/***************************************************************************
* 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. *
* *
* _/ _/_/_/ _/ _/ _/ ACK! MUD is modified *
* _/_/ _/ _/ _/ _/ Merc2.0/2.1/2.2 code *
* _/ _/ _/ _/_/ _/ (c)Stephen Dooley 1994 *
* _/_/_/_/ _/ _/ _/ "This mud has not been *
* _/ _/ _/_/_/ _/ _/ _/ tested on animals." *
* *
* *
* Much time and thought has gone into this software and you are *
* benefitting. We hope that you share your changes too. What goes *
* around, comes around. *
***************************************************************************/
#if defined(macintosh)
#include <types.h>
#else
#include <sys/types.h>
#endif
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#include "merc.h"
/*
* Local functions.
*/
#define CD CHAR_DATA
void 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 check_guards args( ( CHAR_DATA *ch ) );
#undef CD
void get_obj( CHAR_DATA *ch, OBJ_DATA *obj, OBJ_DATA *container )
{
if ( !IS_NPC( ch ) && IS_WOLF( ch )
&& ( IS_SHIFTED( ch ) || IS_RAGED( ch ) ) )
{
send_to_char( "Your claws are too clumsy!!!@@N\n\r", ch );
return;
}
if ( !CAN_WEAR(obj, ITEM_TAKE)
|| obj->item_type == ITEM_CORPSE_PC )
{
/* send_to_char( "You can't take that.\n\r", ch ); */
return;
}
if ( ch->carry_number + get_obj_number( obj ) > can_carry_n( ch ) )
{
act( "$d: you can't carry that many items.",
ch, NULL, obj->name, TO_CHAR );
return;
}
if ( ch->carry_weight + get_obj_weight( obj ) > can_carry_w( ch ) )
{
act( "$d: you can't carry that much weight.",
ch, NULL, obj->name, TO_CHAR );
return;
}
if ( container != NULL )
{
act( "You get $p from $P.", ch, obj, container, TO_CHAR );
act( "$n gets $p from $P.", ch, obj, container, TO_ROOM );
obj_from_obj( obj );
}
else
{
act( "You get $p.", ch, obj, container, TO_CHAR );
act( "$n gets $p.", ch, obj, container, TO_ROOM );
obj_from_room( obj );
}
if ( obj->item_type == ITEM_MONEY )
{
if ( ch->gold + obj->value[0] > 100000000 )
{
send_to_char( "You can't carry anymore gold.\n\r", ch );
if ( container != NULL )
obj_to_obj( obj, container );
else
obj_to_room( obj, ch->in_room );
return;
}
ch->gold += obj->value[0];
extract_obj( obj );
}
else
{
obj_to_char( obj, ch );
trigger_handler( ch, obj, TRIGGER_GET );
}
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;
CHAR_DATA *victim;
bool found;
if ( !IS_NPC( ch ) && IS_WOLF( ch )
&& ( IS_SHIFTED( ch ) || IS_RAGED( ch ) ) )
{
send_to_char( "Your claws are too clumsy!!!@@N\n\r", ch );
return;
}
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
/* Get type. */
if ( arg1[0] == '\0' )
{
send_to_char( "Get what?\n\r", ch );
return;
}
if ( arg2[0] == '\0' )
{
if ( str_cmp( arg1, "all" ) && str_prefix( "all.", arg1 ) )
{
/* 'get obj' */
obj = get_obj_room( ch, arg1, ch->in_room->first_content );
if ( obj == NULL )
{
act( "I see no $T here.", ch, NULL, arg1, TO_CHAR );
return;
}
get_obj( ch, obj, NULL );
if ( ch->level > 1 )
do_save( ch, "" );
}
else
{
/* 'get all' or 'get all.obj' */
found = FALSE;
for ( obj = ch->in_room->first_content; obj != NULL; obj = obj_next )
{
obj_next = obj->next_in_room;
if ( ( arg1[3] == '\0' || is_name( &arg1[4], obj->name ) )
&& can_see_obj( ch, obj ) )
{
found = TRUE;
get_obj( ch, obj, NULL );
}
}
if ( found && ch->level > 1 )
do_save( ch, "" );
if ( !found )
{
if ( arg1[3] == '\0' )
send_to_char( "I see nothing here.\n\r", ch );
else
act( "I see no $T here.", ch, NULL, &arg1[4], TO_CHAR );
}
}
}
else
{
/* 'get ... container' */
if ( !str_cmp( arg2, "all" ) || !str_prefix( "all.", arg2 ) )
{
send_to_char( "You can't do that.\n\r", ch );
return;
}
if ( ( container = get_obj_here( ch, arg2 ) ) == NULL )
{
act( "I see no $T here.", ch, NULL, arg2, TO_CHAR );
return;
}
switch ( container->item_type )
{
default:
send_to_char( "That's not a container.\n\r", ch );
return;
case ITEM_CONTAINER:
case ITEM_SPELL_MATRIX:
case ITEM_CORPSE_NPC:
break;
case ITEM_CORPSE_PC:
{
char name[MAX_INPUT_LENGTH];
CHAR_DATA *gch;
char *pd;
if ( IS_NPC(ch) )
{
send_to_char( "You can't do that.\n\r", ch );
return;
}
pd = container->short_descr;
pd = one_argument( pd, name );
pd = one_argument( pd, name );
pd = one_argument( pd, name );
if ( str_cmp( name, ch->name ) && !IS_IMMORTAL(ch) )
{
bool fGroup;
victim=NULL;
fGroup = FALSE;
for ( gch = first_char; gch != NULL; gch = gch->next )
{
if ( !IS_NPC(gch)
&& !str_cmp( name, gch->name ) )
{
victim=gch;
break;
}
}
/* if (victim !=NULL && is_same_group(ch, gch))
fGroup = TRUE; */
if ( !fGroup )
{
if (victim == NULL
|| !IS_SET(victim->pcdata->pflags,PFLAG_PKOK)
|| !IS_SET(ch->pcdata->pflags,PFLAG_PKOK) )
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->first_in_carry_list );
if ( obj == NULL )
{
act( "I see nothing like that in the $T.",
ch, NULL, arg2, TO_CHAR );
return;
}
get_obj( ch, obj, container );
if ( ch->level > 1 )
do_save( ch, "" );
save_corpses( );
}
else
{
/* 'get all container' or 'get all.obj container' */
found = FALSE;
for ( obj = container->first_in_carry_list; obj != NULL; obj = obj_next )
{
obj_next = obj->next_in_carry_list;
if ( ( arg1[3] == '\0' || is_name( &arg1[4], obj->name ) )
&& can_see_obj( ch, obj ) )
{
found = TRUE;
get_obj( ch, obj, container );
}
}
if ( !found )
{
if ( arg1[3] == '\0' )
act( "I see nothing in the $T.",
ch, NULL, arg2, TO_CHAR );
else
act( "I see nothing like that in the $T.",
ch, NULL, arg2, TO_CHAR );
}
else
{
if (ch->level > 1)
do_save( ch,"");
}
save_corpses( );
}
}
return;
}
void do_put( CHAR_DATA *ch, char *argument )
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
char arg3[MSL];
bool carry_bag = FALSE;
OBJ_DATA *container;
OBJ_DATA *obj;
OBJ_DATA *obj_next;
char monbuf[MSL];
if ( !IS_NPC( ch ) && IS_WOLF( ch )
&& ( IS_SHIFTED( ch ) || IS_RAGED( ch ) ) )
{
send_to_char( "Your claws are too clumsy!!!@@N\n\r", ch );
return;
}
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
argument = one_argument( argument, arg3 );
if ( arg1[0] == '\0' || arg2[0] == '\0' )
{
send_to_char( "Put what in what?\n\r", ch );
return;
}
if ( !str_cmp( arg2, "my" ) )
{
carry_bag = TRUE;
one_argument( arg3, arg2 );
}
else
carry_bag = FALSE;
if ( !str_cmp( arg2, "all" ) || !str_prefix( "all.", arg2 ) )
{
send_to_char( "You can't do that.\n\r", ch );
return;
}
if ( carry_bag )
{
if ( ( container = get_obj_carry( ch, arg2 ) ) == NULL )
{
act( "I see no $T here.", ch, NULL, arg2, TO_CHAR );
return;
}
}
else 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 )
&& ( container->item_type != ITEM_SPELL_MATRIX ) )
{
send_to_char( "That's not a container.\n\r", ch );
return;
}
if ( IS_SET(container->value[1], CONT_CLOSED) )
{
act( "The $d is closed.", ch, NULL, container->name, TO_CHAR );
return;
}
if ( str_cmp( arg1, "all" ) && str_prefix( "all.", arg1 ) )
{
/* 'put obj container' */
if ( ( obj = get_obj_carry( ch, arg1 ) ) == NULL )
{
send_to_char( "You do not have that item.\n\r", ch );
return;
}
if ( obj == container )
{
send_to_char( "You can't fold it into itself.\n\r", ch );
return;
}
if ( !can_drop_obj( ch, obj ) )
{
send_to_char( "You can't let go of it.\n\r", ch );
return;
}
if ( get_obj_weight( obj ) + get_obj_weight( container )
> container->value[0] )
{
send_to_char( "It won't fit.\n\r", ch );
return;
}
if ( obj->in_obj != NULL )
{
sprintf( monbuf, "%s has %s on his person and in object %s", ch->name,
obj->short_descr, obj->in_obj->short_descr );
monitor_chan( monbuf, MONITOR_OBJ );
return;
}
if ( container->item_type == ITEM_SPELL_MATRIX )
{
if ( ( obj->item_type == ITEM_WEAPON )
|| ( obj->item_type == ITEM_LIGHT )
|| ( obj->item_type == ITEM_ARMOR ) )
{
OBJ_DATA * one_obj;
bool has_item = FALSE;
for ( one_obj = container->first_in_carry_list; one_obj != NULL; one_obj = one_obj->next_in_carry_list )
{
if ( one_obj->item_type != ITEM_ENCHANTMENT )
{
has_item = TRUE;
break;
}
}
if ( has_item )
{
send_to_char( "Spell Matrix containers may hold only 1 non-enchantment item.\n\r", ch );
return;
}
}
else
if ( obj->item_type != ITEM_ENCHANTMENT )
{
send_to_char( "Spell Matrix containers may hold only 1 non-enchantment item.\n\r", ch );
return;
}
}
obj_from_char( obj );
obj_to_obj( obj, container );
act( "$n puts $p in $P.", ch, obj, container, TO_ROOM );
act( "You put $p in $P.", ch, obj, container, TO_CHAR );
}
else
{
/* 'put all container' or 'put all.obj container' */
OREF( obj_next, OBJ_NEXTCONTENT);
for ( obj = ch->first_carry; obj != NULL; obj = obj_next )
{
obj_next = obj->next_in_carry_list;
if ( ( arg1[3] == '\0' || is_name( &arg1[4], obj->name ) )
&& can_see_obj( ch, obj )
&& obj->wear_loc == WEAR_NONE
&& obj != container
&& can_drop_obj( ch, obj )
&& get_obj_weight( obj ) + get_obj_weight( container )
<= container->value[0] )
{
if ( obj->in_obj != NULL )
{
sprintf( monbuf, "%s has %s on his person and in object %s", ch->name,
obj->short_descr, obj->in_obj->short_descr );
monitor_chan( monbuf, MONITOR_OBJ );
continue;
}
if ( container->item_type == ITEM_SPELL_MATRIX )
{
if ( ( obj->item_type == ITEM_WEAPON )
|| ( obj->item_type == ITEM_LIGHT )
|| ( obj->item_type == ITEM_ARMOR ) )
{
OBJ_DATA * one_obj;
bool has_item = FALSE;
for ( one_obj = container->first_in_carry_list; one_obj != NULL; one_obj = one_obj->next_in_carry_list )
{
if ( one_obj->item_type != ITEM_ENCHANTMENT )
{
has_item = TRUE;
break;
}
}
if ( has_item )
{
send_to_char( "Spell Matrix containers may hold only 1 non-enchantment item.\n\r", ch );
continue;
}
}
else
if ( obj->item_type != ITEM_ENCHANTMENT )
{
send_to_char( "Spell Matrix containers may hold only 1 non-enchantment item.\n\r", ch );
continue;
}
}
obj_from_char( obj );
obj_to_obj( obj, container );
act( "$n puts $p in $P.", ch, obj, container, TO_ROOM );
act( "You put $p in $P.", ch, obj, container, TO_CHAR );
}
}
OUREF( obj_next );
}
return;
}
void do_drop( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
OBJ_DATA *obj_next;
bool found = FALSE;
if ( !IS_NPC( ch ) && IS_WOLF( ch )
&& ( IS_SHIFTED( ch ) || IS_RAGED( ch ) ) )
{
send_to_char( "Your claws are too clumsy!!!@@N\n\r", ch );
return;
}
argument = one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Drop what?\n\r", ch );
return;
}
if ( is_number( arg ) )
{
/* 'drop NNNN coins' */
int amount;
amount = atoi(arg);
argument = one_argument( argument, arg );
if ( amount <= 0
|| ( str_cmp( arg, "coins" ) && str_cmp( arg, "coin" ) ) )
{
send_to_char( "Sorry, you can't do that.\n\r", ch );
return;
}
if ( ch->gold < amount )
{
send_to_char( "You haven't got that many coins.\n\r", ch );
return;
}
ch->gold -= amount;
for ( obj = ch->in_room->first_content; obj != NULL; obj = obj_next )
{
obj_next = obj->next_in_room;
switch ( obj->pIndexData->vnum )
{
case OBJ_VNUM_MONEY_ONE:
amount += 1;
extract_obj( obj );
break;
case OBJ_VNUM_MONEY_SOME:
amount += obj->value[0];
extract_obj( obj );
break;
}
}
obj_to_room( create_money( amount ), ch->in_room );
