/***************************************************************************
* ANATOLIA 2.1 is copyright 1996-1997 Serdar BULUT, Ibrahim CANPUNAR *
* ANATOLIA has been brought to you by ANATOLIA consortium *
* Serdar BULUT {Chronos} bulut@rorqual.cc.metu.edu.tr *
* Ibrahim Canpunar {Asena} canpunar@rorqual.cc.metu.edu.tr *
* Murat BICER {KIO} mbicer@rorqual.cc.metu.edu.tr *
* D.Baris ACAR {Powerman} dbacar@rorqual.cc.metu.edu.tr *
* By using this code, you have agreed to follow the terms of the *
* ANATOLIA license, in the file Anatolia/anatolia.licence *
***************************************************************************/
/***************************************************************************
* Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, *
* Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. *
* *
* Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael *
* Chastain, Michael Quan, and Mitchell Tse. *
* *
* In order to use any part of this Merc Diku Mud, you must comply with *
* both the original Diku license in 'license.doc' as well the Merc *
* license in 'license.txt'. In particular, you may not remove either of *
* these copyright notices. *
* *
* Much time and thought has gone into this software and you are *
* benefitting. We hope that you share your changes too. What goes *
* around, comes around. *
***************************************************************************/
/***************************************************************************
* ROM 2.4 is copyright 1993-1995 Russ Taylor *
* ROM has been brought to you by the ROM consortium *
* Russ Taylor (rtaylor@pacinfo.com) *
* Gabrielle Taylor (gtaylor@pacinfo.com) *
* Brian Moore (rom@rom.efn.org) *
* By using this code, you have agreed to follow the terms of the *
* ROM license, in the file Rom24/doc/rom.license *
***************************************************************************/
#if defined(macintosh)
#include <types.h>
#include <time.h>
#else
#include <sys/types.h>
#include <sys/time.h>
#endif
#include <stdio.h>
#include <string.h>
#include <stdlib.h>
#include "merc.h"
/* command procedures needed */
DECLARE_DO_FUN(do_split );
DECLARE_DO_FUN(do_yell );
DECLARE_DO_FUN(do_say );
DECLARE_DO_FUN(do_mount );
/*
* Local functions.
*/
#define CD CHAR_DATA
#define OD OBJ_DATA
DECLARE_SPELL_FUN( spell_enchant_weapon );
bool remove_obj args( (CHAR_DATA *ch, OBJ_DATA *obj, bool fReplace ) );
bool remove_obj_loc args( (CHAR_DATA *ch, int iWear, bool fReplace ) );
void wear_obj args( (CHAR_DATA *ch, OBJ_DATA *obj, bool fReplace ) );
CD * find_keeper args( (CHAR_DATA *ch ) );
int get_cost args( (CHAR_DATA *keeper, OBJ_DATA *obj, bool fBuy ) );
void obj_to_keeper args( (OBJ_DATA *obj, CHAR_DATA *ch ) );
OD * get_obj_keeper args( (CHAR_DATA *ch,CHAR_DATA *keeper,char *argument));
void hold_a_light args( (CHAR_DATA *ch,OBJ_DATA *obj, int iWear) );
void hold_a_shield args( (CHAR_DATA *ch,OBJ_DATA *obj, int iWear) );
void hold_a_thing args( (CHAR_DATA *ch,OBJ_DATA *obj, int iWear) );
void wear_multi args( (CHAR_DATA *ch,OBJ_DATA *obj,int iWear,bool fReplace) );
void wear_a_wield args( (CHAR_DATA *ch,OBJ_DATA *obj, bool fReplace) );
#undef OD
#undef CD
AFFECT_DATA * affect_find(AFFECT_DATA *paf, int sn);
int find_exit( CHAR_DATA *ch, char *arg );
extern char * const dir_name [];
/* RT part of the corpse looting code */
bool can_loot(CHAR_DATA *ch, OBJ_DATA *obj)
{
CHAR_DATA *owner, *wch;
return TRUE;
if (IS_IMMORTAL(ch))
return TRUE;
if (!obj->owner || obj->owner == NULL)
return TRUE;
owner = NULL;
for ( wch = char_list; wch != NULL ; wch = wch->next )
if (!str_cmp(wch->name,obj->owner))
owner = wch;
if (owner == NULL)
return TRUE;
if (!str_cmp(ch->name,owner->name))
return TRUE;
if (!IS_NPC(owner) && IS_SET(owner->act,PLR_CANLOOT))
return TRUE;
if (is_same_group(ch,owner))
return TRUE;
return FALSE;
}
void get_obj( CHAR_DATA *ch, OBJ_DATA *obj, OBJ_DATA *container )
{
/* variables for AUTOSPLIT */
CHAR_DATA *gch;
int members;
char buffer[100];
if ( !CAN_WEAR(obj, ITEM_TAKE) )
{
send_to_char( "You can't take that.\n\r", ch );
return;
}
if (obj->pIndexData->limit != -1)
{
if ( ( IS_OBJ_STAT(obj, ITEM_ANTI_EVIL) && IS_EVIL(ch) )
|| ( IS_OBJ_STAT(obj, ITEM_ANTI_GOOD) && IS_GOOD(ch) )
|| ( IS_OBJ_STAT(obj, ITEM_ANTI_NEUTRAL) && IS_NEUTRAL(ch) ) )
{
act( "You are zapped by $p and drop it.", ch, obj, NULL, TO_CHAR );
act( "$n is zapped by $p and drops it.", ch, obj, NULL, TO_ROOM );
return;
}
}
if ( ch->carry_number + get_obj_number( obj ) > can_carry_n( ch ) )
{
act( "$d: you can't carry that many items.",
ch, NULL, obj->name, TO_CHAR );
return;
}
if ( get_carry_weight(ch) + get_obj_weight( obj ) > can_carry_w( ch ) )
{
act( "$d: you can't carry that much weight.",
ch, NULL, obj->name, TO_CHAR );
return;
}
if (obj->in_room != NULL)
{
for (gch = obj->in_room->people; gch != NULL; gch = gch->next_in_room)
if (gch->on == obj)
{
act("$N appears to be using $p.",
ch,obj,gch,TO_CHAR);
return;
}
}
if ( container != NULL )
{
if (container->pIndexData->vnum == OBJ_VNUM_INVADER_SKULL
|| container->pIndexData->vnum == OBJ_VNUM_RULER_STAND
|| container->pIndexData->vnum == OBJ_VNUM_BATTLE_THRONE
|| container->pIndexData->vnum == OBJ_VNUM_CHAOS_ALTAR
|| container->pIndexData->vnum == OBJ_VNUM_SHALAFI_ALTAR
|| container->pIndexData->vnum == OBJ_VNUM_KNIGHT_ALTAR
|| container->pIndexData->vnum == OBJ_VNUM_LIONS_ALTAR
|| container->pIndexData->vnum == OBJ_VNUM_HUNTER_ALTAR)
{
DESCRIPTOR_DATA *d;
act( "You get $p from $P.", ch, obj, container, TO_CHAR );
if (!IS_AFFECTED(ch,AFF_SNEAK))
act( "$n gets $p from $P.", ch, obj, container, TO_ROOM );
obj_from_obj( obj );
act("$p fades to black, then dissapears!", ch,container,NULL,TO_ROOM);
act("$p fades to black, then dissapears!", ch,container,NULL,TO_CHAR);
extract_obj(container);
obj_to_char(obj, ch);
for ( d = descriptor_list; d; d = d->next )
{
if ( d->connected == CON_PLAYING && d->character != NULL &&
cabal_table[d->character->cabal].obj_ptr == obj)
act_color("$CYou feel a shudder in your Cabal Power!$c",
d->character,NULL,NULL,TO_CHAR,POS_DEAD,CLR_GREEN);
}
if (IS_SET(obj->progtypes,OPROG_GET))
(obj->pIndexData->oprogs->get_prog) (obj,ch);
return;
}
if (container->pIndexData->vnum == OBJ_VNUM_PIT
&& !CAN_WEAR(container, ITEM_TAKE)
&& !IS_OBJ_STAT(obj,ITEM_HAD_TIMER))
obj->timer = 0;
act( "You get $p from $P.", ch, obj, container, TO_CHAR );
if (!IS_AFFECTED(ch,AFF_SNEAK))
act( "$n gets $p from $P.", ch, obj, container, TO_ROOM );
REMOVE_BIT(obj->extra_flags,ITEM_HAD_TIMER);
obj_from_obj( obj );
}
else
{
act( "You get $p.", ch, obj, container, TO_CHAR );
if (!IS_AFFECTED(ch,AFF_SNEAK))
act( "$n gets $p.", ch, obj, container, TO_ROOM );
obj_from_room( obj );
}
if ( obj->item_type == ITEM_MONEY)
{
ch->silver += obj->value[0];
ch->gold += obj->value[1];
if (IS_SET(ch->act,PLR_AUTOSPLIT))
{ /* AUTOSPLIT code */
members = 0;
for (gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room )
{
if (!IS_AFFECTED(gch,AFF_CHARM) && is_same_group( gch, ch ) )
members++;
}
if ( members > 1 && (obj->value[0] > 1 || obj->value[1]))
{
sprintf(buffer,"%d %d",obj->value[0],obj->value[1]);
do_split(ch,buffer);
}
}
extract_obj( obj );
}
else
{
obj_to_char( obj, ch );
if (IS_SET(obj->progtypes,OPROG_GET))
(obj->pIndexData->oprogs->get_prog) (obj,ch);
}
return;
}
void do_get( CHAR_DATA *ch, char *argument )
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
OBJ_DATA *obj_next;
OBJ_DATA *container;
bool found;
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if (!str_cmp(arg2,"from"))
argument = one_argument(argument,arg2);
/* Get type. */
if ( arg1[0] == '\0' )
{
send_to_char( "Get what?\n\r", ch );
return;
}
if ( is_number( arg1 ) )
{
int amount, weight, gold = 0, silver = 0;
amount = atoi( arg1 );
if ( amount <= 0
|| ( str_cmp( arg2, "coins" ) && str_cmp( arg2, "coin" ) &&
str_cmp( arg2, "gold" ) && str_cmp( arg2, "silver") ) )
{
send_to_char( "Usage: <get> <number> <silver|gold|coin|coins>\n\r", ch );
return;
}
if ( !str_cmp( arg2, "gold") )
weight = amount * 2 / 5;
else weight = amount / 10;
if ( get_carry_weight(ch) + weight > can_carry_w( ch ) )
{
act( "You can't carry that much weight.",ch, NULL, NULL, TO_CHAR );
return;
}
for ( obj = ch->in_room->contents; obj != NULL; obj = obj_next )
{
obj_next = obj->next_content;
switch ( obj->pIndexData->vnum )
{
case OBJ_VNUM_SILVER_ONE:
silver += 1;
break;
case OBJ_VNUM_GOLD_ONE:
gold += 1;
break;
case OBJ_VNUM_SILVER_SOME:
silver += obj->value[0];
break;
case OBJ_VNUM_GOLD_SOME:
gold += obj->value[1];
break;
case OBJ_VNUM_COINS:
silver += obj->value[0];
gold += obj->value[1];
break;
}
}
if ( (!str_cmp( arg2, "gold") && amount > gold )
|| (str_cmp( arg2, "gold") && amount > silver ) )
{
send_to_char("There's not that much coins there.\n\r", ch);
return;
}
if ( !str_cmp( arg2, "gold") )
{ gold = amount; silver = 0; }
else { silver = amount; gold = 0; }
for ( obj = ch->in_room->contents; obj != NULL; obj = obj_next )
{
obj_next = obj->next_content;
switch ( obj->pIndexData->vnum )
{
case OBJ_VNUM_SILVER_ONE:
if (silver) { silver -= 1; extract_obj(obj); }
break;
case OBJ_VNUM_GOLD_ONE:
if (gold) { gold -= 1; extract_obj( obj ); }
break;
case OBJ_VNUM_SILVER_SOME:
if (silver) {
if (silver >= obj->value[0])
{ silver -= obj->value[0]; extract_obj(obj); }
else { obj->value[0] -= silver; silver = 0;}
}
break;
case OBJ_VNUM_GOLD_SOME:
if (gold) {
if (gold >= obj->value[1])
{ gold -= obj->value[1]; extract_obj(obj); }
else { obj->value[1] -= gold; gold = 0;}
}
break;
case OBJ_VNUM_COINS:
if (silver) {
if (silver >= obj->value[0]) {
silver -= obj->value[0];
gold = obj->value[1];
extract_obj(obj);
obj = create_money( gold, 0 );
obj_to_room( obj, ch->in_room );
gold = 0;
}
else { obj->value[0] -= silver; silver = 0;}
}
if (gold) {
if (gold >= obj->value[1]) {
gold -= obj->value[1];
silver = obj->value[0];
extract_obj(obj);
obj = create_money( 0, silver );
obj_to_room( obj, ch->in_room );
silver = 0;
}
else { obj->value[1] -= gold; gold = 0;}
}
break;
}
if (!silver && !gold) break;
}
/* restore the amount */
if ( !str_cmp( arg2, "gold") )
{ gold = amount; silver = 0; }
else { silver = amount; gold = 0; }
if ( silver ) ch->silver += amount;
else ch->gold += amount;
act( "You get some money from the floor.", ch, NULL, NULL, TO_CHAR );
if (!IS_AFFECTED(ch,AFF_SNEAK))
act( "$n gets some money from the floor.", ch, NULL, NULL, TO_ROOM );
if (IS_SET(ch->act,PLR_AUTOSPLIT))
{ /* AUTOSPLIT code */
int members = 0;
CHAR_DATA *gch;
char buffer[MAX_INPUT_LENGTH];
for (gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room )
{
if (!IS_AFFECTED(gch,AFF_CHARM) && is_same_group( gch, ch ) )
members++;
}
if ( members > 1 && (amount > 1) )
{
sprintf(buffer,"%d %d",silver, gold);
do_split(ch,buffer);
}
}
return;
}
if ( arg2[0] == '\0' )
{
if ( str_cmp( arg1, "all" ) && str_prefix( "all.", arg1 ) )
{
/* 'get obj' */
obj = get_obj_list( ch, arg1, ch->in_room->contents );
if ( obj == NULL )
{
act( "I see no $T here.", ch, NULL, arg1, TO_CHAR );
return;
}
get_obj( ch, obj, NULL );
}
else
{
/* 'get all' or 'get all.obj' */
found = FALSE;
for ( obj = ch->in_room->contents; obj != NULL; obj = obj_next )
{
obj_next = obj->next_content;
if ( ( arg1[3] == '\0' || is_name( &arg1[4], obj->name ) )
&& can_see_obj( ch, obj ) )
{
found = TRUE;
get_obj( ch, obj, NULL );
}
}
if ( !found )
{
if ( arg1[3] == '\0' )
send_to_char( "I see nothing here.\n\r", ch );
else
act( "I see no $T here.", ch, NULL, &arg1[4], TO_CHAR );
}
}
}
else
{
/* 'get ... container' */
if ( !str_cmp( arg2, "all" ) || !str_prefix( "all.", arg2 ) )
{
send_to_char( "You can't do that.\n\r", ch );
return;
}
if ( ( container = get_obj_here( ch, arg2 ) ) == NULL )
{
act( "I see no $T here.", ch, NULL, arg2, TO_CHAR );
return;
}
switch ( container->item_type )
{
default:
send_to_char( "That's not a container.\n\r", ch );
return;
case ITEM_CONTAINER:
case ITEM_CORPSE_NPC:
break;
case ITEM_CORPSE_PC:
{
if (!can_loot(ch,container))
{
send_to_char( "You can't do that.\n\r", ch );
return;
}
}
}
if ( IS_SET(container->value[1], CONT_CLOSED) )
{
act( "The $d is closed.", ch, NULL, container->name, TO_CHAR );
return;
}
if ( str_cmp( arg1, "all" ) && str_prefix( "all.", arg1 ) )
{
/* 'get obj container' */
obj = get_obj_list( ch, arg1, container->contains );
if ( obj == NULL )
{
act( "I see nothing like that in the $T.",
ch, NULL, arg2, TO_CHAR );
return;
}
get_obj( ch, obj, container );
}
else
{
/* 'get all container' or 'get all.obj container' */
found = FALSE;
for ( obj = container->contains; obj != NULL; obj = obj_next )
{
obj_next = obj->next_content;
if ( ( arg1[3] == '\0' || is_name( &arg1[4], obj->name ) )
&& can_see_obj( ch, obj ) )
{
found = TRUE;
if (container->pIndexData->vnum == OBJ_VNUM_PIT
&& !IS_IMMORTAL(ch))
{
send_to_char("Don't be so greedy!\n\r",ch);
return;
}
get_obj( ch, obj, container );
}
}
if ( !found )
{
if ( arg1[3] == '\0' )
act( "I see nothing in the $T.",
ch, NULL, arg2, TO_CHAR );
else
act( "I see nothing like that in the $T.",
ch, NULL, arg2, TO_CHAR );
}
}
}
return;
}
void do_put( CHAR_DATA *ch, char *argument )
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
OBJ_DATA *container;
OBJ_DATA *obj;
OBJ_DATA *obj_next;
OBJ_DATA *objc;
int pcount;
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if (!str_cmp(arg2,"in") || !str_cmp(arg2,"on"))
argument = one_argument(argument,arg2);
if ( arg1[0] == '\0' || arg2[0] == '\0' )
{
send_to_char( "Put what in what?\n\r", ch );
return;
}
if ( !str_cmp( arg2, "all" ) || !str_prefix( "all.", arg2 ) )
{
send_to_char( "You can't do that.\n\r", ch );
return;
}
if ( ( container = get_obj_here( ch, arg2 ) ) == NULL )
{
act( "I see no $T here.", ch, NULL, arg2, TO_CHAR );
return;
}
if ( container->item_type != ITEM_CONTAINER )
{
