ( ( container = get_obj_wear( ch, arg2 ) ) == NULL ) && ( IS_AFFECTED(ch,AFF_ETHEREAL) ) ) { send_to_char( "You can't let go of it!\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_KINGDOM_POWER) { send_to_char("You can't put that there.\n\r", ch ); return;} if ( !can_drop_obj( ch, obj ) ) { send_to_char( "You can't let go of it.\n\r", ch ); return; } if ( get_obj_weight( obj ) + get_obj_weight( container ) > container->value[0] ) { send_to_char( "It won't fit.\n\r", ch ); return; } for ( obj2 = container->contains; obj2 != NULL; obj2 = obj_next2 ) { obj_next2 = obj2->next_content; if ( obj2->chobj != NULL && obj != obj2) act( "A hand reaches inside $P and drops $p.", obj2->chobj, obj, container, TO_CHAR ); } obj_from_char( obj ); obj_to_obj( obj, container ); act( "$n puts $p in $P.", ch, obj, container, TO_ROOM ); act( "You put $p in $P.", ch, obj, container, TO_CHAR ); } else { /* 'put all container' or 'put all.obj container' */ for ( obj = ch->carrying; obj != NULL; obj = obj_next ) { obj_next = obj->next_content; if ( ( arg1[3] == '\0' || is_name( &arg1[4], obj->name ) ) && can_see_obj( ch, obj ) && obj->wear_loc == WEAR_NONE && obj != container && !IS_SET( obj->quest, QUEST_ARTIFACT) && can_drop_obj( ch, obj ) && get_obj_weight( obj ) + get_obj_weight( container ) <= container->value[0] ) { for ( obj2 = container->contains; obj2 != NULL; obj2 = obj_next2 ) { obj_next2 = obj2->next_content; if ( obj2->chobj != NULL && obj2->chobj->in_room != NULL) { if (objroom != get_room_index(obj2->chobj->in_room->vnum)) { char_from_room(obj2->chobj); char_to_room(obj2->chobj,objroom); do_look(obj2->chobj,"auto"); } if (obj != obj2) act( "A hand reaches inside $P and drops $p.", obj2->chobj, obj, container, TO_CHAR ); } } obj_from_char( obj ); obj_to_obj( obj, container ); act( "$n puts $p in $P.", ch, obj, container, TO_ROOM ); act( "You put $p in $P.", ch, obj, container, TO_CHAR ); } } } do_autosave(ch,""); return; } void do_drop( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; OBJ_DATA *obj_next; bool found; argument = one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Drop what?\n\r", ch ); return; } if ( is_number( arg ) ) { /* 'drop NNNN coins' */ int amount; amount = atoi(arg); argument = one_argument( argument, arg ); if ( amount <= 0 || ( str_cmp( arg, "coins" ) && str_cmp( arg, "coin" ) ) ) { send_to_char( "Sorry, you can't do that.\n\r", ch ); return; } /* Otherwise causes complications if there's a pile on each plane */ if (IS_AFFECTED(ch,AFF_SHADOWPLANE) ) { send_to_char( "You cannot drop coins in the shadowplane.\n\r", ch ); return; } if ( ch->gold < amount ) { send_to_char( "You haven't got that many coins.\n\r", ch ); return; } ch->gold -= amount; for ( obj = ch->in_room->contents; obj != NULL; obj = obj_next ) { obj_next = obj->next_content; switch ( obj->pIndexData->vnum ) { case OBJ_VNUM_MONEY_ONE: amount += 1; extract_obj( obj ); break; case OBJ_VNUM_MONEY_SOME: amount += obj->value[0]; extract_obj( obj ); break; } } obj_to_room( create_money( amount ), ch->in_room ); act( "$n drops some gold.", ch, NULL, NULL, TO_ROOM ); send_to_char( "OK.\n\r", ch ); do_autosave(ch,""); return; } if ( str_cmp( arg, "all" ) && str_prefix( "all.", arg ) ) { /* 'drop obj' */ if ( ( obj = get_obj_carry( ch, arg ) ) == NULL ) { send_to_char( "You do not have that item.\n\r", ch ); return; } if ( !can_drop_obj( ch, obj ) ) { send_to_char( "You can't let go of it.\n\r", ch ); return; } obj_from_char( obj ); obj_to_room( obj, ch->in_room ); /* Objects should only have a shadowplane flag when on the floor */ if (IS_AFFECTED(ch,AFF_SHADOWPLANE) && (!IS_SET(obj->extra_flags, ITEM_SHADOWPLANE) ) ) SET_BIT(obj->extra_flags, ITEM_SHADOWPLANE); act( "$n drops $p.", ch, obj, NULL, TO_ROOM ); act( "You drop $p.", ch, obj, NULL, TO_CHAR ); } else { /* 'drop all' or 'drop all.obj' */ found = FALSE; for ( obj = ch->carrying; obj != NULL; obj = obj_next ) { obj_next = obj->next_content; if ( ( arg[3] == '\0' || is_name( &arg[4], obj->name ) ) && can_see_obj( ch, obj ) && obj->wear_loc == WEAR_NONE && can_drop_obj( ch, obj ) ) { found = TRUE; obj_from_char( obj ); obj_to_room( obj, ch->in_room ); /* Objects should only have a shadowplane flag when on the floor */ if (IS_AFFECTED(ch,AFF_SHADOWPLANE) && (!IS_SET(obj->extra_flags, ITEM_SHADOWPLANE) ) ) SET_BIT(obj->extra_flags, ITEM_SHADOWPLANE); act( "$n drops $p.", ch, obj, NULL, TO_ROOM ); act( "You drop $p.", ch, obj, NULL, TO_CHAR ); } } if ( !found ) { if ( arg[3] == '\0' ) act( "You are not carrying anything.", ch, NULL, arg, TO_CHAR ); else act( "You are not carrying any $T.", ch, NULL, &arg[4], TO_CHAR ); } } do_autosave(ch,""); return; } void do_give( CHAR_DATA *ch, char *argument ) { char arg1 [MAX_INPUT_LENGTH]; char arg2 [MAX_INPUT_LENGTH]; CHAR_DATA *victim; OBJ_DATA *obj; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if ( arg1[0] == '\0' || arg2[0] == '\0' ) { send_to_char( "Give what to whom?\n\r", ch ); return; } if ( is_number( arg1 ) ) { /* 'give NNNN coins victim' */ int amount; amount = atoi(arg1); if ( amount <= 0 || ( str_cmp( arg2, "coins" ) && str_cmp( arg2, "coin" ) ) ) { send_to_char( "Sorry, you can't do that.\n\r", ch ); return; } argument = one_argument( argument, arg2 ); if ( arg2[0] == '\0' ) { send_to_char( "Give what to whom?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg2 ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if (IS_AFFECTED(victim,AFF_ETHEREAL) ) { send_to_char( "You cannot give things to ethereal people.\n\r", ch ); return; } if ( ch->gold < amount ) { send_to_char( "You haven't got that much gold.\n\r", ch ); return; } ch->gold -= amount; victim->gold += amount; act( "$n gives you some gold.", ch, NULL, victim, TO_VICT ); act( "$n gives $N some gold.", ch, NULL, victim, TO_NOTVICT ); act( "You give $N some gold.", ch, NULL, victim, TO_CHAR ); send_to_char( "OK.\n\r", ch ); return; } if ( ( obj = get_obj_carry( ch, arg1 ) ) == NULL ) { send_to_char( "You do not have that item.\n\r", ch ); return; } if ( obj->wear_loc != WEAR_NONE ) { send_to_char( "You must remove it first.\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg2 ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( IS_SET(obj->quest, QUEST_ARTIFACT) && IS_NPC(victim) ) { stc("Behave. Don't give artis to mobs.