act( "$n drops some gold.", ch, NULL, NULL, TO_ROOM );
send_to_char( "OK.\n\r", ch );
if ( ch->level > 1 && !IS_NPC(ch))
do_save( ch, "" );
return;
}
if ( str_cmp( arg, "all" ) && str_prefix( "all.", arg ) )
{
/* 'drop obj' */
if ( ( obj = get_obj_carry( ch, arg ) ) == NULL )
{
send_to_char( "You do not have that item.\n\r", ch );
return;
}
if ( !can_drop_obj( ch, obj ) )
{
send_to_char( "You can't let go of it.\n\r", ch );
return;
}
obj_from_char( obj );
obj_to_room( obj, ch->in_room );
act( "$n drops $p.", ch, obj, NULL, TO_ROOM );
act( "You drop $p.", ch, obj, NULL, TO_CHAR );
/* trigger_handler( ch, obj, TRIGGER_DROP ); */
if ( ch->level > 1 && !IS_NPC(ch))
do_save( ch, "" );
}
else
{
/* 'drop all' or 'drop all.obj' */
found = FALSE;
for ( obj = ch->first_carry; obj != NULL; obj = obj_next )
{
obj_next = obj->next_in_carry_list;
if ( ( arg[3] == '\0' || is_name( &arg[4], obj->name ) )
&& can_see_obj( ch, obj )
&& obj->wear_loc == WEAR_NONE
&& can_drop_obj( ch, obj ) )
{
found = TRUE;
obj_from_char( obj );
obj_to_room( obj, ch->in_room );
act( "$n drops $p.", ch, obj, NULL, TO_ROOM );
act( "You drop $p.", ch, obj, NULL, TO_CHAR );
/* trigger_handler( ch, obj, TRIGGER_DROP ); */
}
}
if ( !found )
{
if ( arg[3] == '\0' )
act( "You are not carrying anything.",
ch, NULL, arg, TO_CHAR );
else
act( "You are not carrying any $T.",
ch, NULL, &arg[4], TO_CHAR );
}
}
if ( found && ch->level > 1 )
do_save( ch, "" );
return;
}
void do_give( CHAR_DATA *ch, char *argument )
{
char arg1 [MAX_INPUT_LENGTH];
char arg2 [MAX_INPUT_LENGTH];
char buf [MAX_STRING_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *obj;
extern bool quest;
extern bool auto_quest;
extern CHAR_DATA *quest_mob;
extern OBJ_DATA *quest_object;
if ( !IS_NPC( ch ) && IS_WOLF( ch )
&& ( IS_SHIFTED( ch ) || IS_RAGED( ch ) ) )
{
send_to_char( "Your claws are too clumsy!!!@@N\n\r", ch );
return;
}
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if ( arg1[0] == '\0' || arg2[0] == '\0' )
{
send_to_char( "Give what to whom?\n\r", ch );
return;
}
if ( is_number( arg1 ) )
{
/* 'give NNNN coins victim' */
int amount;
amount = atoi(arg1);
if ( amount <= 0
|| ( str_cmp( arg2, "coins" ) && str_cmp( arg2, "coin" ) ) )
{
send_to_char( "Sorry, you can't do that.\n\r", ch );
return;
}
argument = one_argument( argument, arg2 );
if ( arg2[0] == '\0' )
{
send_to_char( "Give what to whom?\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, arg2 ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( ch->gold < amount )
{
send_to_char( "You haven't got that much gold.\n\r", ch );
return;
}
if ( victim->gold + amount > 100000000 )
{
send_to_char( "They can't carry that much gold.\n\r", ch );
return;
}
ch->gold -= amount;
victim->gold += amount;
act( "$n gives you some gold.", ch, NULL, victim, TO_VICT );
act( "$n gives $N some gold.", ch, NULL, victim, TO_NOTVICT );
act( "You give $N some gold.", ch, NULL, victim, TO_CHAR );
send_to_char( "OK.\n\r", ch );
if ( ch->level > 1)
do_save( ch, "" );
if ( victim->level > 1 )
do_save( victim, "" );
mprog_bribe_trigger(victim,ch,amount);
return;
}
if ( ( obj = get_obj_carry( ch, arg1 ) ) == NULL )
{
send_to_char( "You do not have that item.\n\r", ch );
return;
}
if ( obj->wear_loc != WEAR_NONE )
{
send_to_char( "You must remove it first.\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, arg2 ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( !can_drop_obj( ch, obj ) )
{
send_to_char( "You can't let go of it.\n\r", ch );
return;
}
if ( victim->carry_number + get_obj_number( obj ) > can_carry_n( victim ) )
{
act( "$N has $S hands full.", ch, NULL, victim, TO_CHAR );
return;
}
if ( victim->carry_weight + get_obj_weight( obj ) > can_carry_w( victim ) )
{
act( "$N can't carry that much weight.", ch, NULL, victim, TO_CHAR );
return;
}
if ( !can_see_obj( victim, obj ) )
{
act( "$N can't see it.", ch, NULL, victim, TO_CHAR );
return;
}
obj_from_char( obj );
obj_to_char( obj, victim );
MOBtrigger = FALSE;
act( "$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 ( ( quest || auto_quest )
&& IS_NPC( victim )
&& victim == quest_mob
&& obj == quest_object )
{
/* Then ch has recovered the quest object!!!!! */
sprintf( buf, "Oh! %s you found %s for me! Thank You!",
NAME(ch), obj->short_descr );
do_say( victim, buf );
interpret( victim, "hop" );
if ( !IS_NPC(ch) )
{
sprintf( buf, "%s I shall reward you well for recovering this for me!",
NAME(ch) );
do_tell( victim, buf );
if ( obj->value[0] > 0 )
{
sprintf( buf, "You receive %d quest points!\n\r", obj->value[0] );
send_to_char( buf, ch );
ch->quest_points += obj->value[0];
}
if ( obj->value[1] > 0 )
{
sprintf( buf, "You receive %d practices!\n\r", obj->value[1] );
send_to_char( buf, ch );
ch->practice += obj->value[1];
}
if ( obj->value[2] > 0 )
{
sprintf( buf, "You receive %d gold coins!\n\r", obj->value[2] );
send_to_char( buf, ch );
ch->gold += obj->value[2];
}
if ( obj->value[3] > 0 )
{
sprintf( buf, "You receive %d experiece points!\n\r", obj->value[3] );
send_to_char( buf, ch );
if ( ch->adept_level > 0 )
ch->exp += obj->value[3]/500;
else
ch->exp += obj->value[3];
}
}
quest_complete( ch );
}
if ( ch->level > 1 )
do_save( ch, "" );
if ( victim->level > 1 )
do_save( victim, "" );
mprog_give_trigger(victim,ch,obj);
return;
}
void do_fill( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
OBJ_DATA *fountain;
bool found;
if ( !IS_NPC( ch ) && IS_WOLF( ch )
&& ( IS_SHIFTED( ch ) || IS_RAGED( ch ) ) )
{
send_to_char( "Your claws are too clumsy!!!@@N\n\r", ch );
return;
}
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->first_content; fountain != NULL;
fountain = fountain->next_in_room )
{
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] != 0 )
{
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;
}
act( "You fill $p.", ch, obj, NULL, TO_CHAR );
obj->value[2] = fountain->value[0];
obj->value[1] = obj->value[0];
return;
}
void do_drink( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
int amount;
int liquid;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
for ( obj = ch->in_room->first_content; obj; obj = obj->next_in_room )
{
if ( obj->item_type == ITEM_FOUNTAIN )
break;
}
if ( obj == NULL )
{
send_to_char( "Drink what?\n\r", ch );
return;
}
}
else
{
if ( ( obj = get_obj_here( ch, arg ) ) == NULL )
{
send_to_char( "You can't find it.\n\r", ch );
return;
}
}
if ( !IS_NPC(ch) && ch->pcdata->condition[COND_THIRST] > 40 )
{
send_to_char( "You do not feel thirsty.\n\r", ch );
return;
}
if ( !IS_NPC(ch) && ch->pcdata->condition[COND_DRUNK] > 10 )
{
send_to_char( "You fail to reach your mouth. *Hic*\n\r", ch );
return;
}
switch ( obj->item_type )
{
default:
send_to_char( "You can't drink from that.\n\r", ch );
break;
case ITEM_FOUNTAIN:
if ( ( liquid = obj->value[0] ) >= LIQ_MAX )
{
bug( "Do_drink: bad liquid number %d.", liquid );
liquid = obj->value[0] = 0;
}
act( "$n drinks $T from $p.",
ch, obj, liq_table[liquid].liq_name, TO_ROOM );
act( "You drink $T from $p.",
ch, obj, liq_table[liquid].liq_name, TO_CHAR );
amount = number_range( 1,3 );
if ( liquid == LIQUID_BLOOD && IS_VAMP(ch) && !IS_NPC( ch ) )
{
send_to_char( "Ahhhh! Blood!\n\r", ch );
gain_bloodlust( ch, amount + 2 );
}
gain_condition( ch, COND_DRUNK,
amount * liq_table[liquid].liq_affect[COND_DRUNK ] );
gain_condition( ch, COND_FULL,
amount * liq_table[liquid].liq_affect[COND_FULL ] );
gain_condition( ch, COND_THIRST,
amount * liq_table[liquid].liq_affect[COND_THIRST ] );
if ( !IS_NPC(ch) && ch->pcdata->condition[COND_DRUNK] > 10 )
send_to_char( "You feel drunk.\n\r", ch );
if ( !IS_NPC(ch) && ch->pcdata->condition[COND_FULL] > 40 )
send_to_char( "You are full.\n\r", ch );
if ( !IS_NPC(ch) && ch->pcdata->condition[COND_THIRST] > 40 )
send_to_char( "You do not feel thirsty.\n\r", ch );
if ( obj->value[1] != 0 )
{
/* The shit was poisoned! */
AFFECT_DATA af;
act( "$n chokes and gags.", ch, 0, 0, TO_ROOM );
send_to_char( "You choke and gag.\n\r", ch );
af.type = gsn_poison;
af.duration = 2;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_POISON;
affect_join( ch, &af );
}
break;
case ITEM_DRINK_CON:
if ( obj->value[1] <= 0 )
{
send_to_char( "It is already empty.\n\r", ch );
return;
}
if ( ( liquid = obj->value[2] ) >= LIQ_MAX )
{
bug( "Do_drink: bad liquid number %d.", liquid );
liquid = obj->value[2] = 0;
}
act( "$n drinks $T from $p.",
ch, obj, liq_table[liquid].liq_name, TO_ROOM );
act( "You drink $T from $p.",
ch, obj, liq_table[liquid].liq_name, TO_CHAR );
amount = number_range(3, 10);
amount = UMIN(amount, obj->value[1]);
if ( liquid == LIQUID_BLOOD && IS_VAMP(ch) && !IS_NPC(ch) )
{
send_to_char( "@@eAhh, only if it was fresh, would taste much better!@@N\n\r", ch );
gain_bloodlust( ch, 2 );
}
gain_condition( ch, COND_DRUNK,
amount * liq_table[liquid].liq_affect[COND_DRUNK ] );
gain_condition( ch, COND_FULL,
amount * liq_table[liquid].liq_affect[COND_FULL ] );
gain_condition( ch, COND_THIRST,
amount * liq_table[liquid].liq_affect[COND_THIRST ] );
if ( !IS_NPC(ch) && ch->pcdata->condition[COND_DRUNK] > 10 )
send_to_char( "You feel drunk.\n\r", ch );
if ( !IS_NPC(ch) && ch->pcdata->condition[COND_FULL] > 40 )
send_to_char( "You are full.\n\r", ch );
if ( !IS_NPC(ch) && ch->pcdata->condition[COND_THIRST] > 40 )
send_to_char( "You do not feel thirsty.\n\r", ch );
if ( obj->value[3] != 0 )
{
/* The shit was poisoned ! */
AFFECT_DATA af;
act( "$n chokes and gags.", ch, NULL, NULL, TO_ROOM );
send_to_char( "You choke and gag.\n\r", ch );
af.type = gsn_poison;
af.duration = 3 * amount;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_POISON;
affect_join( ch, &af );
}
obj->value[1] -= amount;
if ( obj->value[1] <= 0 )
{
obj->value[1] = 0;
/*
send_to_char( "The empty container vanishes.\n\r", ch );
extract_obj( obj ); */
}
break;
}
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] > 40 )
{
send_to_char( "You are too full to eat more.\n\r", ch );
return;
}
}
act( "$n eats $p.", ch, obj, NULL, TO_ROOM );
act( "You eat $p.", ch, obj, NULL, TO_CHAR );
switch ( obj->item_type )
{
case ITEM_FOOD:
if ( !IS_NPC(ch) )
{
int condition;
condition = ch->pcdata->condition[COND_FULL];
gain_condition( ch, COND_FULL, obj->value[0] );
if ( condition == 0 && ch->pcdata->condition[COND_FULL] > 0 )
send_to_char( "You are no longer hungry.\n\r", ch );
else if ( ch->pcdata->condition[COND_FULL] > 40 )
send_to_char( "You are full.\n\r", ch );
}
if ( obj->value[3] != 0 )
{
/* The shit was poisoned! */
AFFECT_DATA af;
act( "$n chokes and gags.", ch, 0, 0, TO_ROOM );
send_to_char( "You choke and gag.\n\r", ch );
af.type = gsn_poison;
af.duration = 2 * obj->value[0];
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_POISON;
affect_join( ch, &af );
}
break;
case ITEM_PILL:
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.