send_to_char( "That's not a container.\n\r", ch );
return;
}
if ( IS_SET(container->value[1], CONT_CLOSED) )
{
act( "The $d is closed.", ch, NULL, container->name, TO_CHAR );
return;
}
if ( str_cmp( arg1, "all" ) && str_prefix( "all.", arg1 ) )
{
/* 'put obj container' */
if ( ( obj = get_obj_carry( ch, arg1 ) ) == NULL )
{
send_to_char( "You do not have that item.\n\r", ch );
return;
}
if ( obj == container )
{
send_to_char( "You can't fold it into itself.\n\r", ch );
return;
}
if ( !can_drop_obj( ch, obj ) )
{
send_to_char( "You can't let go of it.\n\r", ch );
return;
}
if (WEIGHT_MULT(obj) != 100)
{
send_to_char("You have a feeling that would be a bad idea.\n\r",ch);
return;
}
if ( obj->pIndexData->limit != -1
&& !IS_SET(container->value[1], CONT_ST_LIMITED) )
{
act( "This unworthy container won't hold $p.", ch,obj,NULL,TO_CHAR);
return;
}
/*
if ( IS_SET(container->value[1],CONT_FOR_ARROW)
&& (obj->item_type != ITEM_WEAPON
|| obj->value[0] != WEAPON_ARROW ) )
{
act("You can only put arrows in $p.",ch,container,NULL,TO_CHAR);
return;
}
*/
if (get_obj_weight( obj ) + get_true_weight( container )
> (container->value[0] * 10)
|| get_obj_weight(obj) > (container->value[3] * 10))
{
send_to_char( "It won't fit.\n\r", ch );
return;
}
if ( obj->item_type == ITEM_POTION &&
IS_SET(container->wear_flags, ITEM_TAKE) )
{
pcount = 0;
for(objc=container->contains; objc!=NULL ; objc=objc->next_content)
if (objc->item_type == ITEM_POTION) pcount++;
if ( pcount>15 )
{
act("It's not safe to put more potions into $p.",ch,container,NULL, TO_CHAR);
return;
}
}
pcount = 0;
for(objc=container->contains; objc!=NULL ; objc=objc->next_content)
pcount++;
if ( pcount>container->value[0] )
{
act("It's not safe to put that much item into $p.",ch,container,NULL, TO_CHAR);
return;
}
if (container->pIndexData->vnum == OBJ_VNUM_PIT
&& !CAN_WEAR(container,ITEM_TAKE))
if (obj->timer)
SET_BIT(obj->extra_flags,ITEM_HAD_TIMER);
else
obj->timer = number_range(100,200);
obj_from_char( obj );
obj_to_obj( obj, container );
if (IS_SET(container->value[1],CONT_PUT_ON))
{
act("$n puts $p on $P.",ch,obj,container, TO_ROOM);
act("You put $p on $P.",ch,obj,container, TO_CHAR);
}
else
{
act( "$n puts $p in $P.", ch, obj, container, TO_ROOM );
act( "You put $p in $P.", ch, obj, container, TO_CHAR );
}
}
else
{
pcount = 0;
for(objc=container->contains; objc!=NULL ; objc=objc->next_content)
pcount++;
/* 'put all container' or 'put all.obj container' */
for ( obj = ch->carrying; obj != NULL; obj = obj_next )
{
obj_next = obj->next_content;
if ( ( arg1[3] == '\0' || is_name( &arg1[4], obj->name ) )
&& can_see_obj( ch, obj )
&& WEIGHT_MULT(obj) == 100
&& obj->wear_loc == WEAR_NONE
&& obj != container
&& can_drop_obj( ch, obj )
&& get_obj_weight( obj ) + get_true_weight( container )
<= (container->value[0] * 10)
&& get_obj_weight(obj) < (container->value[3] * 10))
{
if (container->pIndexData->vnum == OBJ_VNUM_PIT
&& !CAN_WEAR(obj, ITEM_TAKE) )
if (obj->timer)
SET_BIT(obj->extra_flags,ITEM_HAD_TIMER);
else
obj->timer = number_range(100,200);
if ( obj->pIndexData->limit != -1 )
{
act( "This unworthy container won't hold $p.", ch,obj,NULL,TO_CHAR);
continue;
}
if ( obj->item_type == ITEM_POTION &&
IS_SET(container->wear_flags, ITEM_TAKE) )
{
pcount = 0;
for(objc=container->contains; objc!=NULL ; objc=objc->next_content)
if (objc->item_type == ITEM_POTION) pcount++;
if ( pcount>15 )
{
act("It's not safe to put more potions into $p.",ch,container,NULL, TO_CHAR);
continue;
}
}
pcount++;
if ( pcount>container->value[0] )
{
act("It's not safe to put that much item into $p.",ch,container,NULL, TO_CHAR);
return;
}
obj_from_char( obj );
obj_to_obj( obj, container );
if (IS_SET(container->value[1],CONT_PUT_ON))
{
act("$n puts $p on $P.",ch,obj,container, TO_ROOM);
act("You put $p on $P.",ch,obj,container, TO_CHAR);
}
else
{
act( "$n puts $p in $P.", ch, obj, container, TO_ROOM );
act( "You put $p in $P.", ch, obj, container, TO_CHAR );
}
}
}
}
return;
}
void do_drop( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
OBJ_DATA *obj_next;
bool found;
argument = one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Drop what?\n\r", ch );
return;
}
if ( is_number( arg ) )
{
/* 'drop NNNN coins' */
int amount, gold = 0, silver = 0;
amount = atoi(arg);
argument = one_argument( argument, arg );
if ( amount <= 0
|| ( str_cmp( arg, "coins" ) && str_cmp( arg, "coin" ) &&
str_cmp( arg, "gold" ) && str_cmp( arg, "silver") ) )
{
send_to_char( "Sorry, you can't do that.\n\r", ch );
return;
}
if ( !str_cmp( arg, "coins") || !str_cmp(arg,"coin")
|| !str_cmp( arg, "silver"))
{
if (ch->silver < amount)
{
send_to_char("You don't have that much silver.\n\r",ch);
return;
}
ch->silver -= amount;
silver = amount;
}
else
{
if (ch->gold < amount)
{
send_to_char("You don't have that much gold.\n\r",ch);
return;
}
ch->gold -= amount;
gold = amount;
}
for ( obj = ch->in_room->contents; obj != NULL; obj = obj_next )
{
obj_next = obj->next_content;
switch ( obj->pIndexData->vnum )
{
case OBJ_VNUM_SILVER_ONE:
silver += 1;
extract_obj(obj);
break;
case OBJ_VNUM_GOLD_ONE:
gold += 1;
extract_obj( obj );
break;
case OBJ_VNUM_SILVER_SOME:
silver += obj->value[0];
extract_obj(obj);
break;
case OBJ_VNUM_GOLD_SOME:
gold += obj->value[1];
extract_obj( obj );
break;
case OBJ_VNUM_COINS:
silver += obj->value[0];
gold += obj->value[1];
extract_obj(obj);
break;
}
}
obj = create_money( gold, silver );
obj_to_room( obj, ch->in_room );
if ( !IS_AFFECTED(ch, AFF_SNEAK) )
act( "$n drops some coins.", ch, NULL, NULL, TO_ROOM );
send_to_char( "OK.\n\r", ch );
if ( IS_WATER( ch->in_room ) ) {
extract_obj( obj );
if ( !IS_AFFECTED(ch, AFF_SNEAK) )
act("The coins sink down, and disapear in the water.", ch, NULL, NULL, TO_ROOM );
act("The coins sink down, and disapear in the water.", ch, NULL, NULL, TO_CHAR );
}
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 );
if ( !IS_AFFECTED(ch, AFF_SNEAK) )
act( "$n drops $p.", ch, obj, NULL, TO_ROOM );
act( "You drop $p.", ch, obj, NULL, TO_CHAR );
if ( obj->pIndexData->vnum == OBJ_VNUM_POTION_VIAL &&
number_percent( ) < 40 )
if ( !IS_SET(ch->in_room->sector_type, SECT_FOREST) &&
!IS_SET(ch->in_room->sector_type, SECT_DESERT) &&
!IS_SET(ch->in_room->sector_type, SECT_AIR) &&
!IS_WATER(ch->in_room) )
{
act( "$p cracks and shaters into tiny pieces.", ch, obj, NULL,TO_ROOM );
act( "$p cracks and shaters into tiny pieces.", ch, obj, NULL,TO_CHAR );
extract_obj( obj );
return;
}
if (IS_SET(obj->progtypes,OPROG_DROP))
(obj->pIndexData->oprogs->drop_prog) (obj,ch);
if ( !may_float(obj) && cant_float(obj) && IS_WATER( ch->in_room ))
{
if ( !IS_AFFECTED(ch, AFF_SNEAK) )
act( "$p sinks down the water.", ch, obj, NULL, TO_ROOM);
act( "$p sinks down the water.", ch, obj, NULL, TO_CHAR);
extract_obj( obj );
}
else if (IS_OBJ_STAT(obj,ITEM_MELT_DROP) )
{
if ( !IS_AFFECTED(ch, AFF_SNEAK) )
act("$p dissolves into smoke.",ch,obj,NULL,TO_ROOM);
act("$p dissolves into smoke.",ch,obj,NULL,TO_CHAR);
extract_obj(obj);
}
}
else
{
/* 'drop all' or 'drop all.obj' */
found = FALSE;
for ( obj = ch->carrying; obj != NULL; obj = obj_next )
{
obj_next = obj->next_content;
if ( ( arg[3] == '\0' || is_name( &arg[4], obj->name ) )
&& can_see_obj( ch, obj )
&& obj->wear_loc == WEAR_NONE
&& can_drop_obj( ch, obj ) )
{
found = TRUE;
obj_from_char( obj );
obj_to_room( obj, ch->in_room );
if ( !IS_AFFECTED(ch, AFF_SNEAK) )
act( "$n drops $p.", ch, obj, NULL, TO_ROOM );
act( "You drop $p.", ch, obj, NULL, TO_CHAR );
if ( obj->pIndexData->vnum == OBJ_VNUM_POTION_VIAL &&
number_percent( ) < 70 )
if ( !IS_SET(ch->in_room->sector_type, SECT_FOREST) &&
!IS_SET(ch->in_room->sector_type, SECT_DESERT) &&
!IS_SET(ch->in_room->sector_type, SECT_AIR) &&
!IS_WATER(ch->in_room) )
{
if ( !IS_AFFECTED(ch, AFF_SNEAK) )
act( "$p cracks and shaters into tiny pieces.", ch, obj, NULL,TO_ROOM );
act( "$p cracks and shaters into tiny pieces.", ch, obj, NULL,TO_CHAR );
extract_obj( obj );
continue;
}
if (IS_SET(obj->progtypes,OPROG_DROP))
(obj->pIndexData->oprogs->drop_prog) (obj,ch);
if ( !may_float(obj) && cant_float(obj) && IS_WATER(ch->in_room) )
{
if ( !IS_AFFECTED(ch, AFF_SNEAK) )
act( "$p sinks down the water.", ch, obj, NULL, TO_ROOM);
act( "$p sinks down the water.", ch, obj, NULL, TO_CHAR);
extract_obj( obj );
}
else if (IS_OBJ_STAT(obj,ITEM_MELT_DROP))
{
if ( !IS_AFFECTED(ch, AFF_SNEAK) )
act("$p dissolves into smoke.",ch,obj,NULL,TO_ROOM);
act("$p dissolves into smoke.",ch,obj,NULL,TO_CHAR);
extract_obj(obj);
}
}
}
if ( !found )
{
if ( arg[3] == '\0' )
act( "You are not carrying anything.",
ch, NULL, arg, TO_CHAR );
else
act( "You are not carrying any $T.",
ch, NULL, &arg[4], TO_CHAR );
}
}
return;
}
void do_drag( CHAR_DATA *ch, char *argument )
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
CHAR_DATA *gch;
OBJ_DATA *obj;
EXIT_DATA *pexit;
ROOM_INDEX_DATA *was_in_room;
int direction;
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
/* Get type. */
if ( arg1[0] == '\0' || arg2[0] == '\0')
{
send_to_char( "Drag what to which direction?\n\r", ch );
return;
}
if ( !str_cmp( arg1, "all" ) || !str_prefix( "all.", arg1 ) )
{
send_to_char( "You can't do that.\n\r", ch );
return;
}
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 ( !CAN_WEAR(obj, ITEM_TAKE) )
{
send_to_char( "You can't take that.\n\r", ch );
return;
}
if (obj->pIndexData->limit != -1)
{
if ( ( IS_OBJ_STAT(obj, ITEM_ANTI_EVIL) && IS_EVIL(ch) )
|| ( IS_OBJ_STAT(obj, ITEM_ANTI_GOOD) && IS_GOOD(ch) )
|| ( IS_OBJ_STAT(obj, ITEM_ANTI_NEUTRAL) && IS_NEUTRAL(ch) ) )
{
act( "You are zapped by $p and drop it.", ch, obj, NULL, TO_CHAR );
act( "$n is zapped by $p and drops it.", ch, obj, NULL, TO_ROOM );
return;
}
}
if (obj->in_room != NULL)
{
for (gch = obj->in_room->people; gch != NULL; gch = gch->next_in_room)
if (gch->on == obj)
{
act("$N appears to be using $p.", ch,obj,gch,TO_CHAR);
return;
}
}
if ( (get_carry_weight(ch)+get_obj_weight(obj)) > (2*can_carry_w(ch)) )
{
act( "$d: you can't drag that much weight.",
ch, NULL, obj->name, TO_CHAR );
return;
}
if ( get_eq_char(ch, WEAR_LEFT) != NULL
|| get_eq_char(ch, WEAR_RIGHT) != NULL
|| get_eq_char(ch, WEAR_BOTH) != NULL)
{
send_to_char( "You need your both hands free.\n\r",ch);
return;
}
if ( (direction = find_exit( ch, arg2 )) < 0)
return;
if ( ( pexit = ch->in_room->exit[direction] ) == NULL
|| pexit->u1.to_room == NULL
|| !can_see_room(ch,pexit->u1.to_room))
{
send_to_char( "Alas, you cannot go that way.\n\r", ch );
return;
}
sprintf(buf,"You grab $p to drag towards %s.", dir_name[direction] );
act( buf, ch, obj, NULL, TO_CHAR );
if (!IS_AFFECTED(ch,AFF_SNEAK))
{
sprintf(buf,"$n grabs $p to drag towards %s.", dir_name[direction] );
act( buf, ch, obj, NULL, TO_ROOM );
}
obj_from_room( obj );
obj_to_char( obj, ch );
if (IS_SET(obj->progtypes,OPROG_GET))
(obj->pIndexData->oprogs->get_prog) (obj,ch);
if (obj->carried_by != ch) return;
was_in_room = ch->in_room;
move_char(ch, direction, FALSE);
if ( was_in_room == ch->in_room )
send_to_char( "You cannot drag that way.\n\r", ch );
else
{
if ( !IS_AFFECTED(ch, AFF_SNEAK) )
act( "$n drops $p.", ch, obj, NULL, TO_ROOM );
act( "You drop $p.", ch, obj, NULL, TO_CHAR );
WAIT_STATE( ch,2 * PULSE_VIOLENCE );
}
obj_from_char( obj );
obj_to_room( obj, ch->in_room );
return;
}
void do_give( CHAR_DATA *ch, char *argument )
{
char arg1 [MAX_INPUT_LENGTH];
char arg2 [MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
char buf2[MAX_STRING_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *obj;
argument = one_argument( argument, arg1 );
sprintf(buf2,"%s",argument);
argument = one_argument( argument, arg2 );
if ( arg1[0] == '\0' || arg2[0] == '\0' )
{
send_to_char( "Give what to whom?\n\r", ch );
return;
}
if ( is_number( arg1 ) )
{
/* 'give NNNN coins victim' */
int amount;
bool silver;
int weight;
amount = atoi(arg1);
if ( amount <= 0
|| ( str_cmp( arg2, "coins" ) && str_cmp( arg2, "coin" ) &&
str_cmp( arg2, "gold" ) && str_cmp( arg2, "silver")) )
{
send_to_char( "Sorry, you can't do that.\n\r", ch );
return;
}
silver = str_cmp(arg2,"gold");
argument = one_argument( argument, arg2 );
if ( arg2[0] == '\0' )
{
send_to_char( "Give what to whom?\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, arg2 ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( (!silver && ch->gold < amount) || (silver && ch->silver < amount) )
{
send_to_char( "You haven't got that much.\n\r", ch );
return;
}
if ( !silver )
weight = amount * 2 / 5;
else weight = amount / 10;
if ( !IS_NPC(victim)
&& get_carry_weight(victim) + weight > can_carry_w(victim) )
{
act( "$N can't carry that much weight.", ch,NULL,victim, TO_CHAR);
return;
}
if (silver)
{
ch->silver -= amount;
victim->silver += amount;
}
else
{
ch->gold -= amount;
victim->gold += amount;
}
sprintf(buf,"$n gives you %d %s.",amount, silver ? "silver" : "gold");
act( buf, ch, NULL, victim, TO_VICT );
act( "$n gives $N some coins.", ch, NULL, victim, TO_NOTVICT );
sprintf(buf,"You give $N %d %s.",amount, silver ? "silver" : "gold");
act( buf, ch, NULL, victim, TO_CHAR );
if (IS_SET(victim->progtypes,MPROG_BRIBE))
(victim->pIndexData->mprogs->bribe_prog) (victim,ch,amount);
if (IS_NPC(victim) && IS_SET(victim->act,ACT_IS_CHANGER))
{
int change;
change = (silver ? 95 * amount / 100 / 100
: 95 * amount);
if ( silver )
weight = change * 2 / 5;
else weight = change / 10;
if ( !silver )
weight -= amount * 2 / 5;
else weight -= amount / 10;
if (!IS_NPC(ch)
&& get_carry_weight(ch) + weight > can_carry_w(ch) )
{
act("You can't carry that much weight.", ch,NULL,NULL,TO_CHAR);
return;
}
if (!silver && change > victim->silver)
victim->silver += change;
if (silver && change > victim->gold)
victim->gold += change;
if (change < 1 && can_see(victim,ch))
{
act(
"$n tells you 'I'm sorry, you did not give me enough to change.'"