\n\r",ch); return; } if (obj->item_type == ITEM_KINGDOM_POWER && IS_NPC(victim)) { send_to_char("They don't want that.\n\r", ch ); return;} if ( !can_drop_obj( ch, obj ) ) { send_to_char( "You can't let go of it.\n\r", ch ); return; } if (IS_AFFECTED(victim,AFF_ETHEREAL) ) { send_to_char( "You cannot give things to ethereal people.\n\r", ch ); return; } if ( victim->carry_number + 1 > can_carry_n( victim ) ) { act( "$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( "$N can't see it.", ch, NULL, victim, TO_CHAR ); return; } obj_from_char( obj ); obj_to_char( obj, victim ); act( "$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 $T.", ch, obj, liq_table[liquid].liq_name, TO_CHAR ); return; } void do_drink( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; int amount; int liquid; one_argument( argument, arg ); if ( arg[0] == '\0' ) { for ( obj = ch->in_room->contents; obj; obj = obj->next_content ) { if ( obj->item_type == ITEM_FOUNTAIN ) break; } if ( obj == NULL ) { send_to_char( "Drink what?\n\r", ch ); return; } } else { if ( ( obj = get_obj_here( ch, arg ) ) == NULL ) { send_to_char( "You can't find it.\n\r", ch ); return; } } if ( !IS_NPC(ch) && ch->pcdata->condition[COND_DRUNK] > 10 ) { send_to_char( "You fail to reach your mouth. *Hic*\n\r", ch ); return; } switch ( obj->item_type ) { default: send_to_char( "You can't drink from that.\n\r", ch ); break; case ITEM_POTION: do_quaff(ch,obj->name); return; case ITEM_FOUNTAIN: if ( ( liquid = obj->value[2] ) >= LIQ_MAX ) { bug( "Do_drink: bad liquid number %d.", liquid ); liquid = obj->value[2] = 0; } if (IS_AFFECTED(ch, AFF_SHADOWPLANE) && obj->in_room != NULL && !IS_SET(obj->extra_flags, ITEM_SHADOWPLANE) ) { send_to_char( "You are too insubstantual.\n\r", ch ); break; } else if (!IS_AFFECTED(ch, AFF_SHADOWPLANE) && obj->in_room != NULL && IS_SET(obj->extra_flags, ITEM_SHADOWPLANE) ) { send_to_char( "It is too insubstantual.\n\r", ch ); break; } else if (IS_AFFECTED(ch,AFF_ETHEREAL) ) { send_to_char( "You can only drink from things you are carrying while ethereal.\n\r", ch ); return; } if ( liquid != 13 && IS_CLASS(ch,CLASS_VAMPIRE) ) { send_to_char( "You can only drink blood.\n\r", ch ); break; } if ( liquid == 13 && IS_CLASS(ch, CLASS_VAMPIRE)) { ch->pcdata->condition[COND_THIRST] += number_range(15,20); } act( "$n drinks $T from $p.", ch, obj, liq_table[liquid].liq_name, TO_ROOM ); act( "You drink $T from $p.", ch, obj, liq_table[liquid].liq_name, TO_CHAR ); amount = number_range(3, 10); amount = UMIN(amount, obj->value[1]); gain_condition( ch, COND_DRUNK, amount * liq_table[liquid].liq_affect[COND_DRUNK ] ); gain_condition( ch, COND_FULL, amount * liq_table[liquid].liq_affect[COND_FULL ] ); gain_condition( ch, COND_THIRST, amount * liq_table[liquid].liq_affect[COND_THIRST ] ); if ( !IS_NPC(ch) && !IS_CLASS(ch, CLASS_VAMPIRE) && ch->pcdata->condition[COND_DRUNK] > 10 ) send_to_char( "You feel drunk.\n\r", ch ); if ( !IS_NPC(ch) && !IS_CLASS(ch, CLASS_VAMPIRE) && ch->pcdata->condition[COND_FULL] > 50 ) send_to_char( "You are full.\n\r", ch ); if ( !IS_NPC(ch) && !IS_CLASS(ch, CLASS_VAMPIRE) && ch->pcdata->condition[COND_THIRST] > 50 ) send_to_char( "You do not feel thirsty.\n\r", ch ); if ( !IS_NPC(ch) && IS_CLASS(ch, CLASS_VAMPIRE) && ch->pcdata->condition[COND_THIRST] >= 2000/ch->generation ) send_to_char( "Your blood thirst is sated.\n\r", ch ); if ( obj->value[3] != 0 && (!IS_NPC(ch) && !IS_CLASS(ch, CLASS_VAMPIRE))) { /* The shit was poisoned ! */ AFFECT_DATA af; act( "$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; } if ( liquid != 13 && IS_CLASS(ch,CLASS_VAMPIRE) ) { send_to_char( "You can only drink blood.\n\r", ch ); break; } if ( liquid == 13 && IS_CLASS(ch, CLASS_VAMPIRE)) { ch->pcdata->condition[COND_THIRST] += number_range(15,20); } act( "$n drinks $T from $p.", ch, obj, liq_table[liquid].liq_name, TO_ROOM ); act( "You drink $T from $p.", ch, obj, liq_table[liquid].liq_name, TO_CHAR ); amount = number_range(3, 10); amount = UMIN(amount, obj->value[1]); gain_condition( ch, COND_DRUNK, amount * liq_table[liquid].liq_affect[COND_DRUNK ] ); gain_condition( ch, COND_FULL, amount * liq_table[liquid].liq_affect[COND_FULL ] ); gain_condition( ch, COND_THIRST, amount * liq_table[liquid].liq_affect[COND_THIRST ] ); if ( !IS_NPC(ch) && !IS_CLASS(ch, CLASS_VAMPIRE) && ch->pcdata->condition[COND_DRUNK] > 10 ) send_to_char( "You feel drunk.\n\r", ch ); if ( !IS_NPC(ch) && !IS_CLASS(ch, CLASS_VAMPIRE) && ch->pcdata->condition[COND_FULL] > 50 ) send_to_char( "You are full.\n\r", ch ); if ( !IS_NPC(ch) && !IS_CLASS(ch, CLASS_VAMPIRE) && ch->pcdata->condition[COND_THIRST] > 50 ) send_to_char( "You do not feel thirsty.\n\r", ch ); if ( !IS_NPC(ch) && IS_CLASS(ch, CLASS_VAMPIRE) && ch->pcdata->condition[COND_THIRST] >= 2000 / ch->generation ) send_to_char( "Your blood thirst is sated.\n\r", ch ); if ( obj->value[3] != 0 && (!IS_NPC(ch) && !IS_CLASS(ch, CLASS_VAMPIRE))) { /* The shit was poisoned ! */ AFFECT_DATA af; act( "$n chokes and gags.", ch, NULL, NULL, TO_ROOM ); send_to_char( "You choke and gag.\n\r", ch ); af.type = gsn_poison; af.duration = 3 * amount; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_POISON; affect_join( ch, &af ); } obj->value[1] -= amount; if ( obj->value[1] <= 0 ) { obj->value[1] = 0; } break; } return; } void do_empty( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; int liquid; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Empty what?\n\r", ch ); return; } if ( ( obj = get_obj_here( ch, arg ) ) == NULL ) { send_to_char( "You can't find it.\n\r", ch ); return; } switch ( obj->item_type ) { default: send_to_char( "You cannot empty that.\n\r", ch ); break; case ITEM_DRINK_CON: if ( obj->value[1] <= 0 ) { send_to_char( "It is already empty.\n\r", ch ); return; } if ( ( liquid = obj->value[2] ) >= LIQ_MAX ) { bug( "Do_drink: bad liquid number %d.", liquid ); liquid = obj->value[2] = 0; } act( "$n empties $T from $p.", ch, obj, liq_table[liquid].liq_name, TO_ROOM ); act( "You empty $T from $p.", ch, obj, liq_table[liquid].liq_name, TO_CHAR ); obj->value[1] = 0; break; } return; } void do_eat( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; int level; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Eat what?