*/
bool remove_obj( CHAR_DATA *ch, int iWear, bool fReplace )
{
OBJ_DATA *obj;
if ( ( obj = get_eq_char( ch, iWear ) ) == NULL )
return TRUE;
if ( !fReplace )
return FALSE;
if ( IS_SET(obj->extra_flags, ITEM_NOREMOVE) )
{
act( "You can't remove $p.", ch, obj, NULL, TO_CHAR );
return FALSE;
}
unequip_char( ch, obj );
act( "$n stops using $p.", ch, obj, NULL, TO_ROOM );
act( "You stop using $p.", ch, obj, NULL, TO_CHAR );
/* trigger_handler( ch, obj, TRIGGER_REMOVE ); */
return TRUE;
}
/* MAG
can_wear_at(ch,obj,location) returns true if the char can wear the object
at the location.
*/
bool can_wear_at(CHAR_DATA * ch, OBJ_DATA * obj, int location)
{
int loc_flag;
switch(location)
{
case WEAR_NONE: loc_flag=0; break;
case WEAR_LIGHT: loc_flag=ITEM_HOLD; break;
case WEAR_FINGER_L:
case WEAR_FINGER_R: loc_flag=ITEM_WEAR_FINGER; break;
case WEAR_NECK_1:
case WEAR_NECK_2: loc_flag=ITEM_WEAR_NECK; break;
case WEAR_BODY: loc_flag=ITEM_WEAR_BODY; break;
case WEAR_HEAD: loc_flag=ITEM_WEAR_HEAD; break;
case WEAR_LEGS: loc_flag=ITEM_WEAR_LEGS; break;
case WEAR_FEET: loc_flag=ITEM_WEAR_FEET; break;
case WEAR_HANDS: loc_flag=ITEM_WEAR_HANDS; break;
case WEAR_ARMS: loc_flag=ITEM_WEAR_ARMS; break;
case WEAR_SHIELD: loc_flag=ITEM_WEAR_SHIELD; break;
case WEAR_ABOUT: loc_flag=ITEM_WEAR_ABOUT; break;
case WEAR_WAIST: loc_flag=ITEM_WEAR_WAIST; break;
case WEAR_WRIST_L:
case WEAR_WRIST_R: loc_flag=ITEM_WEAR_WRIST; break;
case WEAR_WIELD: loc_flag=ITEM_WIELD; break;
case WEAR_HOLD: loc_flag=ITEM_HOLD; break;
case WEAR_FACE: loc_flag=ITEM_WEAR_FACE; break;
case WEAR_EAR: loc_flag=ITEM_WEAR_EAR;
case WEAR_MAGIC: loc_flag=ITEM_HOLD_MAGIC; break;
default: loc_flag=0; break;
}
return ( (obj->wear_flags & loc_flag) != 0);
}
/*
* Wear one object.
* Optional replacement of existing objects.
* Big repetitive code, ick.
*/
void wear_obj( CHAR_DATA *ch, OBJ_DATA *obj, bool fReplace )
{
char buf[MAX_STRING_LENGTH];
if ( !IS_NPC( ch ) && IS_WOLF( ch )
&& ( IS_SHIFTED( ch ) || IS_RAGED( ch ) ) )
{
send_to_char( "Your claws are too clumsy!!!@@N\n\r", ch );
return;
}
if ( get_psuedo_level( ch ) < obj->level )
{
sprintf( buf, "You must be level %d to use this object.\n\r",
obj->level );
send_to_char( buf, ch );
act( "$n tries to use $p, but is too inexperienced.",
ch, obj, NULL, TO_ROOM );
return;
}
if ( ( get_psuedo_level( ch ) < obj->level )
&& ( IS_OBJ_STAT( obj, ITEM_VAMP ) )
&& ( IS_VAMP(ch) )
&& ( !IS_NPC( ch ) ) )
{
sprintf( buf, "You must be level %d to use this object.\n\r",
obj->level );
send_to_char( buf, ch );
act( "$n tries to use $p, but is too inexperienced.",
ch, obj, NULL, TO_ROOM );
return;
}
if ( ( IS_OBJ_STAT( obj, ITEM_VAMP ) )
&& ( !IS_VAMP(ch) )
&& ( !IS_NPC(ch) ) )
{
sprintf( buf, "You must be a vampire to use this object." );
send_to_char( buf, ch );
act( "$n tries to use $p but is stopped by some unknown force.",
ch, obj, NULL, TO_ROOM );
return;
}
if ( ( get_remort_level( ch ) < obj->level )
&& ( IS_OBJ_STAT( obj, ITEM_REMORT ) )
&& ( !IS_NPC( ch ) ) )
{
sprintf( buf, "You must be level %d in a remort class to use this object.\n\r",
obj->level );
send_to_char( buf, ch );
act( "$n tries to use $p, but is too inexperienced.",
ch, obj, NULL, TO_ROOM );
return;
}
/* FOR ADEPT ONLY ITEMS..ADD BACK IN WHEN ADEPTS SET UP
if ( ch->level < obj->level )
{
sprintf( buf, "You must be level %d to use this object.\n\r",
obj->level );
send_to_char( buf, ch );
act( "$n tries to use $p, but is too inexperienced.",
ch, obj, NULL, TO_ROOM );
return;
} */
if (obj->item_type == ITEM_TRIGGER && obj->value[0] == 6 )
{
/* NOTE: you can't actually GET or WEAR a trigger item that triggers on get/wear. ZEN */
trigger_handler( ch, obj, TRIGGER_GET );
return;
}
if ( ( get_obj_weight( obj ) ) > str_app[get_curr_str(ch)].wield )
{
send_to_char( "You are not of sufficient strength to use it effectively.\n\r", ch );
act( "$n tries to use $p, but is not strong enough to use it effectively.", ch, obj, NULL, TO_ROOM );
return;
}
if ( obj->item_type == ITEM_LIGHT )
{
if ( !remove_obj( ch, WEAR_LIGHT, fReplace ) )
return;
act( "$n lights $p and holds it.", ch, obj, NULL, TO_ROOM );
act( "You light $p and hold it.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_LIGHT );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_FINGER ) )
{
if ( get_eq_char( ch, WEAR_FINGER_L ) != NULL
&& get_eq_char( ch, WEAR_FINGER_R ) != NULL
&& !remove_obj( ch, WEAR_FINGER_L, fReplace )
&& !remove_obj( ch, WEAR_FINGER_R, fReplace ) )
return;
if ( get_eq_char( ch, WEAR_FINGER_L ) == NULL )
{
act( "$n slips $p onto $s left finger.", ch, obj, NULL, TO_ROOM );
act( "You slip $p onto your left finger.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_FINGER_L );
return;
}
if ( get_eq_char( ch, WEAR_FINGER_R ) == NULL )
{
act( "$n slips $p onto $s right finger.", ch, obj, NULL, TO_ROOM );
act( "You slip $p onto your right finger.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_FINGER_R );
return;
}
send_to_char( "You already wear two rings.\n\r", ch );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_NECK ) )
{
if ( get_eq_char( ch, WEAR_NECK_1 ) != NULL
&& get_eq_char( ch, WEAR_NECK_2 ) != NULL
&& !remove_obj( ch, WEAR_NECK_1, fReplace )
&& !remove_obj( ch, WEAR_NECK_2, fReplace ) )
return;
if ( get_eq_char( ch, WEAR_NECK_1 ) == NULL )
{
act( "$n fastens $p around $s neck.", ch, obj, NULL, TO_ROOM );
act( "You fasten $p around your neck.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_NECK_1 );
return;
}
if ( get_eq_char( ch, WEAR_NECK_2 ) == NULL )
{
act( "$n fastens $p around $s neck.", ch, obj, NULL, TO_ROOM );
act( "You fasten $p around your neck.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_NECK_2 );
return;
}
bug( "Wear_obj: no free neck.", 0 );
send_to_char( "You already wear two neck items.\n\r", ch );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_BODY ) )
{
if ( !remove_obj( ch, WEAR_BODY, fReplace ) )
return;
act( "$n pulls $p down over $s body.", ch, obj, NULL, TO_ROOM );
act( "You pull $p down over your body.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_BODY );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_HEAD ) )
{
if ( !remove_obj( ch, WEAR_HEAD, fReplace ) )
return;
act( "$n places $p onto $s head.", ch, obj, NULL, TO_ROOM );
act( "You place $p onto your head.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_HEAD );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_LEGS ) )
{
if ( !remove_obj( ch, WEAR_LEGS, fReplace ) )
return;
act( "$n pushes $s legs into $p.", ch, obj, NULL, TO_ROOM );
act( "You push you legs into $p.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_LEGS );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_FEET ) )
{
if ( !remove_obj( ch, WEAR_FEET, fReplace ) )
return;
act( "$n slides $s feet into $p.", ch, obj, NULL, TO_ROOM );
act( "You slides your feet into $p.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_FEET );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_HANDS ) )
{
if ( !remove_obj( ch, WEAR_HANDS, fReplace ) )
return;
act( "$n pulls $p over $s hands.", ch, obj, NULL, TO_ROOM );
act( "You pull $p over your hands.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_HANDS );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_ARMS ) )
{
if ( !remove_obj( ch, WEAR_ARMS, fReplace ) )
return;
act( "$n pushes $p onto $s arms.", ch, obj, NULL, TO_ROOM );
act( "You push $p onto your arms.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_ARMS );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_ABOUT ) )
{
if ( !remove_obj( ch, WEAR_ABOUT, fReplace ) )
return;
act( "$n fixes $p around $s body.", ch, obj, NULL, TO_ROOM );
act( "You fix $p around your body.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_ABOUT );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_WAIST ) )
{
if ( !remove_obj( ch, WEAR_WAIST, fReplace ) )
return;
act( "$n secures $p about $s waist.", ch, obj, NULL, TO_ROOM );
act( "You secure $p about your waist.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_WAIST );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_WRIST ) )
{
if ( get_eq_char( ch, WEAR_WRIST_L ) != NULL
&& get_eq_char( ch, WEAR_WRIST_R ) != NULL
&& !remove_obj( ch, WEAR_WRIST_L, fReplace )
&& !remove_obj( ch, WEAR_WRIST_R, fReplace ) )
return;
if ( get_eq_char( ch, WEAR_WRIST_L ) == NULL )
{
act( "$n slides $p onto $s left wrist.", ch, obj, NULL, TO_ROOM );
act( "You slide $p onto your left wrist.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_WRIST_L );
return;
}
if ( get_eq_char( ch, WEAR_WRIST_R ) == NULL )
{
act( "$n slides $p onto $s right wrist.",
ch, obj, NULL, TO_ROOM );
act( "You slide $p onto your right wrist.",
ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_WRIST_R );
return;
}
bug( "Wear_obj: no free wrist.", 0 );
send_to_char( "You already wear two wrist items.\n\r", ch );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_SHIELD ) )
{
if ( get_eq_char( ch, WEAR_WIELD_2 ) != NULL )
{
send_to_char( "Cannot use a shield when dual wielding.\n\r", ch );
return;
}
if ( !remove_obj( ch, WEAR_SHIELD, fReplace ) )
return;
act( "$n starts using $p as a shield.", ch, obj, NULL, TO_ROOM );
act( "You start using $p as a shield.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_SHIELD );
return;
}
if ( CAN_WEAR( obj, ITEM_WIELD ) )
{
/*
* Need to handle dual wielding here....