,victim,NULL,ch,TO_VICT);
ch->reply = victim;
sprintf(buf,"%d %s %s",
amount, silver ? "silver" : "gold",ch->name);
do_give(victim,buf);
}
else if (can_see(victim,ch))
{
sprintf(buf,"%d %s %s",
change, silver ? "gold" : "silver",ch->name);
do_give(victim,buf);
if (silver)
{
sprintf(buf,"%d silver %s",
(95 * amount / 100 - change * 100),ch->name);
do_give(victim,buf);
}
act("$n tells you 'Thank you, come again.'",
victim,NULL,ch,TO_VICT);
ch->reply = victim;
}
}
return;
}
if ( ( obj = get_obj_carry( ch, arg1 ) ) == NULL )
{
send_to_char( "You do not have that item.\n\r", ch );
return;
}
if ( obj->wear_loc != WEAR_NONE )
{
send_to_char( "You must remove it first.\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, arg2 ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( (IS_NPC(victim) && victim->pIndexData->pShop != NULL ) &&
!IS_SET(victim->progtypes, MPROG_GIVE) )
{
act("$N tells you 'Sorry, you'll have to sell that.'",
ch,NULL,victim,TO_CHAR);
ch->reply = victim;
return;
}
if ( !can_drop_obj( ch, obj ) )
{
send_to_char( "You can't let go of it.\n\r", ch );
return;
}
if ( victim->carry_number + get_obj_number( obj ) > can_carry_n( victim ) )
{
act( "$N has $S hands full.", ch, NULL, victim, TO_CHAR );
return;
}
if (get_carry_weight(victim) + get_obj_weight(obj) > can_carry_w( victim ) )
{
act( "$N can't carry that much weight.", ch, NULL, victim, TO_CHAR );
return;
}
if ( !can_see_obj( victim, obj ) )
{
act( "$N can't see it.", ch, NULL, victim, TO_CHAR );
return;
}
if (obj->pIndexData->limit != -1)
{
if ( ( IS_OBJ_STAT(obj, ITEM_ANTI_EVIL) && IS_EVIL(victim) )
|| ( IS_OBJ_STAT(obj, ITEM_ANTI_GOOD) && IS_GOOD(victim) )
|| ( IS_OBJ_STAT(obj, ITEM_ANTI_NEUTRAL) && IS_NEUTRAL(victim) ) )
{
send_to_char( "Your victim's alignment doesn't match with the objects align.", ch );
return;
}
}
obj_from_char( obj );
obj_to_char( obj, victim );
act( "$n gives $p to $N.", ch, obj, victim, TO_NOTVICT );
act( "$n gives you $p.", ch, obj, victim, TO_VICT );
act( "You give $p to $N.", ch, obj, victim, TO_CHAR );
if (IS_SET(obj->progtypes,OPROG_GIVE))
(obj->pIndexData->oprogs->give_prog) (obj,ch,victim);
if (IS_SET(obj->progtypes,OPROG_GET))
(obj->pIndexData->oprogs->get_prog) (obj,victim);
if (IS_SET(victim->progtypes,MPROG_GIVE))
(victim->pIndexData->mprogs->give_prog) (victim,ch,obj);
return;
}
void do_bury( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
char buf[MAX_INPUT_LENGTH];
char *bufp;
OBJ_DATA *obj, *shovel, *stone;
int move;
one_argument( argument, arg );
if ( !IS_IMMORTAL(ch) && ch->iclass != CLASS_CLERIC )
{
send_to_char( "You are not a cleric!\n\r", ch );
return;
}
if ( arg[0] == '\0' )
{
send_to_char( "Bury whose corpse?\n\r", ch );
return;
}
if ( (shovel = get_weapon_char(ch, WEAPON_MACE)) == NULL
|| !is_name("shovel",shovel->name) )
{
send_to_char( "You don't have shovel do dig!\n\r", ch );
return;
}
obj = get_obj_list( ch, arg, ch->in_room->contents );
if ( obj == NULL )
{
act( "I see no $T here.", ch, NULL, arg, TO_CHAR );
return;
}
if (obj->item_type != ITEM_CORPSE_PC && obj->item_type != ITEM_CORPSE_NPC)
{
send_to_char("Why do you want to bury that?\n\r",ch);
return;
}
switch( ch->in_room->sector_type )
{
case SECT_CITY:
case SECT_INSIDE:
send_to_char( "The floor is too hard to dig through.\n\r", ch );
return;
case SECT_WATER_SWIM:
case SECT_WATER_NOSWIM:
send_to_char( "You cannot bury something here.\n\r", ch );
return;
case SECT_AIR:
send_to_char( "What? In the air?!\n\r", ch );
return;
}
move = (int) ((obj->weight * 5) / get_curr_stat(ch, STAT_STR) );
move = URANGE( 2, move, 1000 );
if ( move > ch->move )
{
send_to_char( "You don't have enough energy to bury something of that size.\n\r", ch );
return;
}
ch->move -= move;
act( "You solemnly bury $p...", ch, obj, NULL, TO_CHAR );
act( "$n solemnly buries $p...", ch, obj, NULL, TO_ROOM );
SET_BIT( obj->extra_flags, ITEM_BURIED );
WAIT_STATE( ch, 4 * PULSE_VIOLENCE );
obj->timer = -1;
buf[0] = '\0';
bufp = obj->short_descr;
while ( bufp[0] != '\0' )
{
bufp = one_argument(bufp, arg);
if (!(!str_cmp(arg,"The") || !str_cmp(arg,"undead")
|| !str_cmp(arg,"body") || !str_cmp(arg,"corpse")
|| !str_cmp(arg,"of") ))
{
if (buf[0] == '\0') strcat(buf,arg);
else {
strcat(buf," ");
strcat(buf,arg);
}
}
}
sprintf(arg, "%s", buf);
stone = create_object( get_obj_index(OBJ_VNUM_GRAVE_STONE), ch->level);
sprintf(buf, stone->description, arg);
free_string( stone->description );
stone->description = str_dup( buf );
sprintf(buf, stone->short_descr, arg);
free_string( stone->short_descr );
stone->short_descr = str_dup( buf );
obj_to_room(stone, ch->in_room );
/*
* a little trick here... :)
* although grave stone is not a container....
* protects corpse from area affect attacks.
* but what about earthquake
*/
obj_from_room( obj );
obj_to_obj( obj, stone );
return;
}
void do_dig( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj, *shovel, *corpse;
int move;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Dig which grave?\n\r", ch );
return;
}
if ( (shovel = get_weapon_char(ch, WEAPON_MACE)) == NULL
|| !is_name("shovel",shovel->name) )
{
send_to_char( "You don't have shovel do dig!\n\r", ch );
return;
}
obj = get_obj_list( ch, arg, ch->in_room->contents );
if ( obj == NULL )
{
act( "I see no $T here.", ch, NULL, arg, TO_CHAR );
return;
}
if (obj->pIndexData->vnum != OBJ_VNUM_GRAVE_STONE)
{
send_to_char("I don't think that it is a grave.\n\r",ch);
return;
}
move = (int) ((obj->weight * 5) / get_curr_stat(ch, STAT_STR) );
move = URANGE( 2, move, 1000 );
if ( move > ch->move )
{
send_to_char( "You don't have enough energy to dig something of that size.\n\r", ch );
return;
}
ch->move -= move;
act( "You start digging $p...", ch, obj, NULL, TO_CHAR );
act( "$n starts diggin $p...", ch, obj, NULL, TO_ROOM );
WAIT_STATE( ch, 4 * PULSE_VIOLENCE );
if ( (corpse = obj->contains) == NULL)
{
act("Digging reveals nothing.\n\r",ch, NULL, NULL, TO_ALL );
return;
}
REMOVE_BIT( corpse->extra_flags, ITEM_BURIED );
obj_from_obj( corpse );
obj_to_room( corpse, ch->in_room );
extract_obj( obj );
corpse->timer = number_range( 25, 40 );
act("Digging reveals $p.\n\r",ch, corpse, NULL, TO_ALL );
return;
}
/* for poisoning weapons and food/drink */
void do_envenom(CHAR_DATA *ch, char *argument)
{
OBJ_DATA *obj;
AFFECT_DATA af;
int percent,skill;
/* find out what */
if (argument == '\0')
{
send_to_char("Envenom what item?\n\r",ch);
return;
}
obj = get_obj_list(ch,argument,ch->carrying);
if (obj== NULL)
{
send_to_char("You don't have that item.\n\r",ch);
return;
}
if ((skill = get_skill(ch,gsn_envenom)) < 1)
{
send_to_char("Are you crazy? You'd poison yourself!\n\r",ch);
return;
}
if (obj->item_type == ITEM_FOOD || obj->item_type == ITEM_DRINK_CON)
{
if (IS_OBJ_STAT(obj,ITEM_BLESS) || IS_OBJ_STAT(obj,ITEM_BURN_PROOF))
{
act("You fail to poison $p.",ch,obj,NULL,TO_CHAR);
return;
}
if (number_percent() < skill) /* success! */
{
act("$n treats $p with deadly poison.",ch,obj,NULL,TO_ROOM);
act("You treat $p with deadly poison.",ch,obj,NULL,TO_CHAR);
if (!obj->value[3])
{
obj->value[3] = 1;
check_improve(ch,gsn_envenom,TRUE,4);
}
WAIT_STATE(ch,skill_table[gsn_envenom].beats);
return;
}
act("You fail to poison $p.",ch,obj,NULL,TO_CHAR);
if (!obj->value[3])
check_improve(ch,gsn_envenom,FALSE,4);
WAIT_STATE(ch,skill_table[gsn_envenom].beats);
return;
}
if (obj->item_type == ITEM_WEAPON)
{
if (IS_WEAPON_STAT(obj,WEAPON_FLAMING)
|| IS_WEAPON_STAT(obj,WEAPON_FROST)
|| IS_WEAPON_STAT(obj,WEAPON_VAMPIRIC)
|| IS_WEAPON_STAT(obj,WEAPON_SHARP)
|| IS_WEAPON_STAT(obj,WEAPON_VORPAL)
|| IS_WEAPON_STAT(obj,WEAPON_SHOCKING)
|| IS_WEAPON_STAT(obj,WEAPON_HOLY)
|| IS_OBJ_STAT(obj,ITEM_BLESS) || IS_OBJ_STAT(obj,ITEM_BURN_PROOF))
{
act("You can't seem to envenom $p.",ch,obj,NULL,TO_CHAR);
return;
}
if (obj->value[3] < 0
|| attack_table[obj->value[3]].damage == DAM_BASH)
{
send_to_char("You can only envenom edged weapons.\n\r",ch);
return;
}
if (IS_WEAPON_STAT(obj,WEAPON_POISON))
{
act("$p is already envenomed.",ch,obj,NULL,TO_CHAR);
return;
}
percent = number_percent();
if (percent < skill)
{
af.where = TO_WEAPON;
af.type = gsn_poison;
af.level = ch->level * percent / 100;
af.duration = ch->level * percent / 100;
af.location = 0;
af.modifier = 0;
af.bitvector = WEAPON_POISON;
affect_to_obj(obj,&af);
if ( !IS_AFFECTED( ch, AFF_SNEAK ) )
act("$n coats $p with deadly venom.",ch,obj,NULL,TO_ROOM);
act("You coat $p with venom.",ch,obj,NULL,TO_CHAR);
check_improve(ch,gsn_envenom,TRUE,3);
WAIT_STATE(ch,skill_table[gsn_envenom].beats);
return;
}
else
{
act("You fail to envenom $p.",ch,obj,NULL,TO_CHAR);
check_improve(ch,gsn_envenom,FALSE,3);
WAIT_STATE(ch,skill_table[gsn_envenom].beats);
return;
}
}
act("You can't poison $p.",ch,obj,NULL,TO_CHAR);
return;
}
void do_fill( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
OBJ_DATA *obj;
OBJ_DATA *fountain;
bool found;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Fill what?\n\r", ch );
return;
}
if ( ( obj = get_obj_carry( ch, arg ) ) == NULL )
{
send_to_char( "You do not have that item.\n\r", ch );
return;
}
found = FALSE;
for ( fountain = ch->in_room->contents; fountain != NULL;
fountain = fountain->next_content )
{
if ( fountain->item_type == ITEM_FOUNTAIN )
{
found = TRUE;
break;
}
}
if ( !found )
{
send_to_char( "There is no fountain here!\n\r", ch );
return;
}
if ( obj->item_type != ITEM_DRINK_CON )
{
send_to_char( "You can't fill that.\n\r", ch );
return;
}
if ( obj->value[1] != 0 && obj->value[2] != fountain->value[2] )
{
send_to_char( "There is already another liquid in it.\n\r", ch );
return;
}
if ( obj->value[1] >= obj->value[0] )
{
send_to_char( "Your container is full.\n\r", ch );
return;
}
sprintf(buf,"You fill $p with %s from $P.",
liq_table[fountain->value[2]].liq_name);
act( buf, ch, obj,fountain, TO_CHAR );
sprintf(buf,"$n fills $p with %s from $P.",
liq_table[fountain->value[2]].liq_name);
act(buf,ch,obj,fountain,TO_ROOM);
obj->value[2] = fountain->value[2];
obj->value[1] = obj->value[0];
}
void do_pour(CHAR_DATA *ch, char *argument)
{
char arg[MAX_STRING_LENGTH],buf[MAX_STRING_LENGTH];
OBJ_DATA *out, *in;
CHAR_DATA *vch = NULL;
int amount;
argument = one_argument(argument,arg);
if (arg[0] == '\0' || argument[0] == '\0')
{
send_to_char("Pour what into what?\n\r",ch);
return;
}
if ((out = get_obj_carry(ch,arg)) == NULL)
{
send_to_char("You don't have that item.\n\r",ch);
return;
}
if (out->item_type != ITEM_DRINK_CON)
{
send_to_char("That's not a drink container.\n\r",ch);
return;
}
if (!str_cmp(argument,"out"))
{
if (out->value[1] == 0)
{
send_to_char("It's already empty.\n\r",ch);
return;
}
out->value[1] = 0;
out->value[3] = 0;
if ( !IS_WATER( ch->in_room ) ) {
sprintf(buf,"You invert $p, spilling %s all over the ground.",
liq_table[out->value[2]].liq_name);
act(buf,ch,out,NULL,TO_CHAR);
sprintf(buf,"$n inverts $p, spilling %s all over the ground.",
liq_table[out->value[2]].liq_name);
act(buf,ch,out,NULL,TO_ROOM);
}
else {
sprintf(buf,"You invert $p, spilling %s in to the water.",
liq_table[out->value[2]].liq_name);
act(buf,ch,out,NULL,TO_CHAR);
sprintf(buf,"$n inverts $p, spilling %s in to the water.",
liq_table[out->value[2]].liq_name);
act(buf,ch,out,NULL,TO_ROOM);
}
return;
}
if ((in = get_obj_here(ch,argument)) == NULL)
{
vch = get_char_room(ch,argument);
if (vch == NULL)
{
send_to_char("Pour into what?\n\r",ch);
return;
}
in = get_hold_char(vch);
if (in == NULL)
{
send_to_char("They aren't holding anything.",ch);
return;
}
}
if (in->item_type != ITEM_DRINK_CON)
{
send_to_char("You can only pour into other drink containers.\n\r",ch);
return;
}
if (in == out)
{
send_to_char("You cannot change the laws of physics!\n\r",ch);
return;
}
if (in->value[1] != 0 && in->value[2] != out->value[2])
{
send_to_char("They don't hold the same liquid.\n\r",ch);
return;
}
if (out->value[1] == 0)
{
act("There's nothing in $p to pour.",ch,out,NULL,TO_CHAR);
return;
}
if (in->value[1] >= in->value[0])
{
act("$p is already filled to the top.",ch,in,NULL,TO_CHAR);
return;
}
amount = UMIN(out->value[1],in->value[0] - in->value[1]);
in->value[1] += amount;
out->value[1] -= amount;
in->value[2] = out->value[2];
if (vch == NULL)
{
sprintf(buf,"You pour %s from $p into $P.",
liq_table[out->value[2]].liq_name);
act(buf,ch,out,in,TO_CHAR);
sprintf(buf,"$n pours %s from $p into $P.",
liq_table[out->value[2]].liq_name);
act(buf,ch,out,in,TO_ROOM);
}
else
{
sprintf(buf,"You pour some %s for $N.",
liq_table[out->value[2]].liq_name);
act(buf,ch,NULL,vch,TO_CHAR);
sprintf(buf,"$n pours you some %s.",