\n\r", ch ); return; } if ( ( obj = get_obj_carry( ch, arg ) ) == NULL ) { send_to_char( "You do not have that item.\n\r", ch ); return; } if ( !IS_IMMORTAL(ch) ) { if ( !IS_NPC(ch) && IS_CLASS(ch, CLASS_VAMPIRE) && obj->item_type == ITEM_FOOD) { send_to_char( "You are unable to stomach it.\n\r", ch ); return; } if ( obj->item_type != ITEM_FOOD && obj->item_type != ITEM_PILL && obj->item_type != ITEM_EGG && obj->item_type != ITEM_QUEST && obj->item_type != ITEM_DTOKEN) { if (IS_NPC(ch) || !IS_SET(ch->special,SPC_WOLFMAN) || obj->item_type != ITEM_TRASH) { send_to_char( "That's not edible.\n\r", ch ); return; } } if ( !IS_NPC(ch) && ch->pcdata->condition[COND_FULL] > 50 && obj->item_type != ITEM_TRASH && obj->item_type != ITEM_QUEST && obj->item_type != ITEM_PILL) { send_to_char( "You are too full to eat more.\n\r", ch ); return; } } act( "$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; obj_cast_spell( obj->value[1], level, ch, ch, NULL ); obj_cast_spell( obj->value[2], level, ch, ch, NULL ); obj_cast_spell( obj->value[3], level, ch, ch, NULL ); if (ch->position == POS_FIGHTING) { if (!IS_IMMORTAL( ch)) WAIT_STATE(ch, 6 ); } break; case ITEM_QUEST: if ( !IS_NPC(ch) ) ch->pcdata->quest += obj->value[0]; break; case ITEM_DTOKEN: if ( !IS_NPC(ch) && IS_CLASS(ch, CLASS_DEMON) ) ch->pcdata->stats[DEMON_CURRENT] += 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 $p.", ch, obj, NULL, TO_CHAR ); return TRUE; } /* * Wear one object. * Optional replacement of existing objects. * Big repetitive code, ick. */ void wear_obj( CHAR_DATA *ch, OBJ_DATA *obj, bool fReplace ) { bool wolf_ok = FALSE; if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_WEREWOLF) && IS_SET(obj->spectype, SITEM_WOLFWEAPON)) wolf_ok = TRUE; if ( CAN_WEAR( obj, ITEM_WIELD ) || CAN_WEAR( obj, ITEM_HOLD ) || CAN_WEAR( obj, ITEM_WEAR_SHIELD ) || obj->item_type == ITEM_LIGHT ) { if ( get_eq_char( ch, WEAR_WIELD ) != NULL && get_eq_char( ch, WEAR_HOLD ) != NULL && get_eq_char( ch, WEAR_LIGHT ) != NULL && get_eq_char( ch, WEAR_SHIELD ) != NULL && !remove_obj( ch, WEAR_LIGHT , fReplace ) && !remove_obj( ch, WEAR_SHIELD, fReplace ) && !remove_obj( ch, WEAR_WIELD , fReplace ) && !remove_obj( ch, WEAR_HOLD , fReplace ) ) return; if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WIELD)) { send_to_char("You are unable to use it.\n\r",ch); return; } if (get_eq_char( ch, WEAR_WIELD ) == NULL && is_ok_to_wear(ch,wolf_ok,"right_hand")) { if ( obj->item_type == ITEM_LIGHT ) { act( "$n lights $p and clutches it in $s right hand.", ch, obj, NULL, TO_ROOM ); act( "You light $p and clutch it in your right hand.", ch, obj, NULL, TO_CHAR ); } else { act( "$n clutches $p in $s right hand.", ch, obj, NULL, TO_ROOM ); act( "You clutch $p in your right hand.", ch, obj, NULL, TO_CHAR ); } if (obj->item_type == ITEM_WEAPON) { if (IS_CLASS(ch, CLASS_HIGHLANDER)) if ((get_eq_char(ch, WEAR_WIELD) == NULL) && IS_SET(obj->spectype, SITEM_HIGHLANDER)) { if ( obj->pIndexData->vnum == 30000 || IS_OBJ_STAT(obj,ITEM_LOYAL)) { if ( obj->questowner != NULL && str_cmp(ch->pcdata->switchname,obj->questowner) && strlen(obj->questowner) > 1 ) { act( "$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; } } 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 $p in your third hand.", ch, obj, NULL, TO_CHAR ); } if (obj->item_type == ITEM_WEAPON) { if ( !IS_NPC(ch) && IS_CLASS(ch, CLASS_HIGHLANDER)) if ((get_eq_char(ch, WEAR_WIELD) == NULL) && IS_SET(obj->spectype, SITEM_HIGHLANDER)) { if ( obj->pIndexData->vnum == 30000 || IS_OBJ_STAT(obj,ITEM_LOYAL)) { if ( obj->questowner != NULL && str_cmp(ch->pcdata->switchname,obj->questowner) && strlen(obj->questowner) > 1 ) { act( "$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_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 $p and hold it.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_LIGHT ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_FINGER ) ) { if ( get_eq_char( ch, WEAR_FINGER_L ) != NULL && get_eq_char( ch, WEAR_FINGER_R ) != NULL && !remove_obj( ch, WEAR_FINGER_L, fReplace ) && !remove_obj( ch, WEAR_FINGER_R, fReplace ) ) return; if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WEAR_FINGER)) { send_to_char("You are unable to wear it.\n\r",ch); return; } if ( get_eq_char( ch, WEAR_FINGER_L ) == NULL && is_ok_to_wear(ch,wolf_ok,"left_finger")) { act( "$n wears $p on $s left finger.", ch, obj, NULL, TO_ROOM ); act( "You wear $p on your left finger.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_FINGER_L ); return; } else if ( get_eq_char( ch, WEAR_FINGER_R ) == NULL && is_ok_to_wear(ch,wolf_ok,"right_finger")) { act( "$n wears $p on $s right finger.", ch, obj, NULL, TO_ROOM ); act( "You wear $p on your right finger.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_FINGER_R ); return; } if (!is_ok_to_wear(ch,wolf_ok,"left_finger") && !is_ok_to_wear(ch,wolf_ok,"right_finger")) send_to_char( "You cannot wear any rings.\n\r", ch ); else send_to_char( "You cannot wear any more rings.\n\r", ch ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_NECK ) ) { if ( get_eq_char( ch, WEAR_NECK_1 ) != NULL && get_eq_char( ch, WEAR_NECK_2 ) != NULL && !remove_obj( ch, WEAR_NECK_1, fReplace ) && !remove_obj( ch, WEAR_NECK_2, fReplace ) ) return; if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WEAR_NECK)) { send_to_char("You are unable to wear it.\n\r",ch); return; } if ( get_eq_char( ch, WEAR_NECK_1 ) == NULL ) { act( "$n slips $p around $s neck.", ch, obj, NULL, TO_ROOM ); act( "You slip $p around your neck.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_NECK_1 ); return; } if ( get_eq_char( ch, WEAR_NECK_2 ) == NULL ) { act( "$n slips $p around $s neck.", ch, obj, NULL, TO_ROOM ); act( "You slip $p around your neck.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_NECK_2 ); return; } bug( "Wear_obj: no free neck.", 0 ); send_to_char( "You are already wearing two things around your neck.\n\r", ch ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_BODY ) ) { if ( !remove_obj( ch, WEAR_BODY, fReplace ) ) return; if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WEAR_BODY)) { send_to_char("You are unable to wear it.\n\r",ch); return; } act( "$n fits $p on $s body.", ch, obj, NULL, TO_ROOM ); act( "You fit $p on your body.