* To DW, player must have no shield or held items
* as well as the weapon meeting weight restrictions
*/
/* First, work out if this is a DW */
/* if ( !fReplace
&& */ if ( ( get_eq_char( ch, WEAR_WIELD ) != NULL ) /* first weapon slot used */
&& ( IS_NPC( ch )
? IS_SET( ch->skills, MOB_DUALWIELD )
: ch->pcdata->learned[gsn_dualwield] > 0 )
)
{
if ( get_eq_char( ch, WEAR_SHIELD ) != NULL )
{
send_to_char( "To dual wield a weapon, you must remove any item used as a shield.\n\r", ch );
return;
}
if ( get_eq_char( ch, WEAR_HOLD ) != NULL )
{
send_to_char( "To dual wield a weapon, you must remove any items you are holding.\n\r", ch );
return;
}
if ( get_obj_weight( obj ) + 0 > str_app[get_curr_str(ch)].wield )
/* To set a weight restrict /^\ change this value */
{
send_to_char( "It is too heavy to dual wield.\n\r", ch );
return;
}
if ( !remove_obj( ch, WEAR_WIELD_2, fReplace ) )
return;
act( "$n wields $p as a second weapon.", ch, obj, NULL, TO_ROOM );
act( "You wield $p as a second weapon.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_WIELD_2 );
return;
}
if ( !remove_obj( ch, WEAR_WIELD, fReplace ) )
return;
if ( get_obj_weight( obj ) > str_app[get_curr_str(ch)].wield )
{
send_to_char( "It is too heavy for you to wield.\n\r", ch );
return;
}
act( "$n wields $p.", ch, obj, NULL, TO_ROOM );
act( "You wield $p.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_WIELD );
return;
}
if ( CAN_WEAR( obj, ITEM_HOLD ) )
{
if ( get_eq_char( ch, WEAR_WIELD_2 ) != NULL )
{
send_to_char( "Cannot hold objects when dual wielding.\n\r", ch );
return;
}
if ( !remove_obj( ch, WEAR_HOLD, fReplace ) )
return;
act( "$n holds $p in $s hands.", ch, obj, NULL, TO_ROOM );
act( "You hold $p in your hands.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_HOLD );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_FACE ) )
{
if ( !remove_obj( ch, WEAR_FACE, fReplace ) )
return;
act( "$n wears $p on $s face.", ch, obj, NULL, TO_ROOM );
act( "You wear $p on your face.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_FACE );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_EAR ) )
{
if ( !remove_obj( ch, WEAR_EAR, fReplace ) )
return;
act( "$n clips $p onto $s ear.", ch, obj, NULL, TO_ROOM );
act( "You clip $p onto your ear.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_EAR );
return;
}
if ( CAN_WEAR( obj, ITEM_HOLD_MAGIC ) )
{
if ( !remove_obj( ch, WEAR_MAGIC, fReplace ) )
return;
act( "$n clutches $p in $s hands.", ch, obj, NULL, TO_ROOM );
act( "You clutch $p in your hands.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_MAGIC );
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;
sh_int num_unique = 0;
if ( !IS_NPC( ch ) && IS_WOLF( ch )
&& ( IS_SHIFTED( ch ) || IS_RAGED( ch ) ) )
{
send_to_char( "Your claws are too clumsy!!!@@N\n\r", ch );
return;
}
{
OBJ_DATA *obj_next;
for ( obj = ch->first_carry; obj != NULL; obj = obj_next )
{
obj_next = obj->next_in_carry_list;
if ( obj->wear_loc != WEAR_NONE && IS_SET( obj->extra_flags, ITEM_UNIQUE ) )
num_unique++;
}
}
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->first_carry; obj != NULL; obj = obj_next )
{
obj_next = obj->next_in_carry_list;
if ( obj->wear_loc == WEAR_NONE
&& can_see_obj( ch, obj ) )
if ( ( num_unique > 4 )
&& ( IS_SET( obj->extra_flags, ITEM_UNIQUE ) ) )
{
send_to_char(" You may only wear 5 unique items at one time.\n\r", ch );
}
else
wear_obj( ch, obj, FALSE );
if ( IS_SET( obj->extra_flags, ITEM_UNIQUE ) )
num_unique++;
}
return;
}
else
{
if ( ( obj = get_obj_carry( ch, arg ) ) == NULL )
{
send_to_char( "You do not have that item.\n\r", ch );
return;
}
if ( ( num_unique > 4 )
&& ( IS_SET( obj->extra_flags, ITEM_UNIQUE ) ) )
{
send_to_char(" You may only wear 5 unique items at one time.\n\r", ch );
}
else
wear_obj( ch, obj, TRUE );
}
return;
}
void remove_all ( CHAR_DATA *ch )
{
int counter = 0;
while ( counter < MAX_WEAR )
{
remove_obj ( ch, counter, TRUE );
counter = counter + 1;
}
return;
}
void do_remove( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
if ( !IS_NPC( ch ) && IS_WOLF( ch )
&& ( IS_SHIFTED( ch ) || IS_RAGED( ch ) ) )
{
send_to_char( "Your claws are too clumsy!!!@@N\n\r", ch );
return;
}
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Remove what?\n\r", ch );
return;
}
if ( !str_cmp ( arg, "all" ) )
{
remove_all ( ch );
return;
}
if ( ( obj = get_obj_wear( ch, arg ) ) == NULL )
{
send_to_char( "You do not have that item.\n\r", ch );
return;
}
remove_obj( ch, obj->wear_loc, TRUE );
return;
}
void do_sacrifice( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
char monbuf[MSL];
int gp;
OBJ_DATA *obj;
extern OBJ_DATA *quest_object;
sh_int align_change = 0;
sh_int align_direction = 0;
bool change_align = FALSE;
bool paying_fine = FALSE;
int obj_value;
argument = one_argument( argument, arg );
argument = one_argument( argument, arg2 );
if ( arg[0] == '\0' || !str_cmp( arg, ch->name ) )
{
act( "@@N$n offers $mself to @@e" sacgodname "@@N, who graciously declines.",
ch, NULL, NULL, TO_ROOM );
send_to_char(
"@@e" sacgodname "@@N appreciates your offer and may accept it later.", ch );
return;
}
if ( arg2[0] !='\0' )
{
if ( !str_prefix( arg2, goodgodname ) )
{
align_direction = 1;
change_align = TRUE;
}
else
if ( !str_prefix( arg2, evilgodname ) )
{
align_direction = -1;
change_align = TRUE;
}
else
if ( !str_prefix( arg2, neutralgodname ) )
{
align_direction = 0;
change_align = TRUE;
}
else
if ( !str_prefix( arg2, "judge" ) )
{
align_direction = 0;
paying_fine = TRUE;
}
}
obj = get_obj_room( ch, arg, ch->in_room->first_content );
if ( obj == NULL )
{
send_to_char( "You can't find it.\n\r", ch );
return;
}
if ( !can_sac_obj( ch, obj ) )
{
act( "$p is not an acceptable sacrifice.", ch, obj, 0, TO_CHAR );
return;
}
if ( obj == quest_object )
{
send_to_char( "Sorry, there is currently a retrieval quest running for that item.\n\r", ch );
return;
}
if ( !CAN_WEAR(obj, ITEM_TAKE) && ( obj->item_type != ITEM_CORPSE_NPC ) )
{
act( "$p is not an acceptable sacrifice.", ch, obj, 0, TO_CHAR );
return;
}
/*
* Checks for payment of fines.
*/
if (paying_fine) {
sh_int plevel = get_psuedo_level( ch );
if (ch->sentence <= 0) {
send_to_char( "You have no fines outstanding.\n\r", ch );
return;
} else if (!CAN_WEAR(obj, ITEM_TAKE) ||
plevel < obj->level ||
plevel > (obj->level + 30)) {
act( "The judge will not accept $p as payment.", ch, obj, 0, TO_CHAR );
return;
} else if (IS_SET( obj->extra_flags, ITEM_CLAN_EQ)) {
send_to_char( "You cannot use clan equipment for payment of fines.\n\r", ch );
return;
}
obj_value = get_item_value( obj );
if ( plevel > 110 )
obj_value *= .2;
else if ( plevel > 100 )
obj_value *= .4;
else if ( plevel > 80 )
obj_value *= .6;
if ( ( obj->item_type == ITEM_FOOD )
|| ( obj->item_type == ITEM_BEACON )
|| ( obj->item_type == ITEM_SOUL ) )
obj_value = 0;
ch->sentence -= obj_value;
if (ch->sentence > 0) {
sprintf( buf, "%s: Sentence reduced to %d ( - %d ) by sacrificing %s.",ch->name,
ch->sentence,
obj_value,
obj->short_descr );
monitor_chan( buf, MONITOR_OBJ );
act( "The judge accepts $p as partial payment of your fine.", ch, obj, 0, TO_CHAR );
} else {
ch->sentence = 0;
REMOVE_BIT( ch->act, PLR_KILLER );
REMOVE_BIT( ch->act, PLR_THIEF );
send_to_char( "Your debt to society has been paid! Please more careful in the future.\n\r", ch );
sprintf( monbuf, "%s has had a WANTED flag removed by the judge.\n\r", ch->name );
monitor_chan( monbuf, MONITOR_GEN_MORT );
}
extract_obj( obj );
/*
* Force a save, to prevent cheaters claiming reimb rights.