liq_table[out->value[2]].liq_name);
act(buf,ch,NULL,vch,TO_VICT);
sprintf(buf,"$n pours some %s for $N.",
liq_table[out->value[2]].liq_name);
act(buf,ch,NULL,vch,TO_NOTVICT);
}
}
void do_drink( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
int amount;
int liquid;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
for ( obj = ch->in_room->contents; obj; obj = obj->next_content )
{
if ( obj->item_type == ITEM_FOUNTAIN )
break;
}
if ( obj == NULL )
{
send_to_char( "Drink what?\n\r", ch );
return;
}
}
else
{
if ( ( obj = get_obj_here( ch, arg ) ) == NULL )
{
send_to_char( "You can't find it.\n\r", ch );
return;
}
}
if ( !IS_NPC(ch) && ch->pcdata->condition[COND_DRUNK] > 10 )
{
send_to_char( "You fail to reach your mouth. *Hic*\n\r", ch );
return;
}
switch ( obj->item_type )
{
default:
send_to_char( "You can't drink from that.\n\r", ch );
return;
case ITEM_FOUNTAIN:
if ( ( liquid = obj->value[2] ) < 0 )
{
bug( "Do_drink: bad liquid number %d.", liquid );
liquid = obj->value[2] = 0;
}
amount = liq_table[liquid].liq_affect[4] * 3;
break;
case ITEM_DRINK_CON:
if ( obj->value[1] <= 0 )
{
send_to_char( "It is already empty.\n\r", ch );
return;
}
if ( ( liquid = obj->value[2] ) < 0 )
{
bug( "Do_drink: bad liquid number %d.", liquid );
liquid = obj->value[2] = 0;
}
amount = liq_table[liquid].liq_affect[4];
amount = UMIN(amount, obj->value[1]);
break;
}
if (!IS_NPC(ch) && !IS_IMMORTAL(ch)
&& ch->pcdata->condition[COND_FULL] > 80)
{
send_to_char("You're too full to drink more.\n\r",ch);
return;
}
act( "$n drinks $T from $p.",
ch, obj, liq_table[liquid].liq_name, TO_ROOM );
act( "You drink $T from $p.",
ch, obj, liq_table[liquid].liq_name, TO_CHAR );
if ( ch->fighting != NULL )
WAIT_STATE( ch, 3 * PULSE_VIOLENCE );
gain_condition( ch, COND_DRUNK,
amount * liq_table[liquid].liq_affect[COND_DRUNK] / 36 );
gain_condition( ch, COND_FULL,
amount * liq_table[liquid].liq_affect[COND_FULL] / 2 );
gain_condition( ch, COND_THIRST,
amount * liq_table[liquid].liq_affect[COND_THIRST] / 5 );
gain_condition(ch, COND_HUNGER,
amount * liq_table[liquid].liq_affect[COND_HUNGER] / 1 );
if ( !IS_NPC(ch) && ch->pcdata->condition[COND_DRUNK] > 10 )
send_to_char( "You feel drunk.\n\r", ch );
if ( !IS_NPC(ch) && ch->pcdata->condition[COND_FULL] > 60 )
send_to_char( "You are full.\n\r", ch );
if ( !IS_NPC(ch) && ch->pcdata->condition[COND_THIRST] > 60 )
send_to_char( "Your thirst is quenched.\n\r", ch );
if ( obj->value[3] != 0 )
{
/* The drink was poisoned ! */
AFFECT_DATA af;
act( "$n chokes and gags.", ch, NULL, NULL, TO_ROOM );
send_to_char( "You choke and gag.\n\r", ch );
af.where = TO_AFFECTS;
af.type = gsn_poison;
af.level = number_fuzzy(amount);
af.duration = 3 * amount;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_POISON;
affect_join( ch, &af );
}
if (obj->value[0] > 0)
obj->value[1] -= amount;
return;
}
void do_eat( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Eat what?\n\r", ch );
return;
}
if ( ( obj = get_obj_carry( ch, arg ) ) == NULL )
{
send_to_char( "You do not have that item.\n\r", ch );
return;
}
if ( !IS_IMMORTAL(ch) )
{
if ( obj->item_type != ITEM_FOOD && obj->item_type != ITEM_PILL )
{
send_to_char( "That's not edible.\n\r", ch );
return;
}
if ( !IS_NPC(ch) && ch->pcdata->condition[COND_FULL] > 80 )
{
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 $p.", ch, obj, NULL, TO_CHAR );
if ( ch->fighting != NULL )
WAIT_STATE( ch, 3 * PULSE_VIOLENCE );
switch ( obj->item_type )
{
case ITEM_FOOD:
if ( !IS_NPC(ch) )
{
int condition;
condition = ch->pcdata->condition[COND_HUNGER];
gain_condition( ch, COND_FULL, obj->value[0]*2 );
gain_condition( ch, COND_HUNGER, obj->value[1]*2 );
if ( condition == 0 && ch->pcdata->condition[COND_HUNGER] > 0 )
send_to_char( "You are no longer hungry.\n\r", ch );
else if ( ch->pcdata->condition[COND_FULL] > 60 )
send_to_char( "You are full.\n\r", ch );
}
if ( obj->value[3] != 0 )
{
/* The food was poisoned! */
AFFECT_DATA af;
act( "$n chokes and gags.", ch, 0, 0, TO_ROOM );
send_to_char( "You choke and gag.\n\r", ch );
af.where = TO_AFFECTS;
af.type = gsn_poison;
af.level = number_fuzzy(obj->value[0]);
af.duration = 2 * obj->value[0];
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_POISON;
affect_join( ch, &af );
}
break;
case ITEM_PILL:
obj_cast_spell( obj->value[1], obj->value[0], ch, ch, NULL );
obj_cast_spell( obj->value[2], obj->value[0], ch, ch, NULL );
obj_cast_spell( obj->value[3], obj->value[0], ch, ch, NULL );
break;
}
extract_obj( obj );
return;
}
/*
* Remove an object. Only for non-multi-wear locations
*/
bool remove_obj_loc( 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;
}
if (( obj->item_type == ITEM_TATTOO ) && ( !IS_IMMORTAL(ch) ) )
{
act( "You must scratch it to remove $p.", ch, obj, NULL, TO_CHAR );
return FALSE;
}
if ( iWear == WEAR_STUCK_IN )
{
unequip_char( ch, obj );
if ( get_eq_char(ch,WEAR_STUCK_IN) == NULL)
{
if (is_affected(ch,gsn_arrow)) affect_strip(ch,gsn_arrow);
if (is_affected(ch,gsn_spear)) affect_strip(ch,gsn_spear);
}
act( "You remove $p, in pain.", ch, obj, NULL, TO_CHAR );
act( "$n remove $p, in pain.", ch, obj, NULL, TO_ROOM );
WAIT_STATE(ch,4);
return TRUE;
}
unequip_char( ch, obj );
act( "$n stops using $p.", ch, obj, NULL, TO_ROOM );
act( "You stop using $p.", ch, obj, NULL, TO_CHAR );
return TRUE;
}
/*
* Remove an object.
*/
bool remove_obj( CHAR_DATA *ch, OBJ_DATA *obj, bool fReplace )
{
if ( obj == 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;
}
if (( obj->item_type == ITEM_TATTOO ) && ( !IS_IMMORTAL(ch) ) )
{
act( "You must scratch it to remove $p.", ch, obj, NULL, TO_CHAR );
return FALSE;
}
if ( obj->wear_loc == WEAR_STUCK_IN )
{
unequip_char( ch, obj );
if ( get_eq_char(ch,WEAR_STUCK_IN) == NULL)
{
if (is_affected(ch,gsn_arrow)) affect_strip(ch,gsn_arrow);
if (is_affected(ch,gsn_spear)) affect_strip(ch,gsn_spear);
}
act( "You remove $p, in pain.", ch, obj, NULL, TO_CHAR );
act( "$n remove $p, in pain.", ch, obj, NULL, TO_ROOM );
WAIT_STATE(ch,4);
return TRUE;
}
unequip_char( ch, obj );
act( "$n stops using $p.", ch, obj, NULL, TO_ROOM );
act( "You stop using $p.", ch, obj, NULL, TO_CHAR );
return TRUE;
}
/*
* Wear one object.
* Optional replacement of existing objects.
* Big repetitive code, ick.
*/
void wear_obj( CHAR_DATA *ch, OBJ_DATA *obj, bool fReplace )
{
char buf[MAX_STRING_LENGTH];
int wear_level;
wear_level = ch->level;
if ( (class_table[ch->iclass].fMana && obj->item_type == ITEM_ARMOR)
|| (!class_table[ch->iclass].fMana && obj->item_type == ITEM_WEAPON))
wear_level += 3;
if ( wear_level < obj->level )
{
sprintf( buf, "You must be level %d to use this object.\n\r",
obj->level );
send_to_char( buf, ch );
act( "$n tries to use $p, but is too inexperienced.",
ch, obj, NULL, TO_ROOM );
return;
}
if ( obj->item_type == ITEM_LIGHT )
{
if (get_eq_char(ch,WEAR_BOTH) != NULL )
{
if (!remove_obj_loc( ch, WEAR_BOTH, fReplace ) )
return;
hold_a_light(ch, obj, WEAR_LEFT);
}
else if (get_eq_char(ch,WEAR_LEFT) == NULL )
hold_a_light(ch, obj, WEAR_LEFT);
else if (get_eq_char(ch,WEAR_RIGHT) == NULL )
hold_a_light(ch, obj, WEAR_RIGHT);
else if ( remove_obj_loc( ch, WEAR_LEFT, fReplace ) )
hold_a_light(ch, obj, WEAR_LEFT);
else if ( remove_obj_loc( ch, WEAR_RIGHT, fReplace ) )
hold_a_light(ch, obj, WEAR_RIGHT);
else send_to_char("You can't hold a light right now.\n\r",ch);
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_FINGER ) )
{
wear_multi(ch, obj, WEAR_FINGER, fReplace);
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_NECK ) )
{
wear_multi(ch, obj, WEAR_NECK, fReplace);
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_BODY ) )
{
if ( !remove_obj_loc( ch, WEAR_BODY, fReplace ) )
return;
act( "$n wears $p on $s torso.", ch, obj, NULL, TO_ROOM );
act( "You wear $p on your torso.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_BODY );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_HEAD ) )
{
if ( !remove_obj_loc( ch, WEAR_HEAD, fReplace ) )
return;
act( "$n wears $p on $s head.", ch, obj, NULL, TO_ROOM );
act( "You wear $p on your head.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_HEAD );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_LEGS ) )
{
if ( !remove_obj_loc( ch, WEAR_LEGS, fReplace ) )
return;
act( "$n wears $p on $s legs.", ch, obj, NULL, TO_ROOM );
act( "You wear $p on your legs.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_LEGS );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_FEET ) )
{
if ( !remove_obj_loc( ch, WEAR_FEET, fReplace ) )
return;
act( "$n wears $p on $s feet.", ch, obj, NULL, TO_ROOM );
act( "You wear $p on your feet.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_FEET );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_HANDS ) )
{
if ( !remove_obj_loc( ch, WEAR_HANDS, fReplace ) )
return;
act( "$n wears $p on $s hands.", ch, obj, NULL, TO_ROOM );
act( "You wear $p on your hands.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_HANDS );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_ARMS ) )
{
if ( !remove_obj_loc( ch, WEAR_ARMS, fReplace ) )
return;
act( "$n wears $p on $s arms.", ch, obj, NULL, TO_ROOM );
act( "You wear $p on your arms.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_ARMS );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_ABOUT ) )
{
if ( !remove_obj_loc( ch, WEAR_ABOUT, fReplace ) )
return;
act( "$n wears $p about $s torso.", ch, obj, NULL, TO_ROOM );
act( "You wear $p about your torso.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_ABOUT );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_WAIST ) )
{
if ( !remove_obj_loc( ch, WEAR_WAIST, fReplace ) )
return;
act( "$n wears $p about $s waist.", ch, obj, NULL, TO_ROOM );
act( "You wear $p about your waist.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_WAIST );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_WRIST ) )
{
wear_multi(ch, obj, WEAR_WRIST, fReplace);
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_SHIELD ) )
{
if (get_eq_char(ch,WEAR_BOTH) != NULL )
{
if (!remove_obj_loc( ch, WEAR_BOTH, fReplace ) )
return;
hold_a_shield(ch, obj, WEAR_LEFT);
}
else if (get_eq_char(ch,WEAR_LEFT) == NULL )
hold_a_shield(ch, obj, WEAR_LEFT);
else if (get_eq_char(ch,WEAR_RIGHT) == NULL )
hold_a_shield(ch, obj, WEAR_RIGHT);
else if ( remove_obj_loc( ch, WEAR_LEFT, fReplace ) )
hold_a_shield(ch, obj, WEAR_LEFT);
else if ( remove_obj_loc( ch, WEAR_RIGHT, fReplace ) )
hold_a_shield(ch, obj, WEAR_RIGHT);
else send_to_char("You can't hold a shield right now.\n\r",ch);
return;
}
if ( CAN_WEAR( obj, ITEM_WIELD ) )
{
wear_a_wield(ch, obj, fReplace);
return;
}
if ( CAN_WEAR( obj, ITEM_HOLD ) )
{
if (get_eq_char(ch,WEAR_BOTH) != NULL )
{
if (!remove_obj_loc( ch, WEAR_BOTH, fReplace ) )
return;
hold_a_thing(ch, obj, WEAR_LEFT);
}
else if (get_eq_char(ch,WEAR_LEFT) == NULL )
hold_a_thing(ch, obj, WEAR_LEFT);
else if (get_eq_char(ch,WEAR_RIGHT) == NULL )
hold_a_thing(ch, obj, WEAR_RIGHT);
else if ( remove_obj_loc( ch, WEAR_LEFT, fReplace ) )
hold_a_thing(ch, obj, WEAR_LEFT);
else if ( remove_obj_loc( ch, WEAR_RIGHT, fReplace ) )
hold_a_thing(ch, obj, WEAR_RIGHT);
else send_to_char("You can't hold a thing right now.\n\r",ch);
return;
}
if ( CAN_WEAR(obj,ITEM_WEAR_FLOAT) )
{
if (!remove_obj_loc(ch,WEAR_FLOAT, fReplace) )
return;
act("$n releases $p to float next to $m.",ch,obj,NULL,TO_ROOM);
act("You release $p and it floats next to you.",ch,obj,NULL,TO_CHAR);
equip_char(ch,obj,WEAR_FLOAT);
return;
}
if ( CAN_WEAR(obj,ITEM_WEAR_TATTOO) && IS_IMMORTAL (ch) )
{
wear_multi(ch, obj, WEAR_TATTOO, fReplace);
return;
}
if ( fReplace )
send_to_char( "You can't wear, wield, or hold that.\n\r", ch );
return;
}
void do_wear( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Wear, wield, or hold what?\n\r", ch );
return;
}
if ( !str_cmp( arg, "all" ) )
{
OBJ_DATA *obj_next;
for ( obj = ch->carrying; obj != NULL; obj = obj_next )
{
obj_next = obj->next_content;
if ( obj->wear_loc == WEAR_NONE && can_see_obj( ch, obj ) )
wear_obj( ch, obj, FALSE );
}
return;
}
else
{
if ( ( obj = get_obj_carry( ch, arg ) ) == NULL )
{
send_to_char( "You do not have that item.\n\r", ch );
return;
}
wear_obj( ch, obj, TRUE );
}
return;
}
void do_remove( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Remove what?\n\r", ch );
return;
}
if ( !str_cmp( arg, "all" ) )
{
OBJ_DATA *obj_next;
for ( obj = ch->carrying; obj != NULL; obj = obj_next )
{
obj_next = obj->next_content;
if ( obj->wear_loc != WEAR_NONE && can_see_obj( ch, obj ) )
remove_obj( ch, obj, TRUE );
}
return;
}