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_BODY ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_HEAD ) ) { if ( !remove_obj( ch, WEAR_HEAD, fReplace ) ) return; if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WEAR_HEAD)) { send_to_char("You are unable to wear it.\n\r",ch); return; } if (!is_ok_to_wear(ch,wolf_ok,"head")) { send_to_char("You have no head to wear it on.\n\r",ch); return; } act( "$n places $p on $s head.", ch, obj, NULL, TO_ROOM ); act( "You place $p on your head.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_HEAD ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_FACE ) ) { if ( !remove_obj( ch, WEAR_FACE, fReplace ) ) return; if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WEAR_HEAD)) { send_to_char("You are unable to wear it.\n\r",ch); return; } if (!is_ok_to_wear(ch,wolf_ok,"face")) { send_to_char("You have no face to wear it on.\n\r",ch); return; } act( "$n places $p on $s face.", ch, obj, NULL, TO_ROOM ); act( "You place $p on your face.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_FACE ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_LEGS ) ) { if ( !remove_obj( ch, WEAR_LEGS, fReplace ) ) return; if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WEAR_LEGS)) { send_to_char("You are unable to wear it.\n\r",ch); return; } if (!is_ok_to_wear(ch,wolf_ok,"legs")) { send_to_char("You have no legs to wear them on.\n\r",ch); return; } act( "$n slips $s legs into $p.", ch, obj, NULL, TO_ROOM ); act( "You slip your legs into $p.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_LEGS ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_FEET ) ) { if ( !remove_obj( ch, WEAR_FEET, fReplace ) ) return; if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WEAR_FEET)) { send_to_char("You are unable to wear it.\n\r",ch); return; } if (!is_ok_to_wear(ch,wolf_ok,"feet")) { send_to_char("You have no feet to wear them on.\n\r",ch); return; } act( "$n slips $s feet into $p.", ch, obj, NULL, TO_ROOM ); act( "You slip your feet into $p.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_FEET ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_HANDS ) ) { if ( !remove_obj( ch, WEAR_HANDS, fReplace ) ) return; if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WEAR_HANDS)) { send_to_char("You are unable to wear it.\n\r",ch); return; } if (!is_ok_to_wear(ch,wolf_ok,"hands")) { send_to_char("You have no hands to wear them on.\n\r",ch); return; } act( "$n pulls $p onto $s hands.", ch, obj, NULL, TO_ROOM ); act( "You pull $p onto your hands.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_HANDS ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_ARMS ) ) { if ( !remove_obj( ch, WEAR_ARMS, fReplace ) ) return; if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WEAR_ARMS)) { send_to_char("You are unable to wear it.\n\r",ch); return; } if (!is_ok_to_wear(ch,wolf_ok,"arms")) { send_to_char("You have no arms to wear them on.\n\r",ch); return; } act( "$n slides $s arms into $p.", ch, obj, NULL, TO_ROOM ); act( "You slide your arms into $p.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_ARMS ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_ABOUT ) ) { if ( !remove_obj( ch, WEAR_ABOUT, fReplace ) ) return; if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WEAR_ABOUT)) { send_to_char("You are unable to wear it.\n\r",ch); return; } act( "$n pulls $p about $s body.", ch, obj, NULL, TO_ROOM ); act( "You pull $p about your body.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_ABOUT ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_WAIST ) ) { if ( !remove_obj( ch, WEAR_WAIST, fReplace ) ) return; if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WEAR_WAIST)) { send_to_char("You are unable to wear it.\n\r",ch); return; } act( "$n ties $p around $s waist.", ch, obj, NULL, TO_ROOM ); act( "You tie $p around your waist.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_WAIST ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_WRIST ) ) { if ( get_eq_char( ch, WEAR_WRIST_L ) != NULL && get_eq_char( ch, WEAR_WRIST_R ) != NULL && !remove_obj( ch, WEAR_WRIST_L, fReplace ) && !remove_obj( ch, WEAR_WRIST_R, fReplace ) ) return; if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WEAR_WRIST)) { send_to_char("You are unable to wear it.\n\r",ch); return; } if ( get_eq_char( ch, WEAR_WRIST_L ) == NULL && is_ok_to_wear(ch,wolf_ok,"right_wrist")) { act( "$n slides $s left wrist into $p.", ch, obj, NULL, TO_ROOM ); act( "You slide your left wrist into $p.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_WRIST_L ); return; } else if ( get_eq_char( ch, WEAR_WRIST_R ) == NULL && is_ok_to_wear(ch,wolf_ok,"left_wrist")) { act( "$n slides $s left wrist into $p.", ch, obj, NULL, TO_ROOM ); act( "You slide your right wrist into $p.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_WRIST_R ); return; } if (!is_ok_to_wear(ch,wolf_ok,"left_wrist") && !is_ok_to_wear(ch,wolf_ok,"right_wrist")) send_to_char( "You cannot wear anything on your wrists.\n\r", ch ); else send_to_char( "You cannot wear any more on your wrists.\n\r", ch ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_SHIELD ) ) { if ( !remove_obj( ch, WEAR_SHIELD, fReplace ) ) return; if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WEAR_SHIELD)) { send_to_char("You are unable to wear it.\n\r",ch); return; } act( "$n straps $p onto $s shield arm.", ch, obj, NULL, TO_ROOM ); act( "You strap $p onto your shield arm.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_SHIELD ); return; } if ( CAN_WEAR( obj, ITEM_WIELD ) ) { if ( !remove_obj( ch, WEAR_WIELD, fReplace ) ) return; if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WIELD)) { send_to_char("You are unable to wield it.\n\r",ch); return; } if ( get_obj_weight( obj ) > str_app[get_curr_str(ch)].wield ) { send_to_char( "It is too heavy for you to wield.\n\r", ch ); return; } act( "$n wields $p.", ch, obj, NULL, TO_ROOM ); act( "You wield $p.", ch, obj, NULL, TO_CHAR ); if ( !IS_NPC(ch) && ( obj->pIndexData->vnum == 30000 || IS_OBJ_STAT(obj,ITEM_LOYAL))) { if ( obj->questowner != NULL && str_cmp(ch->pcdata->switchname,obj->questowner) && strlen(obj->questowner) > 1 ) { act( "$p leaps out of $n's hand.", ch, obj, NULL, TO_ROOM ); act( "$p leaps out of your hand.", ch, obj, NULL, TO_CHAR ); obj_from_char(obj); obj_to_room(obj,ch->in_room); return; } } equip_char( ch, obj, WEAR_WIELD ); if (!IS_NPC(ch)) do_skill(ch, ch->name); return; } if ( fReplace ) send_to_char( "You can't wear, wield or hold that.