*/
do_save( ch, "" );
return;
}
if ( obj->item_type == ITEM_CORPSE_NPC )
{
gp=(ch->level);
change_align = FALSE;
paying_fine = FALSE;
}
else
{
gp=1;
}
if ( change_align )
{
align_change = obj->level;
if ( IS_SET( obj->extra_flags, ITEM_REMORT ) )
align_change *= 1.5;
if ( align_direction == 1 )
{
if ( IS_SET( obj->extra_flags, ITEM_ANTI_GOOD ) )
align_change *= 1.3;
if (IS_SET( obj->extra_flags, ITEM_ANTI_EVIL ) )
align_change *= -.3;
if ( IS_SET( obj->extra_flags, ITEM_ANTI_NEUTRAL ) )
align_change *= 1.1;
sprintf( buf,"@@a" goodgodname "@@N gives you %d GP for your sacrifice.\n\r", gp );
send_to_char( buf, ch );
act( "@@N$n sacrifices $p to @@a" goodgodname "@@N.", ch, obj, NULL, TO_ROOM );
}
if ( align_direction == -1 )
{
if ( IS_SET( obj->extra_flags, ITEM_ANTI_GOOD ) )
align_change *= -.3;
if (IS_SET( obj->extra_flags, ITEM_ANTI_EVIL ) )
align_change *= 1.5;
if ( IS_SET( obj->extra_flags, ITEM_ANTI_NEUTRAL ) )
align_change *= 1.25;
sprintf( buf,"@@e" evilgodname "@@N gives you %d GP for your sacrifice.\n\r", gp );
send_to_char( buf, ch );
act( "@@N$n sacrifices $p to @@e" evilgodname "@@N.", ch, obj, NULL, TO_ROOM );
}
if ( align_direction == 0 )
{
if ( ch->alignment > 200 )
align_direction = -1;
else
if ( ch->alignment < -200 )
align_direction = 1;
if ( IS_SET( obj->extra_flags, ITEM_ANTI_GOOD ) )
align_change *= 1.5;
if (IS_SET( obj->extra_flags, ITEM_ANTI_EVIL ) )
align_change *= 1.5;
if ( IS_SET( obj->extra_flags, ITEM_ANTI_NEUTRAL ) )
align_change *= -.3;
sprintf( buf,"@@l" neutralgodname "@@N gives you %d GP for your sacrifice.\n\r", gp );
send_to_char( buf, ch );
act( "@@N$n sacrifices $p to @@l" neutralgodname "@@N.", ch, obj, NULL, TO_ROOM );
}
if ( obj->item_type == ITEM_BEACON || obj->item_type == ITEM_LIGHT
|| obj->item_type == ITEM_PORTAL || obj->item_type == ITEM_FOOD )
align_change /= 10;
ch->alignment = URANGE( -1000, ( ch->alignment += align_direction * align_change ), 1000 );
}
if ( !change_align )
{
sprintf( buf,"@@N" sacgodname "@@N gives you %d GP for your sacrifice.\n\r", gp );
send_to_char( buf, ch );
act( "@@N$n sacrifices $p to @@N" sacgodname "@@N.", ch, obj, NULL, TO_ROOM );
}
ch->gold += gp;
extract_obj( obj );
return;
}
void do_quaff( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
if ( !IS_NPC( ch ) && IS_WOLF( ch )
&& ( IS_SHIFTED( ch ) || IS_RAGED( ch ) ) )
{
send_to_char( "Your claws are too clumsy!!!@@N\n\r", ch );
return;
}
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Quaff what?\n\r", ch );
return;
}
if ( ( obj = get_obj_carry( ch, arg ) ) == NULL )
{
send_to_char( "You do not have that potion.\n\r", ch );
return;
}
if ( obj->item_type != ITEM_POTION )
{
send_to_char( "You can quaff only potions.\n\r", ch );
return;
}
act( "$n quaffs $p.", ch, obj, NULL, TO_ROOM );
act( "You quaff $p.", ch, obj, NULL ,TO_CHAR );
obj_cast_spell( obj->value[1], obj->value[0], ch, ch, NULL );
obj_cast_spell( obj->value[2], obj->value[0], ch, ch, NULL );
obj_cast_spell( obj->value[3], obj->value[0], ch, ch, NULL );
extract_obj( obj );
return;
}
void do_recite( CHAR_DATA *ch, char *argument )
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *scroll;
OBJ_DATA *obj;
if ( !IS_NPC( ch ) && IS_WOLF( ch )
&& ( IS_SHIFTED( ch ) || IS_RAGED( ch ) ) )
{
send_to_char( "Your claws are too clumsy!!!@@N\n\r", ch );
return;
}
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if ( ( scroll = get_obj_carry( ch, arg1 ) ) == NULL )
{
send_to_char( "You do not have that scroll.\n\r", ch );
return;
}
if ( scroll->item_type != ITEM_SCROLL )
{
send_to_char( "You can recite only scrolls.\n\r", ch );
return;
}
obj = NULL;
if ( arg2[0] == '\0' )
{
victim = ch;
}
else
{
if ( ( victim = get_char_room ( ch, arg2 ) ) == NULL
&& ( obj = get_obj_here ( ch, arg2 ) ) == NULL )
{
send_to_char( "You can't find it.\n\r", ch );
return;
}
}
act( "$n recites $p.", ch, scroll, NULL, TO_ROOM );
act( "You recite $p.", ch, scroll, NULL, TO_CHAR );
obj_cast_spell( scroll->value[1], scroll->value[0], ch, victim, obj );
obj_cast_spell( scroll->value[2], scroll->value[0], ch, victim, obj );
obj_cast_spell( scroll->value[3], scroll->value[0], ch, victim, obj );
extract_obj( scroll );
return;
}
void do_brandish( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
OBJ_DATA *staff;
int sn;
if ( !IS_NPC( ch ) && IS_WOLF( ch )
&& ( IS_SHIFTED( ch ) || IS_RAGED( ch ) ) )
{
send_to_char( "Your claws are too clumsy!!!@@N\n\r", ch );
return;
}
if ( ( staff = get_eq_char( ch, WEAR_HOLD ) ) == NULL )
{
send_to_char( "You hold nothing in your hand.\n\r", ch );
return;
}
if ( staff->item_type != ITEM_STAFF )
{
send_to_char( "You can brandish only with a staff.\n\r", ch );
return;
}
if ( ( sn = staff->value[3] ) < 0
|| sn >= MAX_SKILL
|| skill_table[sn].spell_fun == 0 )
{
bugf( "Do_brandish: bad sn %d on object vnum %d", sn,
staff->pIndexData->vnum );
return;
}
WAIT_STATE( ch, 2 * PULSE_VIOLENCE );
if ( staff->value[2] > 0 )
{
act( "$n brandishes $p.", ch, staff, NULL, TO_ROOM );
act( "You brandish $p.", ch, staff, NULL, TO_CHAR );
for ( vch = ch->in_room->first_person; vch; vch = vch_next )
{
vch_next = vch->next_in_room;
switch ( skill_table[sn].target )
{
default:
bug( "Do_brandish: bad target for sn %d.", sn );
return;
case TAR_IGNORE:
if ( vch != ch )
continue;
break;
case TAR_CHAR_OFFENSIVE:
if ( IS_NPC(ch) ? IS_NPC(vch) : !IS_NPC(vch) )
continue;
break;
case TAR_CHAR_DEFENSIVE:
if ( IS_NPC(ch) ? !IS_NPC(vch) : IS_NPC(vch) )
continue;
break;
case TAR_CHAR_SELF:
if ( vch != ch )
continue;
break;
}
obj_cast_spell( staff->value[3], staff->value[0], ch, vch, staff );
}
}
if ( --staff->value[2] <= 0 )
{
act( "$n's $p blazes bright and is gone.", ch, staff, NULL, TO_ROOM );
act( "Your $p blazes bright and is gone.", ch, staff, NULL, TO_CHAR );
extract_obj( staff );
}
return;
}
void do_zap( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *wand;
OBJ_DATA *obj;
if ( !IS_NPC( ch ) && IS_WOLF( ch )
&& ( IS_SHIFTED( ch ) || IS_RAGED( ch ) ) )
{
send_to_char( "Your claws are too clumsy!!!@@N\n\r", ch );
return;
}
one_argument( argument, arg );
if ( arg[0] == '\0' && ch->fighting == NULL )
{
send_to_char( "Zap whom or what?\n\r", ch );
return;
}
if ( ( wand = get_eq_char( ch, WEAR_HOLD ) ) == NULL )
{
send_to_char( "You hold nothing in your hand.\n\r", ch );
return;
}
if ( wand->item_type != ITEM_WAND )
{
send_to_char( "You can zap only with a wand.\n\r", ch );
return;
}
obj = NULL;
if ( arg[0] == '\0' )
{
if ( ch->fighting != NULL )
{
victim = ch->fighting;
}
else
{
send_to_char( "Zap whom or what?\n\r", ch );
return;
}
}
else
{
if ( ( victim = get_char_room ( ch, arg ) ) == NULL
&& ( obj = get_obj_here ( ch, arg ) ) == NULL )
{
send_to_char( "You can't find it.\n\r", ch );
return;
}
}
WAIT_STATE( ch, 2 * PULSE_VIOLENCE );
if ( wand->value[2] > 0 )
{
if ( victim != NULL )
{
act( "$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 $p.", ch, wand, obj, TO_CHAR );
}
obj_cast_spell( wand->value[3], wand->value[0], ch, victim, wand );
}
if ( --wand->value[2] <= 0 )
{
act( "$n's $p explodes into fragments.", ch, wand, NULL, TO_ROOM );
act( "Your $p explodes into fragments.", ch, wand, NULL, TO_CHAR );
extract_obj( wand );
}
return;
}
void do_steal( CHAR_DATA *ch, char *argument )
{
char buf [MAX_STRING_LENGTH];
char arg1 [MAX_INPUT_LENGTH];
char arg2 [MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *obj;
int chance = 0;
if ( !IS_NPC( ch ) && IS_WOLF( ch )
&& ( IS_SHIFTED( ch ) || IS_RAGED( ch ) ) )
{
send_to_char( "Your claws are too clumsy!!!@@N\n\r", ch );
return;
}
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if ( arg1[0] == '\0' || arg2[0] == '\0' )
{
send_to_char( "Steal what from whom?\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, arg2 ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( victim == ch )
{
send_to_char( "That's pointless.\n\r", ch );
return;
}
WAIT_STATE( ch, skill_table[gsn_steal].beats );
chance = IS_NPC( ch ) ? ( get_psuedo_level( ch )/4 )
: ( ch->pcdata->learned[gsn_steal]/3 + ( get_curr_dex( ch ) /2 ) );
if ( !IS_NPC( ch ) )
chance += ch->lvl2[1] / 4;
if ( get_psuedo_level( ch ) > ( get_psuedo_level( victim ) + 30 ) )
{
send_to_char( "Coward!!! Trying to steal from the weak..\n\r" , ch );
return;
}
if ( ( victim->position == POS_FIGHTING )
|| ( number_percent( ) > chance ) )
{
/*
* Failure.
*/
send_to_char( "Oops.\n\r", ch );
act( "$n tried to steal from you.\n\r", ch, NULL, victim, TO_VICT );
act( "$n tried to steal from $N.\n\r", ch, NULL, victim, TO_NOTVICT );
if ( !IS_NPC(ch) && !IS_NPC(victim)
&& IS_SET(ch->pcdata->pflags, PFLAG_PKOK)
&& IS_SET(victim->pcdata->pflags, PFLAG_PKOK) )
return;
sprintf( buf, "%s is a bloody thief!", ch->name );
do_yell( victim, buf );
if ( !IS_NPC(ch) )
{
if ( IS_NPC(victim) && ( victim->pIndexData->pShop == NULL ) )
{
act( "$n says 'I'll get you for that, $N!'", victim, NULL,
ch, TO_ROOM );
multi_hit( victim, ch, TYPE_UNDEFINED );
}
else
{
int diff = 0;
diff = (abs( get_psuedo_level( ch ) - get_psuedo_level( victim ) ) + 10 ) *20;
SET_BIT(ch->act, PLR_THIEF);
send_to_char( "*** You are now a THIEF!! ***\n\r", ch );
ch->sentence += diff;
save_char_obj( ch );
log_string( buf );
}
}
return;
}
if ( !str_cmp( arg1, "coin" )
|| !str_cmp( arg1, "coins" )
|| !str_cmp( arg1, "gold" ) )
{
int amount;
amount = victim->gold * number_range(1, 10) / 100;
if ( amount <= 0 )
{
send_to_char( "You couldn't get any gold.\n\r", ch );
return;
}
ch->gold += amount;
victim->gold -= amount;
sprintf( buf, "Bingo! You got %d gold coins.\n\r", amount );
send_to_char( buf, ch );
return;
}
if ( ( obj = get_obj_carry( victim, arg1 ) ) == NULL )
{
send_to_char( "You can't find it.\n\r", ch );
return;
}
if ( !can_drop_obj( ch, obj )
|| IS_SET(obj->extra_flags, ITEM_INVENTORY)
|| obj->level > ch->level
|| ( obj->wear_loc > -1 ) )
{
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;
}
obj_from_char( obj );
obj_to_char( obj, ch );
send_to_char( "Yes! Got it!!!\n\r", 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->first_person; keeper; keeper = keeper->next_in_room )
{
if ( IS_NPC(keeper) && (pShop = keeper->pIndexData->pShop) != NULL )
break;
}
if ( pShop == NULL || IS_AFFECTED( keeper, AFF_CHARM) )
{
send_to_char( "You can't do that here.\n\r", ch );
return NULL;
}
/*
* Undesirables.