if ( ( obj = get_obj_wear( ch, arg ) ) == NULL )
{
send_to_char( "You do not have that item.\n\r", ch );
return;
}
remove_obj( ch, obj, TRUE );
return;
}
void do_sacrifice( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
char buf2[MAX_STRING_LENGTH];
OBJ_DATA *obj;
OBJ_DATA *obj_content;
OBJ_DATA *obj_next;
OBJ_DATA *two_objs[2];
int silver;
int iScatter;
bool fScatter;
/* variables for AUTOSPLIT */
CHAR_DATA *gch;
int members;
char buffer[100];
one_argument( argument, arg );
if ( arg[0] == '\0' || !str_cmp( arg, ch->name ) )
{
act( "$n offers $mself to gods, who graciously declines.",
ch, NULL, NULL, TO_ROOM );
send_to_char(
"Gods appreciates your offer and may accept it later.\n\r", ch );
return;
}
obj = get_obj_list( ch, arg, ch->in_room->contents );
if ( obj == NULL )
{
send_to_char( "You can't find it.\n\r", ch );
return;
}
if ( obj->item_type == ITEM_CORPSE_PC && ch->level < MAX_LEVEL )
{
send_to_char("Gods wouldn't like that.\n\r",ch);
return;
}
if ( !CAN_WEAR(obj, ITEM_TAKE) || CAN_WEAR(obj, ITEM_NO_SAC))
{
act( "$p is not an acceptable sacrifice.", ch, obj, 0, TO_CHAR );
return;
}
silver = UMAX(1,number_fuzzy(obj->level));
if (obj->item_type != ITEM_CORPSE_NPC && obj->item_type != ITEM_CORPSE_PC)
silver = UMIN(silver,obj->cost);
if (silver == 1)
send_to_char(
"Gods give you one silver coin for your sacrifice.\n\r", ch );
else
{
sprintf(buf,"Gods give you %d silver coins for your sacrifice.\n\r",
silver);
send_to_char(buf,ch);
}
ch->silver += silver;
if (IS_SET(ch->act,PLR_AUTOSPLIT) )
{ /* AUTOSPLIT code */
members = 0;
for (gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room )
{
if ( is_same_group( gch, ch ) )
members++;
}
if ( members > 1 && silver > 1)
{
sprintf(buffer,"%d",silver);
do_split(ch,buffer);
}
}
act( "$n sacrifices $p to gods.", ch, obj, NULL, TO_ROOM );
if (IS_SET(obj->progtypes,OPROG_SAC))
if ( (obj->pIndexData->oprogs->sac_prog) (obj,ch) )
return;
wiznet("$N sends up $p as a burnt offering.",
ch,obj,WIZ_SACCING,0,0);
fScatter = TRUE;
if ( (obj->item_type == ITEM_CORPSE_NPC ) ||
(obj->item_type == ITEM_CORPSE_PC ) )
{
iScatter = 0;
for ( obj_content = obj->contains; obj_content; obj_content = obj_next )
{
obj_next = obj_content->next_content;
two_objs[iScatter<1?0:1] = obj_content;
obj_from_obj( obj_content );
obj_to_room( obj_content, ch->in_room );
iScatter++;
}
if ( iScatter == 1 ) {
act( "Your sacrifice reveals $p.", ch, two_objs[0], NULL, TO_CHAR);
act( "$p is revealed by $n's sacrifice.", ch, two_objs[0], NULL, TO_ROOM);
}
if ( iScatter == 2 ) {
act( "Your sacrifice reveals $p and $P.", ch, two_objs[0], two_objs[1], TO_CHAR);
act( "$p and $P are revealed by $n's sacrifice.", ch, two_objs[0], two_objs[1], TO_ROOM);
}
sprintf( buf, "As you sacrifice the corpse, " );
sprintf( buf2, "As $n sacrifices the corpse, ");
if ( iScatter < 3 )
fScatter = FALSE;
else if ( iScatter < 5 ) {
strcat( buf, "few things " );
strcat( buf2, "few things " );
}
else if ( iScatter < 9 ) {
strcat( buf, "a bunch of objects " );
strcat( buf2, "a bunch of objects " );
}
else if ( iScatter < 15 ) {
strcat( buf, "many things " );
strcat( buf2, "many things " );
}
else {
strcat( buf, "a lot of objects " );
strcat( buf2, "a lot of objects " );
}
strcat( buf, "on it, " );
strcat( buf2, "on it, " );
switch( ch->in_room->sector_type ) {
case SECT_FIELD: strcat( buf, "scatter on the dirt." );
strcat( buf2, "scatter on the dirt." );
break;
case SECT_FOREST: strcat( buf, "scatter on the dirt." );
strcat( buf2, "scatter on the dirt." );
break;
case SECT_WATER_SWIM: strcat( buf, "scatter over the water." );
strcat( buf2, "scatter over the water." );
break;
case SECT_WATER_NOSWIM: strcat( buf, "scatter over the water." );
strcat( buf2, "scatter over the water." );
break;
default: strcat( buf, "scatter around." );
strcat( buf2, "scatter around." );
break;
}
if ( fScatter ) {
act( buf, ch, NULL, NULL, TO_CHAR );
act( buf2, ch, NULL, NULL, TO_ROOM );
}
}
extract_obj( obj );
return;
}
void do_quaff( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
one_argument( argument, arg );
if (ch->cabal == CABAL_BATTLE && !IS_IMMORTAL(ch))
{
send_to_char("You are a BattleRager, not a filthy magician!\n\r",ch);
return;
}
if ( arg[0] == '\0' )
{
send_to_char( "Quaff what?\n\r", ch );
return;
}
if ( ( obj = get_obj_carry( ch, arg ) ) == NULL )
{
send_to_char( "You do not have that potion.\n\r", ch );
return;
}
if ( obj->item_type != ITEM_POTION )
{
send_to_char( "You can quaff only potions.\n\r", ch );
return;
}
if (ch->level < obj->level)
{
send_to_char("This liquid is too powerful for you to drink.\n\r",ch);
return;
}
act( "$n quaffs $p.", ch, obj, NULL, TO_ROOM );
act( "You quaff $p.", ch, obj, NULL ,TO_CHAR );
obj_cast_spell( obj->value[1], obj->value[0], ch, ch, NULL );
obj_cast_spell( obj->value[2], obj->value[0], ch, ch, NULL );
obj_cast_spell( obj->value[3], obj->value[0], ch, ch, NULL );
if (( ch->last_fight_time != -1 &&
(current_time - ch->last_fight_time)<FIGHT_DELAY_TIME) ||
(ch->fighting != NULL) )
{
WAIT_STATE( ch,2 * PULSE_VIOLENCE );
}
extract_obj( obj );
obj_to_char( create_object(get_obj_index(OBJ_VNUM_POTION_VIAL),0),ch);
if (IS_NPC(ch)) do_drop(ch, "vial");
return;
}
void do_recite( CHAR_DATA *ch, char *argument )
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *scroll;
OBJ_DATA *obj;
if ( ch->cabal == CABAL_BATTLE )
{
send_to_char(
"RECITE?! You are a battle rager, not a filthy magician!\n\r", ch );
return;
}
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if ( ( scroll = get_obj_carry( ch, arg1 ) ) == NULL )
{
send_to_char( "You do not have that scroll.\n\r", ch );
return;
}
if ( scroll->item_type != ITEM_SCROLL )
{
send_to_char( "You can recite only scrolls.\n\r", ch );
return;
}
if ( ch->level < scroll->level)
{
send_to_char(
"This scroll is too complex for you to comprehend.\n\r",ch);
return;
}
obj = NULL;
if ( arg2[0] == '\0' )
{
victim = ch;
}
else
{
if ( ( victim = get_char_room ( ch, arg2 ) ) == NULL
&& ( obj = get_obj_here ( ch, arg2 ) ) == NULL )
{
send_to_char( "You can't find it.\n\r", ch );
return;
}
}
act( "$n recites $p.", ch, scroll, NULL, TO_ROOM );
act( "You recite $p.", ch, scroll, NULL, TO_CHAR );
if (number_percent() >= get_skill(ch,gsn_scrolls) * 4/5 )
{
send_to_char("You mispronounce a syllable.\n\r",ch);
check_improve(ch,gsn_scrolls,FALSE,2);
}
else
{
obj_cast_spell( scroll->value[1], scroll->value[0], ch, victim, obj );
obj_cast_spell( scroll->value[2], scroll->value[0], ch, victim, obj );
obj_cast_spell( scroll->value[3], scroll->value[0], ch, victim, obj );
check_improve(ch,gsn_scrolls,TRUE,2);
if (( ch->last_fight_time != -1 &&
(current_time - ch->last_fight_time)<FIGHT_DELAY_TIME) ||
(ch->fighting != NULL) )
{
WAIT_STATE( ch, 2 * PULSE_VIOLENCE );
}
}
extract_obj( scroll );
return;
}
void do_brandish( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
OBJ_DATA *staff;
int sn;
if ( ch->cabal == CABAL_BATTLE )
{
send_to_char( "You are not a filthy magician!\n\r", ch );
return;
}
if ( ( staff = get_hold_char( ch ) ) == NULL )
{
send_to_char( "You hold nothing in your hand.\n\r", ch );
return;
}
if ( staff->item_type != ITEM_STAFF )
{
send_to_char( "You can brandish only with a staff.\n\r", ch );
return;
}
if ( ( sn = staff->value[3] ) < 0
|| sn >= MAX_SKILL
|| skill_table[sn].spell_fun == 0 )
{
bug( "Do_brandish: bad sn %d.", sn );
return;
}
WAIT_STATE( ch, 2 * PULSE_VIOLENCE );
if ( staff->value[2] > 0 )
{
act( "$n brandishes $p.", ch, staff, NULL, TO_ROOM );
act( "You brandish $p.", ch, staff, NULL, TO_CHAR );
if ( ch->level+3 < staff->level
|| number_percent() >= 10 + get_skill(ch,gsn_staves) * 4/5)
{
act ("You fail to invoke $p.",ch,staff,NULL,TO_CHAR);
act ("...and nothing happens.",ch,NULL,NULL,TO_ROOM);
check_improve(ch,gsn_staves,FALSE,2);
}
else for ( vch = ch->in_room->people; vch; vch = vch_next )
{
vch_next = vch->next_in_room;
switch ( skill_table[sn].target )
{
default:
bug( "Do_brandish: bad target for sn %d.", sn );
return;
case TAR_IGNORE:
if ( vch != ch )
continue;
break;
case TAR_CHAR_OFFENSIVE:
if ( IS_NPC(ch) ? IS_NPC(vch) : !IS_NPC(vch) )
continue;
break;
case TAR_CHAR_DEFENSIVE:
if ( IS_NPC(ch) ? !IS_NPC(vch) : IS_NPC(vch) )
continue;
break;
case TAR_CHAR_SELF:
if ( vch != ch )
continue;
break;
}
obj_cast_spell( staff->value[3], staff->value[0], ch, vch, NULL );
check_improve(ch,gsn_staves,TRUE,2);
}
}
if ( --staff->value[2] <= 0 )
{
act( "$n's $p blazes bright and is gone.", ch, staff, NULL, TO_ROOM );
act( "Your $p blazes bright and is gone.", ch, staff, NULL, TO_CHAR );
extract_obj( staff );
}
return;
}
void do_zap( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *wand;
OBJ_DATA *obj;
if ( ch->cabal == CABAL_BATTLE )
{
send_to_char( "You'd destroy the magic, not use it!\n\r", ch );
return;
}
one_argument( argument, arg );
if ( arg[0] == '\0' && ch->fighting == NULL )
{
send_to_char( "Zap whom or what?\n\r", ch );
return;
}
if ( ( wand = get_hold_char( ch ) ) == NULL )
{
send_to_char( "You hold nothing in your hand.\n\r", ch );
return;
}
if ( wand->item_type != ITEM_WAND )
{
send_to_char( "You can zap only with a wand.\n\r", ch );
return;
}
obj = NULL;
if ( arg[0] == '\0' )
{
if ( ch->fighting != NULL )
{
victim = ch->fighting;
}
else
{
send_to_char( "Zap whom or what?\n\r", ch );
return;
}
}
else
{
if ( ( victim = get_char_room ( ch, arg ) ) == NULL
&& ( obj = get_obj_here ( ch, arg ) ) == NULL )
{
send_to_char( "You can't find it.\n\r", ch );
return;
}
}
WAIT_STATE( ch, 2 * PULSE_VIOLENCE );
if ( wand->value[2] > 0 )
{
if ( victim != NULL )
{
act( "$n zaps $N with $p.", ch, wand, victim, TO_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 );
}
if (ch->level+5 < wand->level
|| number_percent() >= 20 + get_skill(ch,gsn_wands) * 4/5)
{
act( "Your efforts with $p produce only smoke and sparks.",
ch,wand,NULL,TO_CHAR);
act( "$n's efforts with $p produce only smoke and sparks.",
ch,wand,NULL,TO_ROOM);
check_improve(ch,gsn_wands,FALSE,2);
}
else
{
obj_cast_spell( wand->value[3], wand->value[0], ch, victim, obj );
check_improve(ch,gsn_wands,TRUE,2);
}
}
if ( --wand->value[2] <= 0 )
{
act( "$n's $p explodes into fragments.", ch, wand, NULL, TO_ROOM );
act( "Your $p explodes into fragments.", ch, wand, NULL, TO_CHAR );
extract_obj( wand );
}
return;
}
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;
CHAR_DATA *tmp_ch;
OBJ_DATA *obj;
OBJ_DATA *obj_inve;
int percent, number;
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 ( IS_NPC(ch) && IS_SET(ch->affected_by, AFF_CHARM)
&& (ch->master != NULL))
{
send_to_char( "You are to dazed to steal anything.\n\r", ch);
return;
}
if ( ( victim = get_char_room( ch, arg2 ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if (!IS_NPC(victim) && victim->desc == NULL)
{
send_to_char("You can't do that.\n\r", ch);
return;
}
if ( victim == ch )
{
send_to_char( "That's pointless.\n\r", ch );
return;
}
if (is_safe(ch,victim))
return;
if (victim->position == POS_FIGHTING)
{
send_to_char("You'd better not -- you might get hit.\n\r",ch);
return;
}
ch->last_death_time = -1;
tmp_ch = (is_affected(ch,gsn_doppelganger) && !IS_IMMORTAL(victim)) ?
ch->doppel : ch;
WAIT_STATE( ch, skill_table[gsn_steal].beats );
percent = get_skill(ch, gsn_steal) + ( IS_AWAKE(victim) ? -10 : 30 );
percent -= can_see( victim, ch ) ? 10 : 0;
percent -= (IS_NPC(victim) && victim->pIndexData->pShop != NULL) ? 25 : 0;
percent -= (victim->level > ch->level) ?
((victim->level - ch->level) * 2) : 0;
obj = NULL;
if ( str_cmp( arg1, "coin" )
&& str_cmp( arg1, "coins" )
&& str_cmp( arg1, "silver")
&& str_cmp( arg1, "gold" ) )
{
if ( ( obj = get_obj_carry( victim, arg1 ) ) == NULL )
{
send_to_char( "You can't find it.\n\r", ch );
return;
}
}
if (obj != NULL && obj->pIndexData->limit != -1)
{
if ( ( IS_OBJ_STAT(obj, ITEM_ANTI_EVIL) && IS_EVIL(ch) )
|| ( IS_OBJ_STAT(obj, ITEM_ANTI_GOOD) && IS_GOOD(ch) )
|| ( IS_OBJ_STAT(obj, ITEM_ANTI_NEUTRAL) && IS_NEUTRAL(ch) ) )
{
act( "You are zapped by $p.", ch, obj, NULL, TO_CHAR );
act( "$n is zapped by $p.", ch, obj, NULL, TO_ROOM );
percent = 0;
}
if ( obj->pIndexData->limit < obj->pIndexData->count )
{
act( "Gods doesn't allow $p to be stolen.", ch, obj, NULL, TO_CHAR );
act( "Gods doesn't approve $n's behaviour.", ch, obj, NULL, TO_ROOM );
percent = 0;
}
}
number = ( obj != NULL ) ? get_obj_number(obj) : 0;
if ( ch->carry_number + number > can_carry_n( ch ) )
{
send_to_char( "You can't carry that much item.\n\r", ch );
return;
}
if ( victim->position == POS_FIGHTING
|| number_percent() > percent )
{
/*
* Failure.