\n\r", ch ); return; } void do_wear( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; one_argument( argument, arg ); if (!IS_NPC(ch) && IS_POLYAFF(ch,POLY_ZULOFORM) && IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char( "You are too mad to decide what you want to wear!\n\r",ch); return; } if (form_data[ch->cur_form].can_wear == FALSE && ch->cur_form != 0) { stc("You cannot wear objects in this form.\n\r",ch); return; } if (IS_AFFECTED(ch,AFF_POLYMORPH) && !IS_NPC(ch) && !IS_VAMPAFF(ch,VAM_DISGUISED) && !IS_CLASS(ch, CLASS_WEREWOLF) && !IS_CLASS(ch, CLASS_DEMON)) { send_to_char( "You cannot wear anything in this form.\n\r", ch ); return; } if ( arg[0] == '\0' ) { send_to_char( "Wear, wield, or hold what?\n\r", ch ); return; } if ( !str_cmp( arg, "all" ) ) { OBJ_DATA *obj_next; for ( obj = ch->carrying; obj != NULL; obj = obj_next ) { obj_next = obj->next_content; if ( obj->wear_loc == WEAR_NONE && can_see_obj( ch, obj ) ) wear_obj( ch, obj, FALSE ); } return; } else { if ( ( obj = get_obj_carry( ch, arg ) ) == NULL ) { send_to_char( "You do not have that item.\n\r", ch ); return; } wear_obj( ch, obj, TRUE ); } return; } void do_remove( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Remove what?\n\r", ch ); return; } if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_HIGHLANDER) && IS_POLYAFF(ch, POLY_ZULOFORM)) { send_to_char("Your too mad to remove anything!\n\r",ch); return; } if (!form_data[ch->cur_form].can_wear && ch->cur_form != 0) { stc("You cannot remove anything in this form.\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_DATA *victim; 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 ( ( victim = get_char_room(ch, arg) ) != NULL ) { do_offer(ch, arg); 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->item_type == ITEM_KINGDOM_POWER || ( 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 < 1) expgain = 1; if (expgain > 50) expgain = 50; ch->exp += expgain; sprintf( buf,"You drain %d exp of energy from $p.", expgain ); act( buf, ch, obj, NULL, TO_CHAR ); act( "$p disintegrates into a fine powder.", ch, obj, NULL, TO_CHAR ); act( "$n drains the energy from $p.", ch, obj, NULL, TO_ROOM ); act( "$p disintegrates into a fine powder.", ch, obj, NULL, TO_ROOM ); if (obj->points > 0 && !IS_NPC(ch) && obj->item_type != ITEM_PAGE) { sprintf( buf, "You receive a refund of %d quest points from $p.", obj->points); act( buf, ch, obj, NULL, TO_CHAR ); ch->pcdata->quest += obj->points; } extract_obj( obj ); return; } void do_quaff( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; int level; one_argument( argument, arg ); if (IS_NPC(ch)) return; if ( arg[0] == '\0' ) { send_to_char( "Quaff what?\n\r", ch ); return; } if ( ( obj = get_obj_carry( ch, arg ) ) == NULL ) { send_to_char( "You do not have that potion.\n\r", ch ); return; } if ( obj->item_type != ITEM_POTION ) { send_to_char( "You can quaff only potions.\n\r", ch ); return; } if (IS_NPC(ch)) return; act( "$n quaffs $p.", ch, obj, NULL, TO_ROOM ); act( "You quaff $p.", ch, obj, NULL ,TO_CHAR ); level = obj->value[0]; if (level < 1) level = 1; if (level > MAX_SPELL) level = MAX_SPELL; obj_cast_spell( obj->value[1], level, ch, ch, NULL ); obj_cast_spell( obj->value[2], level, ch, ch, NULL ); obj_cast_spell( obj->value[3], level, ch, ch, NULL ); extract_obj( obj ); if (ch->position == POS_FIGHTING) { if (!IS_IMMORTAL( ch)) WAIT_STATE(ch, 6 ); } return; } void do_recite( CHAR_DATA *ch, char *argument ) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; CHAR_DATA *victim; OBJ_DATA *scroll; OBJ_DATA *obj; int level; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if (IS_NPC(ch)) return; if ( ( scroll = get_obj_carry( ch, arg1 ) ) == NULL ) { send_to_char( "You do not have that scroll.\n\r", ch ); return; } if ( scroll->item_type != ITEM_SCROLL ) { send_to_char( "You can recite only scrolls.\n\r", ch ); return; } obj = NULL; if ( arg2[0] == '\0' ) { victim = ch; } else { if ( ( victim = get_char_room ( ch, arg2 ) ) == NULL && ( obj = get_obj_here ( ch, arg2 ) ) == NULL ) { send_to_char( "You can't find it.\n\r", ch ); return; } } if (IS_NPC(ch)) return; act( "$n recites $p.", ch, scroll, NULL, TO_ROOM ); act( "You recite $p.", ch, scroll, NULL, TO_CHAR ); level = scroll->value[0]; if (level < 1) level = 1; if (level > MAX_SPELL) level = MAX_SPELL; obj_cast_spell( scroll->value[1], level, ch, victim, obj ); obj_cast_spell( scroll->value[2], level, ch, victim, obj ); obj_cast_spell( scroll->value[3], level, ch, victim, obj ); extract_obj( scroll ); if (ch->position == POS_FIGHTING) { if (!IS_IMMORTAL( ch)) WAIT_STATE(ch, 6 ); } return; } void do_brandish( CHAR_DATA *ch, char *argument ) { CHAR_DATA *vch; CHAR_DATA *vch_next; OBJ_DATA *temp; OBJ_DATA *staff; int sn; int level; staff = get_eq_char( ch, WEAR_WIELD ); temp = get_eq_char( ch, WEAR_HOLD ); if (IS_NPC(ch)) return; if ( staff == NULL && temp == NULL ) { send_to_char( "You hold nothing in your hand.\n\r", ch ); return; } if ( staff == NULL ) staff = temp; if ( temp == NULL ) temp = staff; if ( staff->item_type != ITEM_STAFF ) staff=temp; if ( staff->item_type != ITEM_STAFF ) { send_to_char( "You can brandish only with a staff.\n\r", ch ); return; } if ( ( sn = staff->value[3] ) < 0 || sn >= MAX_SKILL || skill_table[sn].spell_fun == 0 ) { bug( "Do_brandish: bad sn %d.", sn ); return; } if (IS_NPC(ch)) return; if (!IS_IMMORTAL( ch)) WAIT_STATE( ch, 2 * PULSE_VIOLENCE ); if ( staff->value[2] > 0 ) { act( "$n brandishes $p.", ch, staff, NULL, TO_ROOM ); act( "You brandish $p.", ch, staff, NULL, TO_CHAR ); for ( vch = ch->in_room->people; vch; vch = vch_next ) { vch_next = vch->next_in_room; switch ( skill_table[sn].target ) { default: bug( "Do_brandish: bad target for sn %d.", sn ); return; case TAR_IGNORE: if ( vch != ch ) continue; break; case TAR_CHAR_OFFENSIVE: if ( IS_NPC(ch) ? IS_NPC(vch) : !IS_NPC(vch) ) continue; break; case TAR_CHAR_DEFENSIVE: if ( IS_NPC(ch) ? !IS_NPC(vch) : IS_NPC(vch) ) continue; break; case TAR_CHAR_SELF: if ( vch != ch ) continue; break; } level = staff->value[0]; if (level < 1) level = 1; if (level > MAX_SPELL) level = MAX_SPELL; obj_cast_spell( staff->value[3], level, ch, vch, NULL ); } } if ( --staff->value[2] <= 0 ) { act( "$n's $p blazes bright and is gone.", ch, staff, NULL, TO_ROOM ); act( "Your $p blazes bright and is gone.", ch, staff, NULL, TO_CHAR ); extract_obj( staff ); } return; } void do_zap( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; OBJ_DATA *temp; OBJ_DATA *wand; OBJ_DATA *obj; int level; one_argument( argument, arg ); if (IS_NPC(ch)) return; if ( arg[0] == '\0' && ch->fighting == NULL ) { send_to_char( "Zap whom or what?