*/
if ( !IS_NPC(ch) && IS_SET(ch->act, PLR_KILLER) )
{
do_say( keeper, "Killers are not welcome!" );
sprintf( buf, "%s the KILLER is over here!", ch->name );
do_shout( keeper, buf );
check_guards( ch );
return NULL;
}
if ( !IS_NPC(ch) && IS_SET(ch->act, PLR_THIEF) )
{
do_say( keeper, "Thieves are not welcome!" );
sprintf( buf, "%s the THIEF is over here!", ch->name );
do_shout( keeper, buf );
check_guards( ch );
return NULL;
}
/*
* Shop hours.
*/
if ( time_info.hour < pShop->open_hour )
{
do_say( keeper, "Sorry, come back later." );
return NULL;
}
if ( time_info.hour > pShop->close_hour )
{
do_say( keeper, "Sorry, come back tomorrow." );
return NULL;
}
/*
* Invisible or hidden people.
*/
if ( !can_see( keeper, ch ) )
{
do_say( keeper, "I don't trade with folks I can't see." );
return NULL;
}
return keeper;
}
/* Called when a shopkeeper spots a wanted player...
* calls local mobs with spec_policeman set to hunt player
* --Stephen
*/
void check_guards( CHAR_DATA *ch )
{
CHAR_DATA *guard;
char buf[MAX_STRING_LENGTH];
for ( guard = first_char; guard != NULL; guard = guard->next )
if ( IS_NPC(guard)
&& ( guard->in_room->area == ch->in_room->area )
&& guard->spec_fun != 0
&& !str_cmp( "spec_policeman", rev_spec_lookup( guard->spec_fun ) )
&& guard->hunting == NULL )
{
if ( set_hunt( guard, NULL, ch, NULL, 0,
HUNT_INFORM|HUNT_MERC|HUNT_CR ) )
{
/* if ( make_hunt( guard, ch ) )
{
REMOVE_BIT( guard->act_hunt, ACT_HUNT_INFORM );*/
switch ( number_range(0, 7 ) )
{
case 0:
do_yell( guard, "I'm coming!" );
break;
case 1:
do_yell( guard, "On my way!" );
break;
case 2:
do_yell( guard, "Watch out buster, here i come!" );
break;
case 3:
do_yell( guard, "Come make my day punk!" );
interpret( guard, "grin" );
break;
case 4:
sprintf( buf, "leaves in search of %s.", ch->name );
do_emote( guard, buf );
break;
case 5:
interpret( guard, "wave" );
sprintf( buf, "Laters... i'm off to get %s.", ch->name );
do_say( guard, buf );
break;
case 6:
interpret( guard, "bounce" );
do_say( guard, "Yes! Someone to go kill!" );
break;
case 7:
sprintf( buf, "%s Watch it mate... i'm after you!", ch->name );
do_tell( guard, buf );
break;
}
}
}
return;
}
int get_cost( CHAR_DATA *keeper, OBJ_DATA *obj, bool fBuy )
{
SHOP_DATA *pShop;
int cost;
if ( obj == NULL || ( pShop = keeper->pIndexData->pShop ) == NULL )
return 0;
if ( fBuy )
{
cost = obj->cost * pShop->profit_buy / 100;
}
else
{
OBJ_DATA *obj2;
int itype;
cost = 0;
for ( itype = 0; itype < MAX_TRADE; itype++ )
{
if ( obj->item_type == pShop->buy_type[itype] )
{
cost = obj->cost * pShop->profit_sell / 100;
break;
}
}
for ( obj2 = keeper->first_carry; obj2; obj2 = obj2->next_in_carry_list )
{
if ( obj->pIndexData == obj2->pIndexData )
cost /= 2;
}
}
if ( obj->item_type == ITEM_STAFF || obj->item_type == ITEM_WAND )
cost = cost * obj->value[2] / obj->value[1];
return cost;
}
void do_buy( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
argument = one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Buy what?\n\r", ch );
return;
}
if ( IS_SET(ch->in_room->room_flags, ROOM_PET_SHOP) )
{
char buf[MAX_STRING_LENGTH];
CHAR_DATA *pet;
ROOM_INDEX_DATA *pRoomIndexNext;
ROOM_INDEX_DATA *in_room;
if ( IS_NPC(ch) )
return;
pRoomIndexNext = get_room_index( ch->in_room->vnum + 1 );
if ( pRoomIndexNext == NULL )
{
bug( "Do_buy: bad pet shop at vnum %d.", ch->in_room->vnum );
send_to_char( "Sorry, you can't buy that here.\n\r", ch );
return;
}
in_room = ch->in_room;
ch->in_room = pRoomIndexNext;
pet = get_char_room( ch, arg );
ch->in_room = in_room;
if ( pet == NULL || !IS_SET(pet->act, ACT_PET) )
{
send_to_char( "Sorry, you can't buy that here.\n\r", ch );
return;
}
if ( IS_SET(ch->act, PLR_BOUGHT_PET) )
{
send_to_char( "You already bought one pet this level.\n\r", ch );
return;
}
if ( ch->gold < 10 * pet->level * pet->level )
{
send_to_char( "You can't afford it.\n\r", ch );
return;
}
if ( ch->level < pet->level )
{
send_to_char( "You're not ready for this pet.\n\r", ch );
return;
}
ch->gold -= 10 * pet->level * pet->level;
pet = create_mobile( pet->pIndexData );
SET_BIT(ch->act, PLR_BOUGHT_PET);
SET_BIT(pet->act, ACT_PET);
SET_BIT(pet->affected_by, AFF_CHARM);
argument = one_argument( argument, arg );
if ( arg[0] != '\0' )
{
sprintf( buf, "%s %s", pet->name, arg );
free_string( pet->name );
pet->name = str_dup( buf );
}
sprintf( buf, "%sA neck tag says 'I belong to %s'.\n\r",
pet->description, ch->name );
free_string( pet->description );
pet->description = str_dup( buf );
char_to_room( pet, ch->in_room );
add_follower( pet, ch );
send_to_char( "Enjoy your pet.\n\r", ch );
act( "$n bought $N as a pet.", ch, NULL, pet, TO_ROOM );
return;
}
else
{
CHAR_DATA *keeper;
OBJ_DATA *obj;
int cost;
if ( ( keeper = find_keeper( ch ) ) == NULL )
return;
if ( IS_VAMP( ch ) && !IS_VAMP( keeper ) )
{
do_say( keeper, "I don't serve VAMPIRES!! Be gone evil one!" );
return;
}
if ( !IS_NPC( ch ) && IS_WOLF( ch )
&& ( IS_SHIFTED( ch ) || IS_RAGED( ch ) ) )
{
do_say( keeper, "I don't deal with @@bBeasts@@N Be gone!!!@@N\n\r" );
return;
}
obj = get_obj_carry( keeper, arg );
cost = get_cost( keeper, obj, TRUE );
if ( cost <= 0 || !can_see_obj( ch, obj ) )
{
act( "$n tells you 'I don't sell that -- try 'list''.",
keeper, NULL, ch, TO_VICT );
ch->reply = keeper;
return;
}
if ( ch->gold < cost )
{
act( "$n tells you 'You can't afford to buy $p'.",
keeper, obj, ch, TO_VICT );
ch->reply = keeper;
return;
}
if ( obj->level > get_psuedo_level( ch ) )
{
act( "$n tells you 'You can't use $p yet'.",
keeper, obj, ch, TO_VICT );
ch->reply = keeper;
return;
}
if ( ch->carry_number + get_obj_number( obj ) > can_carry_n( ch ) )
{
send_to_char( "You can't carry that many items.\n\r", ch );
return;
}
if ( ch->carry_weight + get_obj_weight( obj ) > can_carry_w( ch ) )
{
send_to_char( "You can't carry that much weight.\n\r", ch );
return;
}
act( "$n buys $p.", ch, obj, NULL, TO_ROOM );
act( "You buy $p.", ch, obj, NULL, TO_CHAR );
ch->gold -= cost;
keeper->gold += cost;
if ( IS_SET( obj->extra_flags, ITEM_INVENTORY ) )
obj = create_object( obj->pIndexData, obj->level );
else
obj_from_char( obj );
obj_to_char( obj, ch );
return;
}
}
void do_list( CHAR_DATA *ch, char *argument )
{
char buf[MAX_STRING_LENGTH];
char buf1[MAX_STRING_LENGTH];
int stopcounter = 0;
buf1[0] = '\0';
if ( IS_SET(ch->in_room->room_flags, ROOM_PET_SHOP) )
{
ROOM_INDEX_DATA *pRoomIndexNext;
CHAR_DATA *pet;
bool found;
pRoomIndexNext = get_room_index( ch->in_room->vnum + 1 );
if ( pRoomIndexNext == NULL )
{
bug( "Do_list: bad pet shop at vnum %d.", ch->in_room->vnum );
send_to_char( "You can't do that here.\n\r", ch );
return;
}
found = FALSE;
for ( pet = pRoomIndexNext->first_person; pet; pet = pet->next_in_room )
{
if ( IS_SET(pet->act, ACT_PET) )
{
if ( !found )
{
found = TRUE;
safe_strcat( MAX_STRING_LENGTH, buf1, "Pets for sale:\n\r" );
}
sprintf( buf, "[%2d] %8d - %s\n\r",
pet->level,
10 * pet->level * pet->level,
pet->short_descr );
safe_strcat( MAX_STRING_LENGTH, buf1, buf );
}
}
if ( !found )
send_to_char( "Sorry, we're out of pets right now.\n\r", ch );
send_to_char( buf1, ch );
return;
}
else
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *keeper;
OBJ_DATA *obj;
int cost;
bool found;
one_argument( argument, arg );
if ( ( keeper = find_keeper( ch ) ) == NULL )
return;
found = FALSE;
if ( IS_VAMP( ch ) && !IS_VAMP( keeper ) )
{
do_say( keeper, "I don't serve VAMPIRES!! Be gone evil one!" );
return;
}
if ( !IS_NPC( ch ) && IS_WOLF( ch )
&& ( IS_SHIFTED( ch ) || IS_RAGED( ch ) ) )
{
do_say( keeper, "I don't deal with @@bBeasts@@N Be gone!!!@@N\n\r" );
return;
}
for ( obj = keeper->first_carry; obj; obj = obj->next_in_carry_list )
{
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;
safe_strcat( MAX_STRING_LENGTH, buf1, "[@@yLevel @@yPrice@@g] @@yItem@@g\n\r" );
}
stopcounter++;
sprintf( buf, "[ @@W%3d @@W%6d@@g] @@c%s@@g\n\r",
obj->level, cost, capitalize( obj->short_descr ) );
safe_strcat( MAX_STRING_LENGTH, buf1, buf );
if ( stopcounter > 45 )
{
send_to_char( buf1, ch );
sprintf( buf1, "%s", "" );
stopcounter = 0;
}
}
}
if ( !found )
{
if ( arg[0] == '\0' )
send_to_char( "You can't buy anything here.\n\r", ch );
else
send_to_char( "You can't buy that here.\n\r", ch );
return;
}
send_to_char( buf1, ch );
return;
}
}
void do_sell( CHAR_DATA *ch, char *argument )
{
char buf[MAX_STRING_LENGTH];
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *keeper;
OBJ_DATA *obj;
int cost;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Sell what?\n\r", ch );
return;
}
if ( ( keeper = find_keeper( ch ) ) == NULL )
return;
if ( IS_VAMP( ch ) && !IS_VAMP( keeper ) )
{
do_say( keeper, "I don't serve VAMPIRES!! Be gone evil one!" );
return;
}
if ( !IS_NPC( ch ) && IS_WOLF( ch )
&& ( IS_SHIFTED( ch ) || IS_RAGED( ch ) ) )
{
do_say(keeper, "I don't deal with @@bBeasts@@N Be gone!!!@@N\n\r" );
return;
}
if ( ( obj = get_obj_carry( ch, arg ) ) == NULL )
{
act( "$n tells you 'You don't have that item'.",
keeper, NULL, ch, TO_VICT );
ch->reply = keeper;
return;
}
if ( !can_drop_obj( ch, obj ) )
{
send_to_char( "You can't let go of it.\n\r", ch );
return;
}
if ( ( cost = get_cost( keeper, obj, FALSE ) ) <= 0 )
{
act( "$n looks uninterested in $p.", keeper, obj, ch, TO_VICT );
return;
}
if ( IS_SET( obj->extra_flags, ITEM_CLAN_EQ ) )
{
act( "$n looks uncertain about buying clan equipment.", keeper, NULL, NULL, TO_VICT );
return;
}
/* if ( count_obj_list( obj->pIndexData, keeper->first_carry ) > 4 )
{
send_to_char( "Sorry, I don't need any more of those.\n\r", ch );
return;
} */
act( "$n sells $p.", ch, obj, NULL, TO_ROOM );
sprintf( buf, "You sell $p for %d gold piece%s.",
cost, cost == 1 ? "" : "s" );
act( buf, ch, obj, NULL, TO_CHAR );
ch->gold += cost;
keeper->gold -= cost;
if ( keeper->gold < 0 )
keeper->gold = 0;
if ( obj->item_type == ITEM_TRASH )
{
extract_obj( obj );
}
else
{
obj_from_char( obj );
obj_to_char( obj, keeper );
}
return;
}
void do_value( CHAR_DATA *ch, char *argument )
{
char buf[MAX_STRING_LENGTH];
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *keeper;
OBJ_DATA *obj;
int cost;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Value what?\n\r", ch );
return;
}
if ( ( keeper = find_keeper( ch ) ) == NULL )
return;
if ( IS_VAMP( ch ) && !IS_VAMP( keeper ) )
{
do_say( keeper, "I don't serve VAMPIRES!! Be gone evil one!" );
return;
}
if ( !IS_NPC( ch ) && IS_WOLF( ch )
&& ( IS_SHIFTED( ch ) || IS_RAGED( ch ) ) )
{
do_say( keeper, "I don't deal with @@bBeasts@@N Be gone!!!@@N\n\r" );
return;
}
if ( ( obj = get_obj_carry( ch, arg ) ) == NULL )
{
act( "$n tells you 'You don't have that item'.",
keeper, NULL, ch, TO_VICT );
ch->reply = keeper;
return;
}
if ( !can_drop_obj( ch, obj ) )
{
send_to_char( "You can't let go of it.\n\r", ch );
return;
}
if ( ( cost = get_cost( keeper, obj, FALSE ) ) <= 0 )
{
act( "$n looks uninterested in $p.", keeper, obj, ch, TO_VICT );
return;
}
sprintf( buf, "$n tells you 'I'll give you %d gold coins for $p'.", cost );
act( buf, keeper, obj, ch, TO_VICT );
ch->reply = keeper;
return;
}
void do_donate( CHAR_DATA *ch, char *argument )
/* This function removes *one* object from a player,
* and instead of dropping it in the curent room, it is
* placed in the donation room, vnum 3206
* (I have donation room one east of temple)
* Eg: donate excalibur
* Donate all was not implemented to avoid unwanted eq loss :)
* Money may NOT be denoted - risk of too much lying around!!