*/
send_to_char( "Oops.\n\r", ch );
if ( !IS_AFFECTED( victim, AFF_SLEEP ) ) {
victim->position= victim->position==POS_SLEEPING? POS_STANDING:
victim->position;
act( "$n tried to steal from you.\n\r", ch, NULL, victim,TO_VICT );
}
act( "$n tried to steal from $N.\n\r", ch, NULL, victim,TO_NOTVICT);
switch(number_range(0,3))
{
case 0 :
sprintf( buf, "%s is a lousy thief!", tmp_ch->name );
break;
case 1 :
sprintf( buf, "%s couldn't rob %s way out of a paper bag!",
tmp_ch->name,(tmp_ch->sex == 2) ? "her" : "his");
break;
case 2 :
sprintf( buf,"%s tried to rob me!",tmp_ch->name );
break;
case 3 :
sprintf(buf,"Keep your hands out of there, %s!",tmp_ch->name);
break;
}
if ( IS_AWAKE( victim ) )
do_yell( victim, buf );
if ( !IS_NPC(ch) )
{
if ( IS_NPC(victim) )
{
check_improve(ch,gsn_steal,FALSE,2);
multi_hit( victim, ch, TYPE_UNDEFINED );
}
}
return;
}
if ( !str_cmp( arg1, "coin" )
|| !str_cmp( arg1, "coins" )
|| !str_cmp( arg1, "silver")
|| !str_cmp( arg1, "gold" ) )
{
int amount_s = 0;
int amount_g = 0;
if ( !str_cmp( arg1, "silver" ) ||
!str_cmp(arg1, "coin" ) ||
!str_cmp(arg1, "coins" ) )
amount_s = victim->silver * number_range(1, 20) / 100;
else if ( !str_cmp( arg1, "gold" ) )
amount_g = victim->gold * number_range(1, 7) / 100;
if ( amount_s <= 0 && amount_g <= 0 )
{
send_to_char( "You couldn't get any coins.\n\r", ch );
return;
}
ch->gold += amount_g;
victim->gold -= amount_g;
ch->silver += amount_s;
victim->silver -= amount_s;
sprintf( buf, "Bingo! You got %d %s coins.\n\r",
amount_s!=0?amount_s:amount_g,
amount_s!=0?"silver":"gold" );
send_to_char( buf, ch );
check_improve(ch,gsn_steal,TRUE,2);
return;
}
if ( !can_drop_obj( ch, obj )
/* || IS_SET(obj->extra_flags, ITEM_INVENTORY)*/
/* || obj->level > ch->level */)
{
send_to_char( "You can't pry it away.\n\r", ch );
return;
}
if ( ch->carry_number + get_obj_number( obj ) > 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;
}
if ( !IS_SET( obj->extra_flags, ITEM_INVENTORY ) ) {
obj_from_char( obj );
obj_to_char( obj, ch );
send_to_char( "You got it!\n\r", ch );
check_improve(ch,gsn_steal,TRUE,2);
if (IS_SET(obj->progtypes,OPROG_GET))
(obj->pIndexData->oprogs->get_prog) (obj,ch);
}
else {
obj_inve = NULL;
obj_inve = create_object( obj->pIndexData, 0 );
clone_object( obj, obj_inve );
REMOVE_BIT( obj_inve->extra_flags, ITEM_INVENTORY );
obj_to_char( obj_inve, ch );
send_to_char( "You got one of them!\n\r", ch );
check_improve(ch,gsn_steal,TRUE,1);
if (IS_SET(obj_inve->progtypes,OPROG_GET))
(obj_inve->pIndexData->oprogs->get_prog) (obj_inve,ch);
}
return;
}
/*
* Shopping commands.
*/
CHAR_DATA *find_keeper( CHAR_DATA *ch )
{
char buf[MAX_STRING_LENGTH];
CHAR_DATA *keeper;
SHOP_DATA *pShop;
pShop = NULL;
for ( keeper = ch->in_room->people; keeper; keeper = keeper->next_in_room )
{
if ( IS_NPC(keeper) && (pShop = keeper->pIndexData->pShop) != NULL )
break;
}
if ( pShop == NULL )
{
send_to_char( "You can't do that here.\n\r", ch );
return NULL;
}
if ( IS_SET(keeper->in_room->area->area_flag,AREA_HOMETOWN)
&& !IS_NPC(ch) && IS_SET(ch->act,PLR_WANTED) )
{
do_say( keeper, "Criminals are not welcome!" );
sprintf( buf, "%s the CRIMINAL is over here!\n\r", ch->name );
do_yell( keeper, buf );
return NULL;
}
/*
* Shop hours.
*/
if ( time_info.hour < pShop->open_hour )
{
do_say( keeper, "Sorry, I am closed. Come back later." );
return NULL;
}
if ( time_info.hour > pShop->close_hour )
{
do_say( keeper, "Sorry, I am closed. Come back tomorrow." );
return NULL;
}
/*
* Invisible or hidden people.
*/
if ( !can_see( keeper, ch ) && !IS_IMMORTAL( ch ) )
{
do_say( keeper, "I don't trade with folks I can't see." );
return NULL;
}
return keeper;
}
/* insert an object at the right spot for the keeper */
void obj_to_keeper( OBJ_DATA *obj, CHAR_DATA *ch )
{
OBJ_DATA *t_obj, *t_obj_next;
/* see if any duplicates are found */
for (t_obj = ch->carrying; t_obj != NULL; t_obj = t_obj_next)
{
t_obj_next = t_obj->next_content;
if (obj->pIndexData == t_obj->pIndexData
&& !str_cmp(obj->short_descr,t_obj->short_descr))
{
if (IS_OBJ_STAT(t_obj,ITEM_INVENTORY))
{
extract_obj(obj);
return;
}
obj->cost = t_obj->cost; /* keep it standard */
break;
}
}
if (t_obj == NULL)
{
obj->next_content = ch->carrying;
ch->carrying = obj;
}
else
{
obj->next_content = t_obj->next_content;
t_obj->next_content = obj;
}
obj->carried_by = ch;
obj->in_room = NULL;
obj->in_obj = NULL;
ch->carry_number += get_obj_number( obj );
ch->carry_weight += get_obj_weight( obj );
}
/* get an object from a shopkeeper's list */
OBJ_DATA *get_obj_keeper( CHAR_DATA *ch, CHAR_DATA *keeper, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
int number;
int count;
number = number_argument( argument, arg );
count = 0;
for ( obj = keeper->carrying; obj != NULL; obj = obj->next_content )
{
if (obj->wear_loc == WEAR_NONE
&& can_see_obj( keeper, obj )
&& can_see_obj(ch,obj)
&& is_name( arg, obj->name ) )
{
if ( ++count == number )
return obj;
/* skip other objects of the same name */
while (obj->next_content != NULL
&& obj->pIndexData == obj->next_content->pIndexData
&& !str_cmp(obj->short_descr,obj->next_content->short_descr))
obj = obj->next_content;
}
}
return NULL;
}
int get_cost( CHAR_DATA *keeper, OBJ_DATA *obj, bool fBuy )
{
SHOP_DATA *pShop;
int cost;
if ( obj == NULL || ( pShop = keeper->pIndexData->pShop ) == NULL )
return 0;
if (IS_OBJ_STAT(obj,ITEM_NOSELL))
return 0;
if ( fBuy )
{
cost = obj->cost * pShop->profit_buy / 100;
}
else
{
OBJ_DATA *obj2;
int itype;
cost = 0;
for ( itype = 0; itype < MAX_TRADE; itype++ )
{
if ( obj->item_type == pShop->buy_type[itype] )
{
cost = obj->cost * pShop->profit_sell / 100;
break;
}
}
if (!IS_OBJ_STAT(obj,ITEM_SELL_EXTRACT))
for ( obj2 = keeper->carrying; obj2; obj2 = obj2->next_content )
{
if ( obj->pIndexData == obj2->pIndexData
&& !str_cmp(obj->short_descr,obj2->short_descr) )
return 0;
/*
if (IS_OBJ_STAT(obj2,ITEM_INVENTORY))
cost /= 2;
else
cost = cost * 3 / 4;
*/
}
}
if ( obj->item_type == ITEM_STAFF || obj->item_type == ITEM_WAND )
{
if (obj->value[1] == 0)
cost /= 4;
else
cost = cost * obj->value[2] / obj->value[1];
}
return cost;
}
void do_buy( CHAR_DATA *ch, char *argument )
{
char buf[MAX_STRING_LENGTH];
int cost,roll;
if ( argument[0] == '\0' )
{
send_to_char( "Buy what?\n\r", ch );
return;
}
if ( IS_SET(ch->in_room->room_flags, ROOM_PET_SHOP) )
{
char arg[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
CHAR_DATA *pet;
ROOM_INDEX_DATA *pRoomIndexNext;
ROOM_INDEX_DATA *in_room;
/* added by kio */
smash_tilde(argument);
if ( IS_NPC(ch) )
return;
argument = one_argument(argument,arg);
/* hack to make new thalos pets work */
if (ch->in_room->vnum == 9621)
pRoomIndexNext = get_room_index(9706);
else
pRoomIndexNext = get_room_index( ch->in_room->vnum + 1 );
if ( pRoomIndexNext == NULL )
{
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) || !IS_NPC(pet) )
{
send_to_char( "Sorry, you can't buy that here.\n\r", ch );
return;
}
if (IS_SET(pet->act,ACT_RIDEABLE)
&& ch->cabal == CABAL_KNIGHT
&& !MOUNTED(ch) )
{
cost = 10 * pet->level * pet->level;
if ( (ch->silver + 100 * ch->gold) < cost )
{
send_to_char( "You can't afford it.\n\r", ch );
return;
}
if ( ch->level < pet->level + 5)
{
send_to_char(
"You're not powerful enough to master this pet.\n\r", ch );
return;
}
deduct_cost(ch,cost);
pet = create_mobile( pet->pIndexData );
pet->comm = COMM_NOTELL|COMM_NOSHOUT|COMM_NOCHANNELS;
char_to_room( pet, ch->in_room );
do_mount(ch, pet->name);
send_to_char( "Enjoy your mount.\n\r", ch );
act( "$n bought $N as a mount.", ch, NULL, pet, TO_ROOM );
return;
}
if ( ch->pet != NULL )
{
send_to_char("You already own a pet.\n\r",ch);
return;
}
cost = 10 * pet->level * pet->level;
if ( (ch->silver + 100 * ch->gold) < cost )
{
send_to_char( "You can't afford it.\n\r", ch );
return;
}
if ( ch->level < pet->level )
{
send_to_char(
"You're not powerful enough to master this pet.\n\r", ch );
return;
}
/* haggle */
roll = number_percent();
if (roll < get_skill(ch,gsn_haggle))
{
cost -= cost / 2 * roll / 100;
sprintf(buf,"You haggle the price down to %d coins.\n\r",cost);
send_to_char(buf,ch);
check_improve(ch,gsn_haggle,TRUE,4);
}
deduct_cost(ch,cost);
pet = create_mobile( pet->pIndexData );
SET_BIT(pet->act, ACT_PET);
SET_BIT(pet->affected_by, AFF_CHARM);
pet->comm = COMM_NOTELL|COMM_NOSHOUT|COMM_NOCHANNELS;
argument = one_argument( argument, arg );
if ( arg[0] != '\0' )
{
sprintf( buf, "%s %s", pet->name, arg );
free_string( pet->name );
pet->name = str_dup( buf );
}
sprintf( buf, "%sA neck tag says 'I belong to %s'.\n\r",
pet->description, ch->name );
free_string( pet->description );
pet->description = str_dup( buf );
char_to_room( pet, ch->in_room );
add_follower( pet, ch );
pet->leader = ch;
ch->pet = pet;
send_to_char( "Enjoy your pet.\n\r", ch );
act( "$n bought $N as a pet.", ch, NULL, pet, TO_ROOM );
return;
}
else
{
CHAR_DATA *keeper;
OBJ_DATA *obj,*t_obj;
char arg[MAX_INPUT_LENGTH];
int number, count = 1;
if ( ( keeper = find_keeper( ch ) ) == NULL )
return;
number = mult_argument(argument,arg);
if ( number < -1 || number > 100)
{
act( "$n tells you 'Get real!", keeper, NULL, ch, TO_VICT );
ch->reply = keeper;
return;
}
obj = get_obj_keeper( ch,keeper, arg );
cost = get_cost( keeper, obj, TRUE );
if ( cost <= 0 || !can_see_obj( ch, obj ) )
{
act( "$n tells you 'I don't sell that -- try 'list''.",
keeper, NULL, ch, TO_VICT );
ch->reply = keeper;
return;
}
if (!IS_OBJ_STAT(obj,ITEM_INVENTORY))
{
for (t_obj = obj->next_content;
count < number && t_obj != NULL;
t_obj = t_obj->next_content)
{
if (t_obj->pIndexData == obj->pIndexData
&& !str_cmp(t_obj->short_descr,obj->short_descr))
count++;
else
break;
}
if (count < number)
{
act("$n tells you 'I don't have that many in stock.'",
keeper,NULL,ch,TO_VICT);
ch->reply = keeper;
return;
}
}
else if (obj->pIndexData->limit != -1)
{
count = 1 + obj->pIndexData->limit - obj->pIndexData->count;
if (count < 1)
{
act("$n tells you 'Gods will not approve me to sell that.'",
keeper,NULL,ch,TO_VICT);
ch->reply = keeper;
return;
}
if (count < number)
{
act("$n tells you 'I don't have that many in stock.'",
keeper,NULL,ch,TO_VICT);
ch->reply = keeper;
return;
}
}
if ( (ch->silver + ch->gold * 100) < cost * number )
{
if (number > 1)
act("$n tells you 'You can't afford to buy that many.",
keeper,obj,ch,TO_VICT);
else
act( "$n tells you 'You can't afford to buy $p'.",
keeper, obj, ch, TO_VICT );
ch->reply = keeper;
return;
}
if ( obj->level > ch->level )
{
act( "$n tells you 'You can't use $p yet'.",
keeper, obj, ch, TO_VICT );
ch->reply = keeper;
return;
}
if (ch->carry_number + number * get_obj_number(obj) > can_carry_n(ch))
{
send_to_char( "You can't carry that many items.\n\r", ch );
return;
}
if ( ch->carry_weight + number * get_obj_weight(obj) > can_carry_w(ch))
{
send_to_char( "You can't carry that much weight.\n\r", ch );
return;
}
/* haggle */
roll = number_percent();
if (!IS_OBJ_STAT(obj,ITEM_SELL_EXTRACT)
&& roll < get_skill(ch,gsn_haggle))
{
cost -= obj->cost / 2 * roll / 100;
act("You haggle with $N.",ch,NULL,keeper,TO_CHAR);
check_improve(ch,gsn_haggle,TRUE,4);
}
if (number > 1)
{
sprintf(buf,"$n buys $p[%d].",number);
act(buf,ch,obj,NULL,TO_ROOM);
sprintf(buf,"You buy $p[%d] for %d silver.",number,cost * number);
act(buf,ch,obj,NULL,TO_CHAR);
}
else
{
act( "$n buys $p.", ch, obj, NULL, TO_ROOM );
sprintf(buf,"You buy $p for %d silver.",cost);
act( buf, ch, obj, NULL, TO_CHAR );
}
deduct_cost(ch,cost * number);
keeper->gold += cost * number/100;
keeper->silver += cost * number - (cost * number/100) * 100;
for (count = 0; count < number; count++)
{
if ( IS_SET( obj->extra_flags, ITEM_INVENTORY ) )
t_obj = create_object( obj->pIndexData, obj->level );
else
{
t_obj = obj;
obj = obj->next_content;
obj_from_char( t_obj );
}
if (t_obj->timer > 0 && !IS_OBJ_STAT(t_obj,ITEM_HAD_TIMER))
t_obj->timer = 0;
REMOVE_BIT(t_obj->extra_flags,ITEM_HAD_TIMER);
obj_to_char( t_obj, ch );
if (cost < t_obj->cost)
t_obj->cost = cost;
}
}
}
void do_list( CHAR_DATA *ch, 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;
/* hack to make new thalos pets work */
if (ch->in_room->vnum == 9621)
pRoomIndexNext = get_room_index(9706);
else
pRoomIndexNext = get_room_index( ch->in_room->vnum + 1 );
if ( pRoomIndexNext == NULL )
{
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_NPC(pet)) continue; /* :) */
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_DATA *keeper;
OBJ_DATA *obj;
int cost,count;
bool found;
char arg[MAX_INPUT_LENGTH];
if ( ( keeper = find_keeper( ch ) ) == NULL )
return;
one_argument(argument,arg);
found = FALSE;
for ( obj = keeper->carrying; obj; obj = obj->next_content )
{
if ( obj->wear_loc == WEAR_NONE
&& can_see_obj( ch, obj )
&& ( cost = get_cost( keeper, obj, TRUE ) ) > 0
&& ( arg[0] == '\0'
|| is_name(arg,obj->name) ))
{
if ( !found )
{
found = TRUE;
send_to_char( "[Lv Price Qty] Item\n\r", ch );
}
if (IS_OBJ_STAT(obj,ITEM_INVENTORY))
sprintf(buf,"[%2d %5d -- ] %s%s\n\r",
obj->level,cost,obj->short_descr,
(obj->pIndexData->limit != -1) ? (obj->pIndexData->count > obj->pIndexData->limit) ? " (NOT AVAILABLE NOW)" : " (AVAILABLE)" : "" );
else
{
count = 1;
while (obj->next_content != NULL
&& obj->pIndexData == obj->next_content->pIndexData
&& !str_cmp(obj->short_descr,
obj->next_content->short_descr))
{
obj = obj->next_content;
count++;
}
sprintf(buf,"[%2d %5d %2d ] %s\n\r",
obj->level,cost,count,obj->short_descr);
}
send_to_char( buf, ch );
}
}
if ( !found )
send_to_char( "You can't buy anything here.\n\r", ch );
return;
}
}
void do_sell( CHAR_DATA *ch, char *argument )
{
char buf[MAX_STRING_LENGTH];
char buf2[MAX_STRING_LENGTH];
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *keeper;
OBJ_DATA *obj;
int cost,roll;
int gold, silver;
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 (!can_see_obj(keeper,obj))
{
act("$n doesn't see what you are offering.",keeper,NULL,ch,TO_VICT);
return;
}
if ( ( cost = get_cost( keeper, obj, FALSE ) ) <= 0 )
{
act( "$n looks uninterested in $p.", keeper, obj, ch, TO_VICT );
return;
}
if ( cost > (keeper->silver + 100 * keeper->gold) )
{
act("$n tells you 'I'm afraid I don't have enough wealth to buy $p.",
keeper,obj,ch,TO_VICT);
return;
}
act( "$n sells $p.", ch, obj, NULL, TO_ROOM );
/* haggle */
roll = number_percent();