\n\r", ch ); return; } wand = get_eq_char( ch, WEAR_WIELD ); temp = get_eq_char( ch, WEAR_HOLD ); if ( wand == NULL && temp == NULL ) { send_to_char( "You hold nothing in your hand.\n\r", ch ); return; } if ( wand == NULL ) wand = temp; if ( temp == NULL ) temp = wand; if ( wand->item_type != ITEM_WAND ) wand=temp; if ( wand->item_type != ITEM_WAND ) { send_to_char( "You can zap only with a wand.\n\r", ch ); return; } if (IS_NPC(ch)) return; obj = NULL; if ( arg[0] == '\0' ) { if ( ch->fighting != NULL ) { victim = ch->fighting; } else { send_to_char( "Zap whom or what?\n\r", ch ); return; } } else { if ( ( victim = get_char_room ( ch, arg ) ) == NULL && ( obj = get_obj_here ( ch, arg ) ) == NULL ) { send_to_char( "You can't find it.\n\r", ch ); return; } } if (!IS_IMMORTAL( ch)) WAIT_STATE( ch, 2 * PULSE_VIOLENCE ); if ( wand->value[2] > 0 ) { if ( victim != NULL ) { act( "$n zaps $N with $p.", ch, wand, victim, TO_ROOM ); act( "You zap $N with $p.", ch, wand, victim, TO_CHAR ); } else { act( "$n zaps $P with $p.", ch, wand, obj, TO_ROOM ); act( "You zap $P with $p.", ch, wand, obj, TO_CHAR ); } level = wand->value[0]; if (level < 1) level = 1; if (level > MAX_SPELL) level = MAX_SPELL; obj_cast_spell( wand->value[3], level, ch, victim, obj ); } if ( --wand->value[2] <= 0 ) { act( "$n's $p explodes into fragments.", ch, wand, NULL, TO_ROOM ); act( "Your $p explodes into fragments.", ch, wand, NULL, TO_CHAR ); extract_obj( wand ); } return; } void do_steal( CHAR_DATA *ch, char *argument ) { char buf [MAX_STRING_LENGTH]; char arg1 [MAX_INPUT_LENGTH]; char arg2 [MAX_INPUT_LENGTH]; CHAR_DATA *victim; OBJ_DATA *obj; int percent; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if ( arg1[0] == '\0' || arg2[0] == '\0' ) { send_to_char( "Steal what from whom?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg2 ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( victim == ch ) { send_to_char( "That's pointless.\n\r", ch ); return; } if ( IS_IMMORTAL( victim )) { send_to_char("Steal from an immortal are you crasy!\n\r", ch); return; } if (!IS_IMMORTAL( ch)) WAIT_STATE( ch, skill_table[gsn_steal].beats ); percent = number_percent( ) + ( IS_AWAKE(victim) ? 10 : -50 ); if ( ( ch->level + number_range(1,20) < victim->level ) || ( !IS_NPC(ch) && !IS_NPC(victim) && ch->level < 3 ) || ( !IS_NPC(ch) && !IS_NPC(victim) && victim->level < 3 ) || ( victim->position == POS_FIGHTING ) || ( !IS_NPC(victim) && IS_IMMUNE(victim,IMM_STEAL) ) || ( !IS_NPC(victim) && IS_IMMORTAL(victim) ) || ( !IS_NPC(ch) && percent > ch->pcdata->learned[gsn_steal] ) ) { /* * Failure. */ send_to_char( "Oops.\n\r", ch ); act( "$n tried to steal from you.\n\r", ch, NULL, victim, TO_VICT ); act( "$n tried to steal from $N.\n\r", ch, NULL, victim, TO_NOTVICT ); sprintf( buf, "%s is a bloody thief!", ch->name ); do_shout( victim, buf ); if ( !IS_NPC(ch) ) { if ( IS_NPC(victim) ) { multi_hit( victim, ch, TYPE_UNDEFINED ); } else { log_string( buf ); save_char_obj( ch ); } } return; } if ( !str_cmp( arg1, "coin" ) || !str_cmp( arg1, "coins" ) || !str_cmp( arg1, "gold" ) ) { int amount; amount = victim->gold * number_range(1, 10) / 100; if ( amount <= 0 ) { send_to_char( "You couldn't get any gold.\n\r", ch ); return; } ch->gold += amount; victim->gold -= amount; sprintf( buf, "Bingo! You got %d gold coins.\n\r", amount ); send_to_char( buf, ch ); do_autosave(ch,""); do_autosave(victim,""); 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; } /* * Shopping commands. */ CHAR_DATA *find_keeper( CHAR_DATA *ch ) { CHAR_DATA *keeper; SHOP_DATA *pShop; char buf [MAX_STRING_LENGTH]; pShop = NULL; for ( keeper = ch->in_room->people; keeper; keeper = keeper->next_in_room ) { if ( IS_NPC(keeper) && (pShop = keeper->pIndexData->pShop) != NULL ) break; } if ( pShop == NULL ) { send_to_char( "You can't do that here.\n\r", ch ); return NULL; } /* * Shop hours. */ if ( time_info.hour < pShop->open_hour ) { strcpy( buf, "Sorry, come back later." ); do_say( keeper, buf ); return NULL; } if ( time_info.hour > pShop->close_hour ) { strcpy( buf, "Sorry, come back tomorrow." ); do_say( keeper, buf ); return NULL; } /* * Invisible or hidden people. */ if ( !can_see( keeper, ch ) ) { strcpy( buf, "I don't trade with folks I can't see." ); do_say( keeper, buf ); return NULL; } return keeper; } int get_cost( CHAR_DATA *keeper, OBJ_DATA *obj, bool fBuy ) { SHOP_DATA *pShop; int cost; if ( obj == NULL || ( pShop = keeper->pIndexData->pShop ) == NULL ) return 0; if ( fBuy ) { cost = obj->cost * pShop->profit_buy / 100; } else { OBJ_DATA *obj2; int itype; cost = 0; for ( itype = 0; itype < MAX_TRADE; itype++ ) { if ( obj->item_type == pShop->buy_type[itype] ) { cost = obj->cost * pShop->profit_sell / 100; break; } } for ( obj2 = keeper->carrying; obj2; obj2 = obj2->next_content ) { if ( obj->pIndexData == obj2->pIndexData ) { cost = 0; break; } } } if ( obj->item_type == ITEM_STAFF || obj->item_type == ITEM_WAND ) cost = cost * obj->value[2] / obj->value[1]; return cost; } void do_buy( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; argument = one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Buy what?\n\r", ch ); return; } if ( IS_SET(ch->in_room->room_flags, ROOM_PET_SHOP) ) { char buf[MAX_STRING_LENGTH]; CHAR_DATA *pet; ROOM_INDEX_DATA *pRoomIndexNext; ROOM_INDEX_DATA *in_room; if ( IS_NPC(ch) ) return; pRoomIndexNext = get_room_index( ch->in_room->vnum + 1 ); if ( pRoomIndexNext == NULL ) { bug( "Do_buy: bad pet shop at vnum %d.", ch->in_room->vnum ); send_to_char( "Sorry, you can't buy that here.