* Three donation rooms now, used to hold armor, weapons and misc.
* -- Stephen
*/
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
int place_to_put_it = 3017;
argument = one_argument( argument, arg );
if ( !IS_NPC( ch ) && IS_WOLF( ch )
&& ( IS_SHIFTED( ch ) || IS_RAGED( ch ) ) )
{
send_to_char( "Your claws are too clumsy!!!@@N\n\r", ch );
return;
}
if ( arg[0] == '\0' )
{
send_to_char( "Donate what?\n\r", ch );
return;
}
/* Donating coins is NOT allowed! */
if ( is_number( arg ) )
{
send_to_char( "Sorry, that is not possible - yet?!\n\r", ch );
return;
}
/* Donate all will not be allowed! */
if (!str_cmp( arg, "all") || !str_prefix( "all.", arg ) )
{
send_to_char( "Donating *all* sounds dodgy to me!\n\r", ch );
return;
}
/* Check to see if item in inventory :) */
if ( ( obj = get_obj_carry( ch, arg ) ) == NULL )
{
send_to_char( "You do not have that item to donate.\n\r", ch );
return;
}
/* Check to see if item *can* be dropped! */
if ( !can_drop_obj( ch, obj ) )
{
send_to_char( "You can't let go of it.\n\r", ch );
return;
}
if ( obj->item_type == ITEM_BEACON )
{
send_to_char( " @@eNice try:P@@N\n\r", ch );
return;
}
/* Remove object from inventory and put into donation room */
if ( obj->item_type == ITEM_WEAPON )
place_to_put_it = 3019;
if ( obj->item_type == ITEM_ARMOR )
place_to_put_it = 3018;
obj_from_char( obj );
obj_to_room( obj, get_room_index( place_to_put_it ) );
act( "$n donates $p, how kind.", ch, obj, NULL, TO_ROOM );
act( "You donate $p, thank you.", ch, obj, NULL, TO_CHAR );
do_save( ch, "" );
}
void do_adapt( CHAR_DATA *ch, char *argument )
{
/* Take one piece of eq, the ch's level, and reset the eq's stats
* and level req so that they can use it, but the eq won't be as
* good as it was previously... Only do if ch->level > eq->level!
* Added: descrips changed to reflect adaptation.
* -- Stephen
*/
char arg[MAX_INPUT_LENGTH];
char buf[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
AFFECT_DATA *paf;
CHAR_DATA *mob;
bool changed; /* was the eq changed?? */
long diff; /* ratio to change stuff by */
int pen; /* additional penalty */
int cost;
if ( !IS_NPC( ch ) && IS_WOLF( ch )
&& ( IS_SHIFTED( ch ) || IS_RAGED( ch ) ) )
{
send_to_char( "Your claws are too clumsy!!!@@N\n\r", ch );
return;
}
cost = ( ch->level * 250 );
argument = one_argument( argument, arg );
/* Check for mob with act->adapt */
for ( mob = ch->in_room->first_person; mob; mob = mob->next_in_room )
{
if ( IS_NPC(mob) && IS_SET(mob->act, ACT_ADAPT ) )
break;
}
if ( mob == NULL )
{
send_to_char( "You can't do that here.\n\r", ch );
return;
}
if ( arg[0] == '\0' )
{
sprintf( buf, "The cost for you to have a weapon adapted is: %d GP.\n\r", cost );
send_to_char( buf, ch );
send_to_char( "Usuage: ADAPT <weapon>. The weapon must be in your inventory.\n\r", ch );
return;
}
if (!str_cmp( arg, "all") || !str_prefix( "all.", arg ) )
{
send_to_char( "Only one weapon can be adapted at a time.....\n\r", ch );
return;
}
/* Check to see if item in inventory :) */
if ( ( obj = get_obj_carry( ch, arg ) ) == NULL )
{
send_to_char( "You do not have that item to be adapted.\n\r", ch );
return;
}
diff = ( obj->level / ch->level );
pen = ( obj->level - ch->level );
if ( diff < 1 || pen == 0 )
{
send_to_char( "It doesn't need adapting!\n\r", ch );
return;
}
if ( pen == 1 )
{
send_to_char( "Just wait until you gain another level!\n\r", ch );
return;
}
pen *= 2; /* Double difference in levels as penalty. */
if ( ch->gold < cost )
{
send_to_char( "You can't afford to have it adapted!\n\r", ch );
return;
}
/* Now, see if the piece of eq CAN be adapted..... */
switch ( obj->item_type )
{
default:
changed = FALSE;
break;
case ITEM_WEAPON:
obj->value[1] /= diff; /* Reduce the damage the weapon does */
obj->value[1] = UMAX( 0, obj->value[1] - pen );
obj->value[2] /= diff;
obj->value[2] = UMAX( 0, obj->value[2] - pen );
changed = TRUE;
if ( obj->value[2] == 0 ) /* Then weapon is screwed */
{
send_to_char( "The weapon crumbles into dust...It was broken!\n\r", ch );
extract_obj( obj );
changed = FALSE;
}
break;
}
if ( !changed )
{
send_to_char( "You can only have *weapons* adapted!\n\r", ch );
return;
}
/* Tone down any affects that apply to the object, if applicable */
for ( paf = obj->first_apply; paf != NULL; paf = paf->next )
{
if ( paf->location != APPLY_NONE && paf->modifier != 0 )
if ( paf->modifier > 0 )
paf->modifier = UMAX( 0, ( paf->modifier / ( diff * 2 ) - pen ) );
else
paf->modifier = UMIN( 0, ( paf->modifier / ( diff * 2 ) - pen ) );
}
ch->gold -=cost; /* Take the cost from char's gold. */
obj->level = ch->level; /* Allow ch to use the eq... */
sprintf( buf, "%s <adapted>", obj->short_descr );
free_string( obj->short_descr );
obj->short_descr = str_dup( buf );
sprintf( buf, "<adapted> %s", obj->description );
free_string( obj->description );
obj->description = str_dup( buf );
send_to_char( "Your weapon is now adapted.\n\r", ch );
return;
}
void do_cdonate( CHAR_DATA *ch, char *argument )
/* This function removes *one* object from a player,
* and instead of dropping it in the curent room, it is
* placed in the donation room.
* (I have donation room one east of temple)
* Eg: donate excalibur
* Donate all was not implemented to avoid unwanted eq loss :)
* Money may NOT be denoted - risk of too much lying around!!
* Three donation rooms now, used to hold armor, weapons and misc.