if (!IS_OBJ_STAT(obj,ITEM_SELL_EXTRACT) && roll < get_skill(ch,gsn_haggle))
{
roll = get_skill(ch, gsn_haggle) + number_range(1, 20) - 10;
send_to_char("You haggle with the shopkeeper.\n\r",ch);
cost += obj->cost / 2 * roll / 100;
cost = UMIN(cost,95 * get_cost(keeper,obj,TRUE) / 100);
cost = UMIN(cost,(keeper->silver + 100 * keeper->gold));
check_improve(ch,gsn_haggle,TRUE,4);
}
silver = cost - (cost/100) * 100;
gold = cost/100;
sprintf( buf2, "You sell $p for %s %s%spiece%s.",
silver!=0?"%d silver":"", /* silvers */
(silver!=0 && gold != 0)?"and ":"", /* and */
gold!=0?"%d gold ":"", /* golds */
silver+gold>1?"s":"" ); /* piece(s) */
sprintf( buf, buf2, silver, gold );
act( buf, ch, obj, NULL, TO_CHAR );
ch->gold += gold;
ch->silver += silver;
deduct_cost(keeper,cost);
if ( keeper->gold < 0 )
keeper->gold = 0;
if ( keeper->silver< 0)
keeper->silver = 0;
if ( obj->item_type == ITEM_TRASH || IS_OBJ_STAT(obj,ITEM_SELL_EXTRACT))
{
extract_obj( obj );
}
else
{
obj_from_char( obj );
if (obj->timer)
SET_BIT(obj->extra_flags,ITEM_HAD_TIMER);
else
obj->timer = number_range(50,100);
obj_to_keeper( obj, keeper );
}
return;
}
void do_value( CHAR_DATA *ch, char *argument )
{
char buf[MAX_STRING_LENGTH];
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *keeper;
OBJ_DATA *obj;
int cost;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Value what?\n\r", ch );
return;
}
if ( ( keeper = find_keeper( ch ) ) == NULL )
return;
if ( ( obj = get_obj_carry( ch, arg ) ) == NULL )
{
act( "$n tells you 'You don't have that item'.",
keeper, NULL, ch, TO_VICT );
ch->reply = keeper;
return;
}
if (!can_see_obj(keeper,obj))
{
act("$n doesn't see what you are offering.",keeper,NULL,ch,TO_VICT);
return;
}
if ( !can_drop_obj( ch, obj ) )
{
send_to_char( "You can't let go of it.\n\r", ch );
return;
}
if ( ( cost = get_cost( keeper, obj, FALSE ) ) <= 0 )
{
act( "$n looks uninterested in $p.", keeper, obj, ch, TO_VICT );
return;
}
sprintf( buf,
"$n tells you 'I'll give you %d silver and %d gold coins for $p'.",
cost - (cost/100) * 100, cost/100 );
act( buf, keeper, obj, ch, TO_VICT );
ch->reply = keeper;
return;
}
void do_wanted( CHAR_DATA *ch, char *argument )
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
if (ch_skill_nok(ch,gsn_wanted))
return;
if (!cabal_ok(ch,gsn_wanted))
return;
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if ( arg1[0] == '\0' || arg2[0] == '\0' )
{
send_to_char( "Usage: wanted <player> <Y|N>\n\r", ch );
return;
}
victim = get_char_world(ch, arg1);
if ( (victim == NULL) ||
!(can_see(ch, victim)) )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if (victim->level >= LEVEL_IMMORTAL && (ch->level < victim->level))
{
act( "You do not have the power to arrest $N.", ch, NULL, victim,
TO_CHAR);
return;
}
if (victim == ch)
{
send_to_char( "You cannot do that to yourself.\n\r", ch);
return;
}
switch(arg2[0])
{
case 'Y':
case 'y':
if (IS_SET(victim->act ,PLR_WANTED))
act( "$n is already wanted.", ch, NULL, NULL, TO_CHAR);
else
{
SET_BIT(victim->act, PLR_WANTED);
act( "$n is now WANTED!!!",victim, NULL, ch, TO_NOTVICT);
send_to_char( "You are now WANTED!!!\n\r", victim);
send_to_char( "Ok.\n\r", ch);
}
break;
case 'N':
case 'n':
if (!IS_SET(victim->act,PLR_WANTED))
act( "$N is not wanted.", ch, NULL, victim, TO_CHAR);
else
{
REMOVE_BIT(victim->act, PLR_WANTED);
act( "$n is no longer wanted.",victim, NULL, ch, TO_NOTVICT);
send_to_char( "You are no longer wanted.\n\r", victim);
send_to_char( "Ok.\n\r", ch);
}
break;
default:
send_to_char( "Usage: wanted <player> <Y|N>\n\r", ch );
break;
}
}
void do_herbs(CHAR_DATA *ch, char *argument)
{
CHAR_DATA *victim;
char arg[MAX_INPUT_LENGTH];
one_argument(argument,arg);
if (IS_NPC(ch))
return;
if (is_affected(ch,gsn_herbs))
{
send_to_char("You can't find any more herbs.\n\r",ch);
return;
}
if (arg[0] == '\0')
victim = ch;
else if ( (victim = get_char_room(ch,arg)) == NULL)
{
send_to_char("They're not here.\n\r",ch);
return;
}
WAIT_STATE( ch, skill_table[gsn_herbs].beats );
if (ch->in_room->sector_type != SECT_INSIDE &&
ch->in_room->sector_type != SECT_CITY &&
(IS_NPC(ch) || number_percent() < get_skill(ch,gsn_herbs)))
{
AFFECT_DATA af;
af.where = TO_AFFECTS;
af.type = gsn_herbs;
af.level = ch->level;
af.duration = 5;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = 0;
affect_to_char(ch,&af);
send_to_char("You gather some beneficial herbs.\n\r",ch);
act("$n gathers some herbs.",ch,NULL,NULL,TO_ROOM);
if (ch != victim)
{
act("$n gives you some herbs to eat.",ch,NULL,victim,TO_VICT);
act("You give the herbs to $N.",ch,NULL,victim,TO_CHAR);
act("$n gives the herbs to $N.",ch,NULL,victim,TO_NOTVICT);
}
if (victim->hit < victim->max_hit)
{
send_to_char("You feel better.\n\r",victim);
act("$n looks better.",victim,NULL,NULL,TO_ROOM);
}
victim->hit = UMIN(victim->max_hit,victim->hit + 5 * ch->level);
check_improve(ch,gsn_herbs,TRUE,1);
if (is_affected(victim, gsn_plague))
{
if (check_dispel(ch->level,victim,gsn_plague))
{
send_to_char("Your sores vanish.\n\r",victim);
act("$n looks relieved as $s sores vanish.",victim,NULL,NULL,TO_ROOM);
}
}
}
else
{
send_to_char("You search for herbs but find none here.\n\r",ch);
act("$n looks around for herbs.",ch,NULL,NULL,TO_ROOM);
check_improve(ch,gsn_herbs,FALSE,1);
}
}
void do_lore( CHAR_DATA *ch, char *argument )
{
char arg1[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
char buf[MAX_STRING_LENGTH];
AFFECT_DATA *paf;
int chance;
int value0, value1, value2, value3;
argument = one_argument( argument, arg1 );
if ( ( obj = get_obj_carry( ch, arg1 ) ) == NULL )
{
send_to_char( "You do not have that object.\n\r", ch );
return;
}
if (ch->mana < 30)
{
send_to_char("You don't have enough mana.\n\r", ch);
return;
}
if ( IS_NPC(ch) || ch->level < skill_table[gsn_lore].skill_level[ch->iclass]
|| get_skill(ch,gsn_lore) < 10)
{
send_to_char("The meaning of this object escapes you for the moment.\n\r", ch);
return;
}
/* a random lore */
chance = number_percent();
if (get_skill(ch,gsn_lore) < 20)
{
sprintf( buf, "Object '%s'.\n\r", obj->name);
send_to_char( buf, ch );
ch->mana -= 30;
check_improve(ch,gsn_lore,TRUE,8);
return;
}
else if (get_skill(ch,gsn_lore) < 40)
{
sprintf( buf,
"Object '%s'. Weight is %d, value is %d.\n\r",
obj->name,
chance < 60 ? obj->weight : number_range(1, 2 * obj->weight),
chance < 60 ? number_range(1, 2 * obj->cost) : obj->cost
);
send_to_char( buf, ch );
if ( str_cmp( obj->material, "oldstyle" ) ) {
sprintf( buf, "Material is %s.\n\r", obj->material );
send_to_char( buf, ch );
}
ch->mana -= 30;
check_improve(ch,gsn_lore,TRUE,7);
return;
}
else if (get_skill(ch,gsn_lore) < 60)
{
sprintf( buf,
"Object '%s' has weight %d.\n\rValue is %d, level is %d.\n\rMaterial is %s.\n\r",
obj->name,
obj->weight,
chance < 60 ? number_range(1, 2 * obj->cost) : obj->cost,
chance < 60 ? obj->level : number_range(1, 2 * obj->level),
str_cmp(obj->material,"oldstyle")?obj->material:"unknown"
);
send_to_char( buf, ch );
ch->mana -= 30;
check_improve(ch,gsn_lore,TRUE,6);
return;
}
else if (get_skill(ch,gsn_lore) < 80)
{
sprintf( buf,
"Object '%s' is type %s, extra flags %s.\n\rWeight is %d, value is %d, level is %d.\n\rMaterial is %s.\n\r",
obj->name,
item_type_name( obj ),
extra_bit_name( obj->extra_flags ),
obj->weight,
chance < 60 ? number_range(1, 2 * obj->cost) : obj->cost,
chance < 60 ? obj->level : number_range(1, 2 * obj->level),
str_cmp(obj->material,"oldstyle")?obj->material:"unknown"
);
send_to_char( buf, ch );
ch->mana -= 30;
check_improve(ch,gsn_lore,TRUE,5);
return;
}
else if (get_skill(ch,gsn_lore) < 85)
{
sprintf( buf,
"Object '%s' is type %s, extra flags %s.\n\rWeight is %d, value is %d, level is %d.\n\rMaterial is %s.\n\r",
obj->name,
item_type_name( obj ),
extra_bit_name( obj->extra_flags ),
obj->weight,
obj->cost,
obj->level,
str_cmp(obj->material,"oldstyle")?obj->material:"unknown"
);
send_to_char( buf, ch );
}
else
{
sprintf( buf,
"Object '%s' is type %s, extra flags %s.\n\rWeight is %d, value is %d, level is %d.\n\rMaterial is %s.\n\r",
obj->name,
item_type_name( obj ),
extra_bit_name( obj->extra_flags ),
obj->weight,
obj->cost,
obj->level,
str_cmp(obj->material,"oldstyle")?obj->material:"unknown"
);
send_to_char( buf, ch );
}
ch->mana -= 30;
value0 = obj->value[0];
value1 = obj->value[1];
value2 = obj->value[2];
value3 = obj->value[3];
switch ( obj->item_type )
{
case ITEM_SCROLL:
case ITEM_POTION:
case ITEM_PILL:
if (get_skill(ch,gsn_lore) < 85)
{
value0 = number_range(1, 60);
if (chance > 40) {
value1 = number_range(1, (MAX_SKILL - 1));
if (chance > 60) {
value2 = number_range(1, (MAX_SKILL - 1));
if (chance > 80)
value3 = number_range(1, (MAX_SKILL - 1));
}
}
}
else
{
if (chance > 60) {
value1 = number_range(1, (MAX_SKILL - 1));
if (chance > 80) {
value2 = number_range(1, (MAX_SKILL - 1));
if (chance > 95)
value3 = number_range(1, (MAX_SKILL - 1));
}
}
}
sprintf( buf, "Level %d spells of:", obj->value[0] );
send_to_char( buf, ch );
if ( value1 >= 0 && value1 < MAX_SKILL )
{
send_to_char( " '", ch );
send_to_char( skill_table[value1].name, ch );
send_to_char( "'", ch );
}
if ( value2 >= 0 && value2 < MAX_SKILL )
{
send_to_char( " '", ch );
send_to_char( skill_table[value2].name, ch );
send_to_char( "'", ch );
}
if ( value3 >= 0 && value3 < MAX_SKILL )
{
send_to_char( " '", ch );
send_to_char( skill_table[value3].name, ch );
send_to_char( "'", ch );
}
send_to_char( ".\n\r", ch );
break;
case ITEM_WAND:
case ITEM_STAFF:
if (get_skill(ch,gsn_lore) < 85)
{
value0 = number_range(1, 60);
if (chance > 40) {
value3 = number_range(1, (MAX_SKILL - 1));
if (chance > 60) {
value2 = number_range(0, 2 * obj->value[2]);
if (chance > 80)
value1 = number_range(0, value2);
}
}
}
else
{
if (chance > 60) {
value3 = number_range(1, (MAX_SKILL - 1));
if (chance > 80) {
value2 = number_range(0, 2 * obj->value[2]);
if (chance > 95)
value1 = number_range(0, value2);
}
}
}
sprintf( buf, "Has %d(%d) charges of level %d",
value1, value2, value0 );
send_to_char( buf, ch );
if ( value3 >= 0 && value3 < MAX_SKILL )
{
send_to_char( " '", ch );
send_to_char( skill_table[value3].name, ch );
send_to_char( "'", ch );
}
send_to_char( ".\n\r", ch );
break;
case ITEM_WEAPON:
send_to_char("Weapon type is ",ch);
if (get_skill(ch,gsn_lore) < 85)
{
value0 = number_range(0, 8);
if (chance > 33) {
value1 = number_range(1, 2 * obj->value[1]);
if (chance > 66)
value2 = number_range(1, 2 * obj->value[2]);
}
}
else
{
if (chance > 50) {
value1 = number_range(1, 2 * obj->value[1]);
if (chance > 75)
value2 = number_range(1, 2 * obj->value[2]);
}
}
switch (value0)
{
case(WEAPON_EXOTIC) : send_to_char("exotic.\n\r",ch); break;
case(WEAPON_SWORD) : send_to_char("sword.\n\r",ch); break;
case(WEAPON_DAGGER) : send_to_char("dagger.\n\r",ch); break;
case(WEAPON_SPEAR) : send_to_char("spear/staff.\n\r",ch); break;
case(WEAPON_MACE) : send_to_char("mace/club.\n\r",ch); break;
case(WEAPON_AXE) : send_to_char("axe.\n\r",ch); break;
case(WEAPON_FLAIL) : send_to_char("flail.\n\r",ch); break;
case(WEAPON_WHIP) : send_to_char("whip.\n\r",ch); break;
case(WEAPON_POLEARM): send_to_char("polearm.\n\r",ch); break;
case(WEAPON_BOW) : send_to_char("bow.\n\r",ch); break;
case(WEAPON_ARROW) : send_to_char("arrow.\n\r",ch); break;
case(WEAPON_LANCE) : send_to_char("lance.\n\r",ch); break;
default : send_to_char("unknown.\n\r",ch); break;
}
if (obj->pIndexData->new_format)
sprintf(buf,"Damage is %dd%d (average %d).\n\r",
value1,value2,
(1 + value2) * value1 / 2);
else
sprintf( buf, "Damage is %d to %d (average %d).\n\r",
value1, value2,
( value1 + value2 ) / 2 );
send_to_char( buf, ch );
break;
case ITEM_ARMOR:
if (get_skill(ch,gsn_lore) < 85)
{
if (chance > 25) {
value2 = number_range(0, 2 * obj->value[2]);
if (chance > 45) {
value0 = number_range(0, 2 * obj->value[0]);
if (chance > 65) {
value3 = number_range(0, 2 * obj->value[3]);
if (chance > 85)
value1 = number_range(0, 2 * obj->value[1]);
}
}
}
}
else
{
if (chance > 45) {
value2 = number_range(0, 2 * obj->value[2]);
if (chance > 65) {
value0 = number_range(0, 2 * obj->value[0]);
if (chance > 85) {
value3 = number_range(0, 2 * obj->value[3]);
if (chance > 95)
value1 = number_range(0, 2 * obj->value[1]);
}
}
}
}
sprintf( buf,
"Armor class is %d pierce, %d bash, %d slash, and %d vs. magic.\n\r",
value0, value1, value2, value3 );
send_to_char( buf, ch );
break;
}
if (get_skill(ch,gsn_lore) < 87)
check_improve(ch,gsn_lore,TRUE,5);
return;
if (!obj->enchanted)
for ( paf = obj->pIndexData->affected; paf != NULL; paf = paf->next )
{
if ( paf->location != APPLY_NONE && paf->modifier != 0 )
{
sprintf( buf, "Affects %s by %d.\n\r",
affect_loc_name( paf->location ), paf->modifier );
send_to_char( buf, ch );
}
}
for ( paf = obj->affected; paf != NULL; paf = paf->next )
{
if ( paf->location != APPLY_NONE && paf->modifier != 0 )
{
sprintf( buf, "Affects %s by %d.\n\r",
affect_loc_name( paf->location ), paf->modifier );
send_to_char( buf, ch );
}
}
check_improve(ch,gsn_lore,TRUE,5);
return;
}
void do_butcher(CHAR_DATA *ch, char *argument)
{
OBJ_DATA *obj;
char buf[MAX_STRING_LENGTH];
char arg[MAX_STRING_LENGTH];
OBJ_DATA *tmp_obj;
OBJ_DATA *tmp_next;
if (IS_NPC(ch))
return;
one_argument(argument,arg);
if ( arg[0]=='\0' )
{
send_to_char( "Butcher what?\n\r", ch );
return;
}
if ( (obj = get_obj_here(ch,arg)) == NULL )
{
send_to_char("You do not see that here.\n\r",ch);
return;
}
if (obj->item_type != ITEM_CORPSE_PC && obj->item_type != ITEM_CORPSE_NPC)
{
send_to_char("You can't butcher that.\n\r",ch);
return;
}
if (obj->carried_by != NULL)
{
send_to_char("Put it down first.\n\r",ch);
return;
}
if ( !IS_NPC(ch) && get_skill(ch,gsn_butcher) < 1)
{
send_to_char("You don't have the precision instruments for that.", ch);
return;
}
obj_from_room(obj);
for (tmp_obj = obj->contains;tmp_obj != NULL;
tmp_obj = tmp_next)
{
tmp_next = tmp_obj->next_content;
obj_from_obj(tmp_obj);
obj_to_room(tmp_obj,ch->in_room);
}
if (IS_NPC(ch) || number_percent() < get_skill(ch,gsn_butcher))
{
int numsteaks;
int i;
OBJ_DATA *steak;
numsteaks = number_bits(2) + 1;
if (numsteaks > 1)
{
sprintf(buf, "$n butchers $p and creates %i steaks.",numsteaks);
act(buf,ch,obj,NULL,TO_ROOM);
sprintf(buf, "You butcher $p and create %i steaks.",numsteaks);
act(buf,ch,obj,NULL,TO_CHAR);
}
else
{
act("$n butchers $p and creates a steak."