\n\r", ch ); return; } in_room = ch->in_room; ch->in_room = pRoomIndexNext; pet = get_char_room( ch, arg ); ch->in_room = in_room; if ( pet == NULL || !IS_SET(pet->act, ACT_PET) ) { send_to_char( "Sorry, you can't buy that here.\n\r", ch ); return; } if ( ch->gold < 10 * pet->level * pet->level ) { send_to_char( "You can't afford it.\n\r", ch ); return; } if ( ch->level < pet->level ) { send_to_char( "You're not ready for this pet.\n\r", ch ); return; } ch->gold -= 10 * pet->level * pet->level; pet = create_mobile( pet->pIndexData ); SET_BIT(pet->act, ACT_PET); SET_BIT(pet->affected_by, AFF_CHARM); argument = one_argument( argument, arg ); if ( arg[0] != '\0' ) { sprintf( buf, "%s %s", pet->name, arg ); free_string( pet->name ); pet->name = str_dup( buf ); } sprintf( buf, "%sA neck tag says 'I belong to %s'.\n\r", pet->description, ch->name ); free_string( pet->description ); pet->description = str_dup( buf ); char_to_room( pet, ch->in_room ); add_follower( pet, ch ); send_to_char( "Enjoy your pet.\n\r", ch ); act( "$n bought $N as a pet.", ch, NULL, pet, TO_ROOM ); return; } else { CHAR_DATA *keeper; OBJ_DATA *obj; int cost; if ( ( keeper = find_keeper( ch ) ) == NULL ) return; obj = get_obj_carry( keeper, arg ); cost = get_cost( keeper, obj, TRUE ); if ( cost <= 0 || !can_see_obj( ch, obj ) ) { act( "$n tells you 'I don't sell that -- try 'list''.", keeper, NULL, ch, TO_VICT ); ch->reply = keeper; return; } if ( ch->gold < cost ) { act( "$n tells you 'You can't afford to buy $p'.", keeper, obj, ch, TO_VICT ); ch->reply = keeper; return; } if ( (obj->level > ch->level) && ch->level < 3 ) { act( "$n tells you 'You can't use $p yet'.", keeper, obj, ch, TO_VICT ); ch->reply = keeper; return; } if ( ch->carry_number + 1 > can_carry_n( ch ) ) { send_to_char( "You can't carry that many items.\n\r", ch ); return; } if ( ch->carry_weight + get_obj_weight( obj ) > can_carry_w( ch ) ) { send_to_char( "You can't carry that much weight.\n\r", ch ); return; } act( "$n buys $p.", ch, obj, NULL, TO_ROOM ); act( "You buy $p.", ch, obj, NULL, TO_CHAR ); ch->gold -= cost; keeper->gold += cost; if ( IS_SET( obj->extra_flags, ITEM_INVENTORY ) ) obj = create_object( obj->pIndexData, obj->level ); else obj_from_char( obj ); obj_to_char( obj, ch ); return; } } void do_list( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; if ( IS_SET(ch->in_room->room_flags, ROOM_PET_SHOP) ) { ROOM_INDEX_DATA *pRoomIndexNext; CHAR_DATA *pet; bool found; pRoomIndexNext = get_room_index( ch->in_room->vnum + 1 ); if ( pRoomIndexNext == NULL ) { bug( "Do_list: bad pet shop at vnum %d.", ch->in_room->vnum ); send_to_char( "You can't do that here.\n\r", ch ); return; } found = FALSE; for ( pet = pRoomIndexNext->people; pet; pet = pet->next_in_room ) { if ( IS_SET(pet->act, ACT_PET) ) { if ( !found ) { found = TRUE; send_to_char( "Pets for sale:\n\r", ch ); } sprintf( buf, "[%2d] %8d - %s\n\r", pet->level, 10 * pet->level * pet->level, pet->short_descr ); send_to_char( buf, ch ); } } if ( !found ) send_to_char( "Sorry, we're out of pets right now.\n\r", ch ); return; } else { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *keeper; OBJ_DATA *obj; int cost; bool found; one_argument( argument, arg ); if ( ( keeper = find_keeper( ch ) ) == NULL ) return; found = FALSE; for ( obj = keeper->carrying; obj; obj = obj->next_content ) { if ( obj->wear_loc == WEAR_NONE && can_see_obj( ch, obj ) && ( cost = get_cost( keeper, obj, TRUE ) ) > 0 && ( arg[0] == '\0' || is_name( arg, obj->name ) ) ) { if ( !found ) { found = TRUE; send_to_char( "[Lv Price] Item\n\r", ch ); } sprintf( buf, "[%2d %5d] %s.\n\r", obj->level, cost, capitalize( obj->short_descr ) ); send_to_char( buf, ch ); } } if ( !found ) { if ( arg[0] == '\0' ) send_to_char( "You can't buy anything here.\n\r", ch ); else send_to_char( "You can't buy that here.\n\r", ch ); } return; } } void do_sell( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; char arg[MAX_INPUT_LENGTH]; CHAR_DATA *keeper; OBJ_DATA *obj; int cost; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Sell what?\n\r", ch ); return; } if ( ( keeper = find_keeper( ch ) ) == NULL ) return; if ( ( obj = get_obj_carry( ch, arg ) ) == NULL ) { act( "$n tells you 'You don't have that item'.", keeper, NULL, ch, TO_VICT ); ch->reply = keeper; return; } if ( !can_drop_obj( ch, obj ) ) { send_to_char( "You can't let go of it.\n\r", ch ); return; } if ( ( cost = get_cost( keeper, obj, FALSE ) ) <= 0 ) { act( "$n looks uninterested in $p.", keeper, obj, ch, TO_VICT ); return; } act( "$n sells $p.", ch, obj, NULL, TO_ROOM ); sprintf( buf, "You sell $p for %d gold piece%s.", cost, cost == 1 ? "" : "s" ); act( buf, ch, obj, NULL, TO_CHAR ); ch->gold += cost; keeper->gold -= cost; if ( keeper->gold < 0 ) keeper->gold = 0; if ( obj->item_type == ITEM_TRASH ) { extract_obj( obj ); } else { obj_from_char( obj ); obj_to_char( obj, keeper ); } return; } void do_value( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; char arg[MAX_INPUT_LENGTH]; CHAR_DATA *keeper; OBJ_DATA *obj; int cost; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Value what?\n\r", ch ); return; } if ( ( keeper = find_keeper( ch ) ) == NULL ) return; if ( ( obj = get_obj_carry( ch, arg ) ) == NULL ) { act( "$n tells you 'You don't have that item'.", keeper, NULL, ch, TO_VICT ); ch->reply = keeper; return; } if ( !can_drop_obj( ch, obj ) ) { send_to_char( "You can't let go of it.\n\r", ch ); return; } if ( ( cost = get_cost( keeper, obj, FALSE ) ) <= 0 ) { act( "$n looks uninterested in $p.", keeper, obj, ch, TO_VICT ); return; } sprintf( buf, "$n tells you 'I'll give you %d gold coins for $p'.", cost ); act( buf, keeper, obj, ch, TO_VICT ); ch->reply = keeper; 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; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); 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 (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_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 ) 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) || 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; 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_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; 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 ( 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; } } 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; 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; } /* 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 ( 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; 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; } /* 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_NPC(ch) && IS_SET(ch->special, SPC_WOLFMAN) && !wolf_ok) return FALSE; 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_NPC(ch) && IS_SET(ch->special, SPC_WOLFMAN) && !wolf_ok) return FALSE; 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; if (!IS_NPC(ch) && IS_SET(ch->special, SPC_WOLFMAN) && !wolf_ok) return FALSE; /* if (IS_ARM_T(ch,LOST_ARM)) return FALSE; else if (IS_ARM_T(ch,BROKEN_ARM)) return FALSE; else if (IS_ARM_T(ch,LOST_HAND)) return FALSE; else if (IS_ARM_T(ch,BROKEN_THUMB)) return FALSE; else if (IS_ARM_T(ch,LOST_THUMB)) return FALSE; count = 0; if (IS_ARM_T(ch,LOST_FINGER_I)||IS_ARM_T(ch,BROKEN_FINGER_I)) count+= 1; if (IS_ARM_T(ch,LOST_FINGER_M)||IS_ARM_T(ch,BROKEN_FINGER_M)) count+= 1; if (IS_ARM_T(ch,LOST_FINGER_R)||IS_ARM_T(ch,BROKEN_FINGER_R)) count+= 1; if (IS_ARM_T(ch,LOST_FINGER_L)||IS_ARM_T(ch,BROKEN_FINGER_L)) count+= 1; if (count > 2) return FALSE; */ } else if (!str_cmp(arg,"fourth_hand")) { if (!IS_SET(ch->newbits, FOURTH_HAND)) return FALSE; if (!IS_NPC(ch) && IS_SET(ch->special, SPC_WOLFMAN) && !wolf_ok) return FALSE; /* if (IS_ARM_F(ch,LOST_ARM)) return FALSE; else if (IS_ARM_F(ch,BROKEN_ARM)) return FALSE; else if (IS_ARM_F(ch,LOST_HAND)) return FALSE; else if (IS_ARM_F(ch,BROKEN_THUMB)) return FALSE; else if (IS_ARM_F(ch,LOST_THUMB)) return FALSE; count = 0; if (IS_ARM_F(ch,LOST_FINGER_I)||IS_ARM_F(ch,BROKEN_FINGER_I)) count+= 1; if (IS_ARM_F(ch,LOST_FINGER_M)||IS_ARM_F(ch,BROKEN_FINGER_M)) count+= 1; if (IS_ARM_F(ch,LOST_FINGER_R)||IS_ARM_F(ch,BROKEN_FINGER_R)) count+= 1; if (IS_ARM_F(ch,LOST_FINGER_L)||IS_ARM_F(ch,BROKEN_FINGER_L)) count+= 1; if (count > 2) 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; } 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 > 50) value = 50; 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); if (!IS_NPC(ch)) { ch->pcdata->score[SCORE_NUM_QUEST]++; ch->pcdata->score[SCORE_QUEST] += value; sprintf(buf,"%s has completed a quest!.",ch->name); } else sprintf(buf,"%s has completed a quest!.",ch->pcdata->switchname); buf[0] = UPPER(buf[0]); do_info(ch,buf); 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, 6519, 5001, 5005, 5011, 5012, 5013, 2902, 1352, 2348, 2361, 3005, 5011, 5012, 5013, 2902, 1352, 2348, 2361, 3005, 300, 303, 307, 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, 6601, 2333, 3610, 2015, 5022, 1394, 2202, 1401, 6005, 1614, 647, 1388, 9311, 3604, 4701, 30325, 6106, 2003, 7190, 9322, 1384, 3412, 2342, 1374, 2210, 2332, 2901, 7200, 7824, 3410, 2013, 1510, 8306, 3414, 2005 }; int object; if (obj == NULL || obj->item_type != ITEM_QUESTCARD) return; object = number_range(obj->level, obj->level + 100); if (object < 1 || object > 150) object = 0; obj->value[0] = quest_selection[object]; object = number_range(obj->level, obj->level + 100); if (object < 1 || object > 150) object = 0; obj->value[1] = quest_selection[object]; object = number_range(obj->level, obj->level + 100); if (object < 1 || object > 150) object = 0; obj->value[2] = quest_selection[object]; object = number_range(obj->level, obj->level + 100); 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; 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] == -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->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; } if (qobj->value[0] != -1) {pObjIndex = get_obj_index( qobj->value[0] ); if ( pObjIndex != NULL && !str_cmp(obj->short_descr, pObjIndex->short_descr)) qobj->value[0] = -1;} if (qobj->value[1] != -1) {pObjIndex = get_obj_index( qobj->value[1] ); if ( pObjIndex != NULL && !str_cmp(obj->short_descr, pObjIndex->short_descr)) qobj->value[1] = -1;} if (qobj->value[2] != -1) {pObjIndex = get_obj_index( qobj->value[2] ); if ( pObjIndex != NULL && !str_cmp(obj->short_descr, pObjIndex->short_descr)) qobj->value[2] = -1;} if (qobj->value[3] != -1) {pObjIndex = get_obj_index( qobj->value[3] ); if ( pObjIndex != NULL && !str_cmp(obj->short_descr, pObjIndex->short_descr)) qobj->value[3] = -1;} 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 (!IS_NPC(ch) && IS_SET(ch->special, SPC_WOLFMAN)) { send_to_char("Not in this form.\n\r",ch); return; } 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; } void do_special( CHAR_DATA *ch, char *argument ) { char bname[MAX_INPUT_LENGTH]; char bshort[MAX_INPUT_LENGTH]; char blong[MAX_INPUT_LENGTH]; char *kav; int dice = number_range(1,3); OBJ_DATA *obj; obj = create_object(get_obj_index( OBJ_VNUM_PROTOPLASM ), 0); kav = special_item_name( obj ); switch ( dice ) { default: sprintf(bname,"%s ring", kav); sprintf(bshort,"a %s ring", kav); sprintf(blong,"A %s ring lies here.", kav); obj->wear_flags = ITEM_WEAR_FINGER + ITEM_TAKE; break; case 1: sprintf(bname,"%s ring", kav); sprintf(bshort,"a %s ring", kav); sprintf(blong,"A %s ring lies here.", kav); obj->wear_flags = ITEM_WEAR_FINGER + ITEM_TAKE; break; case 2: sprintf(bname,"%s necklace", kav); sprintf(bshort,"a %s necklace", kav); sprintf(blong,"A %s necklace lies here.", kav); obj->wear_flags = ITEM_WEAR_NECK + ITEM_TAKE; break; case 3: sprintf(bname,"%s plate", kav); sprintf(bshort,"a suit of %s platemail", kav); sprintf(blong,"A suit of %s platemail lies here.", kav); obj->wear_flags = ITEM_WEAR_BODY + ITEM_TAKE; break; } if (obj->wear_flags == 513 || obj->wear_flags == 8193 || obj->wear_flags == 16385) { obj->item_type = ITEM_WEAPON; obj->value[1] = 10; obj->value[2] = 20; obj->value[3] = number_range(1,12); } else { obj->item_type = ITEM_ARMOR; obj->value[0] = 15; } obj->level = 50; obj->cost = 100000; if (obj->questmaker != NULL) free_string(obj->questmaker); obj->questmaker = str_dup(ch->name); free_string( obj->name ); obj->name = str_dup( bname ); free_string( obj->short_descr ); obj->short_descr = str_dup( bshort ); free_string( obj->description ); obj->description = str_dup( blong ); obj_to_char(obj,ch); 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; }