,ch,obj,NULL,TO_ROOM);
act("You butcher $p and create a steak."
,ch,obj,NULL,TO_CHAR);
}
check_improve(ch,gsn_butcher,TRUE,1);
for (i=0; i < numsteaks; i++)
{
steak = create_object(get_obj_index(OBJ_VNUM_STEAK),0);
sprintf( buf, steak->short_descr, obj->short_descr);
free_string( steak->short_descr );
steak->short_descr = str_dup( buf );
sprintf( buf, steak->description, obj->short_descr );
free_string( steak->description );
steak->description = str_dup( buf );
obj_to_room(steak,ch->in_room);
}
}
else
{
act("You fail and destroy $p.",ch,obj,NULL,TO_CHAR);
act("$n fails to butcher $p and destroys it.",
ch,obj,NULL,TO_ROOM);
check_improve(ch,gsn_butcher,FALSE,1);
}
extract_obj(obj);
}
void do_balance(CHAR_DATA *ch, char *argument)
{
char buf[160];
char buf2[100];
long bank_g;
long bank_s;
if (IS_NPC(ch))
{
send_to_char("You don't have a bank account.\n\r",ch);
return;
}
if (!IS_SET(ch->in_room->room_flags, ROOM_BANK))
{
send_to_char("You are not in a bank.\n\r",ch);
return;
}
if ( ch->pcdata->bank_s + ch->pcdata->bank_g == 0 ) {
send_to_char( "You don't have any money in the bank.\n\r", ch );
return;
}
bank_g = ch->pcdata->bank_g;
bank_s = ch->pcdata->bank_s;
sprintf( buf, "You have %s%s%s coin%s in the bank.\n\r",
bank_g!=0?"%ld gold":"",
(bank_g!=0)&&(bank_s!=0)?" and ":"",
bank_s!=0?"%ld silver":"",
bank_s+bank_g>1?"s":"" );
if (bank_g == 0)
sprintf( buf2, buf, bank_s );
else
sprintf( buf2, buf, bank_g, bank_s );
send_to_char(buf2, ch);
}
void do_withdraw(CHAR_DATA *ch, char *argument)
{
long amount_s;
long amount_g;
char arg[MAX_INPUT_LENGTH];
char buf[100];
int weight;
if (IS_NPC(ch))
{
send_to_char("You don't have a bank account.\n\r",ch);
return;
}
if (!IS_SET(ch->in_room->room_flags, ROOM_BANK))
{
send_to_char("The mosquito by your feet will not give you any money.\n\r",ch);
return;
}
argument = one_argument( argument, arg );
if ( arg[0] == '\0' ) {
send_to_char( "Withdraw how much?\n\r", ch );
return;
}
amount_s = labs (atol(arg));
if ( !str_cmp( argument, "silver") || argument[0] == '\0' )
amount_g = 0;
else if ( !str_cmp( argument, "gold" ) ) {
amount_g = amount_s;
amount_s = 0;
}
else {
send_to_char( "You can withdraw gold and silver coins only.", ch );
return;
}
if ( amount_g > ch->pcdata->bank_g)
{
send_to_char("Sorry, we don't give loans.\n\r",ch);
return;
}
if ( amount_s > ch->pcdata->bank_s)
{
send_to_char("Sorry, we don't give loans.\n\r",ch);
return;
}
weight = amount_g * 2 / 5;
weight += amount_s / 10;
if ( get_carry_weight(ch) + weight > can_carry_w(ch) )
{
act( "You can't carry that much weight.", ch,NULL,NULL, TO_CHAR);
return;
}
ch->pcdata->bank_g -= amount_g;
ch->pcdata->bank_s -= amount_s;
ch->gold += (long)(0.98 * amount_g);
ch->silver += (long)(0.90 * amount_s);
if (amount_s > 0 && amount_s < 10 ) {
if ( amount_s == 1 )
sprintf(buf, "One coin?? You cheapskate!\n\r");
else
sprintf(buf, "%ld coins?? You cheapskate!\n\r", amount_s);
}
else
sprintf(buf,
"Here are your %ld %s coins, minus a %ld coin withdrawal fee.\n\r",
amount_s!=0?amount_s:amount_g,
amount_s!=0?"silver":"gold",
amount_s!=0?(long) UMAX(1, (0.10 * amount_s)):
(long) UMAX(1, (0.02 * amount_g)) );
send_to_char(buf, ch);
act("$n steps up to the teller window.",ch,NULL,NULL,TO_ROOM);
}
void do_deposit(CHAR_DATA *ch, char *argument)
{
long amount_s;
long amount_g;
char buf[100];
char arg[200];
if (IS_NPC(ch))
{
send_to_char("You don't have a bank account.\n\r",ch);
return;
}
if (!IS_SET(ch->in_room->room_flags, ROOM_BANK))
{
send_to_char("The ant by your feet can't carry your gold.\n\r",ch);
return;
}
argument = one_argument( argument, arg );
if ( arg[0] == '\0' ) {
send_to_char( "Deposit how much?\n\r", ch );
return;
}
amount_s = labs (atol(arg));
if ( !str_cmp( argument, "silver" ) || argument[0] == '\0' )
amount_g = 0;
else if ( !str_cmp( argument, "gold" ) ) {
amount_g = amount_s;
amount_s = 0;
}
else {
send_to_char( "You can deposit gold and silver coins only.", ch );
return;
}
if (amount_g > ch->gold)
{
send_to_char("That's more than you've got.\n\r",ch);
return;
}
if (amount_s > ch->silver)
{
send_to_char("That's more than you've got.\n\r",ch);
return;
}
if ( (amount_g + ch->pcdata->bank_g) > 400000 )
{
send_to_char("Bank cannot accept more than 400,000 gold.\n\r",ch);
return;
}
ch->pcdata->bank_s += amount_s;
ch->pcdata->bank_g += amount_g;
ch->gold -= amount_g;
ch->silver -= amount_s;
if (amount_s == 1)
sprintf(buf, "Oh boy! One gold coin!\n\r");
else sprintf(buf, "%ld %s coins deposited. Come again soon!\n\r",
amount_s!=0?amount_s:amount_g,
amount_s!=0?"silver":"gold" );
send_to_char(buf, ch);
act("$n steps up to the teller window.",ch,NULL,NULL,TO_ROOM);
}
void do_enchant(CHAR_DATA *ch, char *argument)
{
OBJ_DATA *obj;
char buf[MAX_STRING_LENGTH];
int wear_level;
if ( !IS_NPC(ch)
&& ch->level < skill_table[gsn_enchant_sword].skill_level[ch->iclass] )
{
send_to_char("Huh?.\n\r", ch );
return;
}
if (argument[0] == '\0') /* empty */
{
send_to_char ("Wear which weapon to enchant?\n\r",ch);
return;
}
obj = get_obj_carry (ch, argument);
if (obj == NULL)
{
send_to_char ("You don't have that item.\n\r",ch);
return;
}
wear_level = ch->level;
if ( (class_table[ch->iclass].fMana && obj->item_type == ITEM_ARMOR)
|| (!class_table[ch->iclass].fMana && obj->item_type == ITEM_WEAPON))
wear_level += 3;
if ( wear_level < obj->level )
{
sprintf( buf, "You must be level %d to be able to enchant this object.\n\r",
obj->level );
send_to_char( buf, ch );
act( "$n tries to enchant $p, but is too inexperienced.",
ch, obj, NULL, TO_ROOM );
return;
}
if (ch->mana < 100 )
{
send_to_char("You don't have enough mana.\n\r",ch);
return;
}
if ( number_percent() > get_skill(ch,gsn_enchant_sword) )
{
send_to_char("You lost your concentration.\n\r",ch);
act( "$n tries to enchant $p, but he forgets how for a moment.",
ch, obj, NULL, TO_ROOM );
WAIT_STATE(ch,skill_table[gsn_enchant_sword].beats);
check_improve(ch,gsn_enchant_sword,FALSE,6);
ch->mana -= 50;
return;
}
ch->mana -= 100;
spell_enchant_weapon(24,ch->level,ch,obj,TARGET_OBJ);
check_improve(ch,gsn_enchant_sword,TRUE,2);
WAIT_STATE(ch,skill_table[gsn_enchant_sword].beats);
return;
}
void hold_a_light(CHAR_DATA *ch,OBJ_DATA *obj, int iWear)
{
act( "$n lights $p and holds it.", ch, obj, NULL, TO_ROOM );
act( "You light $p and hold it.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, iWear );
}
void hold_a_shield(CHAR_DATA *ch,OBJ_DATA *obj, int iWear)
{
act( "$n wears $p as a shield.", ch, obj, NULL, TO_ROOM );
act( "You wear $p as a shield.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, iWear );
}
void hold_a_thing(CHAR_DATA *ch,OBJ_DATA *obj, int iWear)
{
act( "$n holds $p in $s hand.", ch, obj, NULL, TO_ROOM );
act( "You hold $p in your hand.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, iWear );
}
/* wear object as a secondary weapon */
void hold_a_wield(CHAR_DATA *ch, OBJ_DATA *obj, int iWear)
{
int sn,skill;
if (obj == NULL)
{
bug("Hold_a_wield: Obj NULL",0);
return;
}
if (obj->item_type != ITEM_WEAPON)
{
hold_a_thing(ch, obj, iWear);
return;
}
act( "$n wields $p.", ch, obj, NULL, TO_ROOM );
act( "You wield $p.", ch, obj, NULL, TO_CHAR );
equip_char ( ch, obj, iWear);
if (get_wield_char(ch,TRUE) == obj) sn = get_weapon_sn(ch,TRUE);
else sn = get_weapon_sn(ch,FALSE);
if (sn)
{
skill = get_weapon_skill(ch,sn);
if (skill >= 100)
act("$p feels like a part of you!",ch,obj,NULL,TO_CHAR);
else if (skill > 85)
act("You feel quite confident with $p.",ch,obj,NULL,TO_CHAR);
else if (skill > 70)
act("You are skilled with $p.",ch,obj,NULL,TO_CHAR);
else if (skill > 50)
act("Your skill with $p is adequate.",ch,obj,NULL,TO_CHAR);
else if (skill > 25)
act("$p feels a little clumsy in your hands.",ch,obj,NULL,TO_CHAR);
else if (skill > 1)
act("You fumble and almost drop $p.",ch,obj,NULL,TO_CHAR);
else
act("You don't even know which end is up on $p.",
ch,obj,NULL,TO_CHAR);
}
return;
}
void wear_a_wield(CHAR_DATA *ch,OBJ_DATA *obj, bool fReplace)
{
if ( !IS_NPC(ch)
&& get_obj_weight(obj) > str_app[get_curr_stat(ch,STAT_STR)].carry )
{
send_to_char( "It is too heavy for you to wield.\n\r", ch );
return;
}
if (IS_WEAPON_STAT(obj,WEAPON_TWO_HANDS) &&
(!IS_NPC(ch) && ch->size < SIZE_LARGE) )
{
if (get_eq_char(ch,WEAR_BOTH) != NULL )
{
if (!remove_obj_loc(ch,WEAR_BOTH,fReplace)) return;
hold_a_wield(ch, obj, WEAR_BOTH);
}
else
{
if ( get_eq_char(ch,WEAR_RIGHT) )
if (!remove_obj_loc(ch,WEAR_RIGHT,fReplace)) return;
if ( get_eq_char(ch,WEAR_LEFT) )
if (!remove_obj_loc(ch,WEAR_LEFT,fReplace)) return;
hold_a_wield(ch, obj, WEAR_BOTH);
}
}
else
{
if (get_eq_char(ch,WEAR_BOTH) != NULL )
{
if (!remove_obj_loc( ch, WEAR_BOTH, fReplace ) )
return;
hold_a_wield(ch, obj, WEAR_RIGHT);
}
else if (get_eq_char(ch,WEAR_RIGHT) == NULL )
hold_a_wield(ch, obj, WEAR_RIGHT);
else if (get_eq_char(ch,WEAR_LEFT) == NULL )
hold_a_wield(ch, obj, WEAR_LEFT);
else if ( remove_obj_loc( ch, WEAR_RIGHT, fReplace ) )
hold_a_wield(ch, obj, WEAR_RIGHT);
else if ( remove_obj_loc( ch, WEAR_LEFT, fReplace ) )
hold_a_wield(ch, obj, WEAR_LEFT);
else send_to_char("You found your hands full.\n\r",ch);
}
}
void wear_multi(CHAR_DATA *ch,OBJ_DATA *obj,int iWear,bool fReplace)
{
if (count_worn(ch, iWear) < max_can_wear(ch, iWear))
{
switch( iWear )
{
case WEAR_FINGER:
act( "$n wears $p on one of $s finger.", ch, obj, NULL, TO_ROOM );
act( "You wear $p on one of your finger.", ch, obj, NULL, TO_CHAR );
break;
case WEAR_NECK:
act( "$n wears $p around $s neck.", ch, obj, NULL, TO_ROOM );
act( "You wear $p around your neck.", ch, obj, NULL, TO_CHAR );
break;
case WEAR_WRIST:
act("$n wears $p around one of $s wrist.", ch, obj, NULL, TO_ROOM );
act("You wear $p around one of your wrist.",ch, obj, NULL, TO_CHAR);
break;
case WEAR_TATTOO:
act("$n now uses $p as tattoo of $s religion.",ch,obj,NULL,TO_ROOM);
act("You now use $p as the tattoo of your religion.",ch,obj,NULL,TO_CHAR);
break;
default:
act("$n wears $p around somewhere.", ch, obj, NULL, TO_ROOM );
act("You wear $p around somewhere.",ch, obj, NULL, TO_CHAR);
break;
}
equip_char(ch, obj, iWear);
}
else if (fReplace)
{
OBJ_DATA *w;
int not_worn = 1;
for ( w = ch->carrying; w != NULL; w = w->next_content )
{
if ( w->wear_loc == iWear
&& !IS_SET(w->extra_flags, ITEM_NOREMOVE)
&& (w->item_type != ITEM_TATTOO || IS_IMMORTAL(ch) ) )
{
unequip_char( ch, w );
act( "$n stops using $p.", ch, w, NULL, TO_ROOM );
act( "You stop using $p.", ch, w, NULL, TO_CHAR );
wear_multi(ch, obj, iWear, fReplace );
not_worn = 0;
break;
}
}
if ( not_worn )
act( "You couldn't remove anything to replace with $p.",
ch, obj, NULL, TO_CHAR );
}
}