* -- Stephen
* This just a copy of donate, except it works for clans -S-
*/
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
int place_to_put_it;
if ( !IS_NPC( ch ) && IS_WOLF( ch )
&& ( IS_SHIFTED( ch ) || IS_RAGED( ch ) ) )
{
send_to_char( "Your claws are too clumsy!!!@@N\n\r", ch );
return;
}
argument = one_argument( argument, arg );
if ( IS_NPC( ch ) )
{
send_to_char( "Mobs don't have clans.\n\r", ch );
return;
}
if ( ch->pcdata->clan == 0 )
{
send_to_char( "You must be in a clan to use this command!\n\r", ch );
return;
}
if ( arg[0] == '\0' )
{
send_to_char( "Donate what?\n\r", ch );
return;
}
/* Donating coins is NOT allowed! */
if ( is_number( arg ) )
{
send_to_char( "Sorry, that is not possible - yet?!\n\r", ch );
return;
}
/* Donate all will not be allowed! */
if (!str_cmp( arg, "all") || !str_prefix( "all.", arg ) )
{
send_to_char( "Donating *all* sounds dodgy to me!\n\r", ch );
return;
}
/* Check to see if item in inventory :) */
if ( ( obj = get_obj_carry( ch, arg ) ) == NULL )
{
send_to_char( "You do not have that item to donate.\n\r", ch );
return;
}
/* Check to see if item *can* be dropped! */
if ( !can_drop_obj( ch, obj ) )
{
send_to_char( "You can't let go of it.\n\r", ch );
return;
}
if ( obj->item_type == ITEM_BEACON )
{
send_to_char( " @@eNice try:P@@N\n\r", ch );
return;
}
/* Remove object from inventory and put into donation room */
place_to_put_it = clan_table[ch->pcdata->clan].donat_room;
obj_from_char( obj );
obj_to_room( obj, get_room_index( place_to_put_it ) );
act( "$n clan-donates $p, how kind.", ch, obj, NULL, TO_ROOM );
act( "You clan-donate $p, thank you.", ch, obj, NULL, TO_CHAR );
do_save( ch , "" );
return;
}
void do_appraise( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj;
char buf[MAX_STRING_LENGTH];
int av;
int gold;
int ac;
int hold;
int foo;
int lv;
if ( !IS_NPC( ch ) && IS_WOLF( ch )
&& ( IS_SHIFTED( ch ) || IS_RAGED( ch ) ) )
{
send_to_char( "Your claws are too clumsy!!!@@N\n\r", ch );
return;
}
if ( argument[0] == '\0' )
{
send_to_char( "Appraise what?\n\r", ch );
return;
}
if ( ( obj = get_obj_here( ch, argument ) ) == NULL )
{
send_to_char( "It would help if you tried to appraise an object!\n\r", ch );
return;
}
if ( !IS_NPC(ch) && ch->pcdata->learned[gsn_appraise] == 0 )
{
send_to_char( "You don't know how to appraise items!\n\r", ch );
return;
}
switch( obj->item_type )
{
case ITEM_WEAPON:
/* Try and make output a little interesting */
av = ( obj->value[1] + obj->value[2] ) / 2;
if ( av < 5 ) sprintf( buf, "$p couldn't cut a blade of grass." );
else if ( av < 10 ) sprintf( buf, "$p might hurt a small animal." );
else if ( av < 15 ) sprintf( buf, "$p is ok, but it's not worth stealing!" );
else if ( av < 20 ) sprintf( buf, "$p looks good, maybe you should get one?" );
else if ( av < 30 ) sprintf( buf, "$p appears to be pretty powerful!" );
else if ( av < 50 ) sprintf( buf, "$p could fell trees in one swoop!" );
else sprintf( buf, "$p could kill the very Gods!" );
act( buf, ch, obj, NULL, TO_CHAR );
break;
case ITEM_ARMOR:
ac = obj->value[0];
if ( ac < 0 ) sprintf( buf, "$p couldn't protect a paper bag!" );
else if ( ac < 3 ) sprintf( buf, "$p looks quite strong!" );
else if ( ac < 5 ) sprintf( buf, "$p could help protect you well." );
else if ( ac < 10 ) sprintf( buf, "$p would guard well against attack." );
else if ( ac < 50 ) sprintf( buf, "$p could protect a God!" );
else sprintf( buf, "$p looks like divine armor!" );
act( buf, ch, obj, NULL, TO_CHAR );
break;
case ITEM_SCROLL:
case ITEM_WAND:
case ITEM_STAFF:
case ITEM_PILL:
lv = obj->value[0];
if ( lv < 10 ) sprintf( buf, "$p doesn't look at all powerful." );
else if ( lv < 20 ) sprintf( buf, "$p looks like it has a little power." );
else if ( lv < 40 ) sprintf( buf, "$p appears to be quite powerful." );
else if ( lv < 60 ) sprintf( buf, "$p almost bristles with power." );
else if ( lv < 80 ) sprintf( buf, "$p crackles with pure energy!" );
else sprintf( buf, "$p looks like it was divinely created!!" );
act( buf, ch, obj, NULL, TO_CHAR );
break;
case ITEM_CONTAINER:
hold = obj->value[0];
if ( hold < 10 ) sprintf( buf, "$p couldn't hold an apple!" );
else if ( hold < 30 ) sprintf( buf, "$p could hold a few items." );
else if ( hold < 50 ) sprintf( buf, "$p could hold quite a few objects." );
else if ( hold < 100 ) sprintf( buf, "$p looks like it could hold a LOT of stuff!" );
else sprintf( buf, "$p looks like the creation of the Gods!" );
act( buf, ch, obj, NULL, TO_CHAR );
break;
case ITEM_FURNITURE:
act( "$p looks like furniture.", ch, obj, NULL, TO_CHAR );
break;
case ITEM_TRASH:
act( "$p doesn't appear to do anything at all, really.", ch, obj, NULL, TO_CHAR );
break;
case ITEM_DRINK_CON:
sprintf( buf, "$p looks like it has some %s in it.", liq_table[obj->value[2]].liq_name );
act( buf, ch, obj, NULL, TO_CHAR );
if ( obj->value[3] != 0 )
send_to_char( "It looks poisoned!\n\r", ch );
break;
case ITEM_KEY:
act( "$p looks like it unlocks something.", ch, obj, NULL, TO_CHAR );
break;
case ITEM_FOOD:
foo = obj->value[0];
if ( foo < 5 ) sprintf( buf, "$p couldn't feed an ant!" );
else if ( foo < 10 ) sprintf( buf, "$p would fill a very small stomach." );
else if ( foo < 20 ) sprintf( buf, "$p looks quite filling." );
else if ( foo < 40 ) sprintf( buf, "$p could fulfill most hungers." );
else sprintf( buf, "$p looks VERY filling!" );
act( buf, ch, obj, NULL, TO_CHAR );
if ( obj->value[3] != 0 )
send_to_char( "It looks poisoned!\n\r", ch );
break;
case ITEM_MONEY:
act( "$p is MONEY!!!", ch, obj, NULL, TO_CHAR );
break;
case ITEM_BOAT:
act( "$p looks like a sturdy means of travelling across water.", ch, obj, NULL, TO_CHAR );
break;
case ITEM_CORPSE_PC:
case ITEM_CORPSE_NPC:
act( "$p is a corpse. Anything worth stealing in it??", ch, obj, NULL, TO_CHAR );
break;
case ITEM_FOUNTAIN:
act( "$p looks like a thirst-quenching fountain.", ch, obj, NULL, TO_CHAR );
break;
case ITEM_BOARD:
act( "$p looks good for leaving messages on.", ch, obj, NULL, TO_CHAR );
break;
default:
act( "You don't see anything special about $p.", ch, obj, NULL, TO_CHAR );
break;
}
/* Now show rough idea of the cost, etc */
if ( obj->first_apply != NULL )
act( "You are able to sense a strange power in $p.", ch, obj, NULL, TO_CHAR );
gold = ( obj->cost );
if ( gold < 1000 ) sprintf( buf, "$p doesn't look at all valuable." );
else if ( gold < 10000 ) sprintf( buf, "$p looks like it has some value to it." );
else if ( gold < 50000 ) sprintf( buf, "$p might fetch an average price." );
else if ( gold < 100000 ) sprintf( buf, "$p would do well at auction." );
else if ( gold < 500000 ) sprintf( buf, "$p looks VERY valuable." );
else sprintf( buf, "$p looks priceless!!" );
act( buf, ch, obj, NULL, TO_CHAR );
return;
}
void do_bid( CHAR_DATA *ch, char *argument )
{
extern OBJ_DATA * auction_item;
extern CHAR_DATA * auction_owner;
extern CHAR_DATA * auction_bidder;
extern int auction_bid;
extern int auction_stage;
extern bool auction_flop;
int amount;
if ( !IS_NPC( ch ) && IS_WOLF( ch )
&& ( IS_SHIFTED( ch ) || IS_RAGED( ch ) ) )
{
send_to_char( "Your claws are too clumsy!!!@@N\n\r", ch );
return;
}
if ( IS_NPC( ch ) )
{
send_to_char( "Only players may use the auction system.\n\r", ch );
return;
}
if ( auction_item == NULL )
{
send_to_char( "Nothing is being auctioned right now!\n\r", ch );
return;
}
if ( !is_number( argument ) )
{
send_to_char( "You must bid a numerical value.\n\r", ch );
return;
}
amount = atoi( argument );
if ( amount <= auction_bid )
{
send_to_char( "That doesn't beat the latest bid.\n\r", ch );
return;
}
if ( amount > ch->gold )
{
send_to_char( "You don't have that much gold.\n\r", ch );
return;
}
if ( auction_bidder == ch )
{
send_to_char( "You made the last bid, silly!\n\r", ch );
return;
}
if ( auction_owner == ch )
{
send_to_char( "You can't bid for your own item!!\n\r", ch );
return;
}
/* Ok, so now set the variables to reflect the new bidder */
/* refund gold to last bidder, take gold from new one */
if ( auction_bidder != NULL )
auction_bidder->gold += auction_bid;
ch->gold -= amount;
auction_bidder = ch;
auction_bid = amount;
auction_stage = 0;
auction_update();
auction_flop = TRUE;
return;
}
void do_auction( CHAR_DATA *ch, char *argument )
{
extern OBJ_DATA * auction_item;
extern CHAR_DATA * auction_owner;
extern CHAR_DATA * auction_bidder;
extern int auction_bid;
extern int auction_reserve;
extern int auction_stage;
extern bool auction_flop;
char buf[MAX_STRING_LENGTH];
char arg[MAX_STRING_LENGTH];
int reserve;
void * vo = NULL;
if ( IS_NPC( ch ) )
return;
if ( !IS_NPC( ch ) && IS_WOLF( ch )
&& ( IS_SHIFTED( ch ) || IS_RAGED( ch ) ) )
{
send_to_char( "Your claws are too clumsy!!!@@N\n\r", ch );
return;
}
argument = one_argument( argument, arg );
if ( ( IS_IMMORTAL( ch ) )
&& ( ( !str_cmp( arg, "stop" ) )
|| ( !str_cmp( arg, "take" ) ) ) )
if ( auction_item != NULL )
{
CHAR_DATA *ach;
bool good_seller = FALSE;
bool good_buyer = FALSE;
for ( ach = first_char; ach != NULL; ach = ach->next )
{
if ( auction_owner == ach )
good_seller = TRUE;
if ( auction_bidder == ach )
good_buyer = TRUE;
}
sprintf( buf, "The auction of %s has been stopped by an @@mImmortal@@N.\n\r",
auction_item->short_descr );
if ( !str_cmp( arg, "take" ) )
{
char buf2[MSL];
sprintf( buf2, " The item has been taken by %s.\n\r", ch->name );
safe_strcat( MSL, buf, buf2 );
}
do_echo( ch, buf );
if ( good_seller )
{
if ( !str_cmp( arg, "take" ) )
{
obj_to_char( auction_item, ch );
send_to_char( "Your item has been claimed by the gods.\n\r", auction_owner );
}
else
{
obj_to_char( auction_item, auction_owner );
send_to_char( "Your item has been returned.\n\r ", auction_owner );
}
}
else
{
obj_to_char( auction_item, ch );
}
if ( good_buyer )
{
send_to_char( "Your bid has been returned.\n\r", auction_bidder );
auction_bidder->gold += auction_bid;
}
auction_stage = 0;
auction_bidder = NULL;
auction_owner = NULL;
auction_item = NULL;
auction_reserve = 0;
auction_bid = 0;
return;
}
if ( auction_item != NULL )
{
sprintf( buf, "The current object being auctioned is: %s\n\r",
auction_item->short_descr );
send_to_char( buf, ch );
sprintf( buf, "Item was offered for sale by %s.\n\r",
auction_owner->name );
send_to_char( buf, ch );
sprintf( buf, "The estimated value is %iGP, and last bid was for %iGP.\n\r",
(int)auction_item->cost, auction_bid );
send_to_char( buf, ch );
sprintf( buf, "The reserve price is @@m%i @@yGP@@N.\n\r", auction_reserve );
send_to_char( buf, ch );
vo = (void *) auction_item;
spell_identify (0, LEVEL_HERO - 1, ch, vo, auction_item);
return;
}
if ( arg[0] == '\0' || argument[0] == '\0' )
{
send_to_char( "USAGE: SYNTAX <object> [reserve_price]\n\r", ch );
return;
}
if ( is_number( argument ) && argument[0] != '\0' )
reserve = atoi( argument );
else
reserve = 0;
if ( abs( reserve * .1 > ch->gold ) )
{
send_to_char( "You don't have enough gold to cover the auction fee at that reserve price!\n\r", ch );
return;
}
if ( ( auction_item = get_obj_carry( ch, arg ) ) == NULL )
{
send_to_char( "You're not carrying that item!\n\r", ch );
return;
}
if ( IS_SET( auction_item->extra_flags, ITEM_NO_AUCTION ) )
{
send_to_char( "You can't auction that. Sorry!\n\r", ch );
auction_item = NULL;
return;
}
switch ( auction_item->item_type )
{
case ITEM_CORPSE_PC:
case ITEM_CORPSE_NPC:
send_to_char( "You can't auction corpses.\n\r", ch );
auction_item = NULL;
return;
break;
case ITEM_TRASH:
send_to_char( "Looks like trash. Forget it!\n\r", ch );
auction_item = NULL;
return;
break;
case ITEM_DRINK_CON:
case ITEM_FOOD:
send_to_char( "Food or Drink can't be auctioned.\n\r", ch );
auction_item = NULL;
return;
break;
default:
break;
}
if ( IS_SET( auction_item->extra_flags, ITEM_NODROP ) )
{
send_to_char( "You can't let go of it!\n\r", ch );
auction_item = NULL;
return;
}
sprintf( buf, "You have placed %s up for auction. @@e%d@@yGP @@Whas been charged for these services.\n\r",
auction_item->name, abs( reserve *.1 ) );
send_to_char( buf, ch );
auction_owner = ch;
auction_bidder = NULL;
auction_bid = 0;
auction_reserve = reserve;
if ( auction_reserve > 0 )
auction_bid = auction_reserve;
auction_stage = 0;
obj_from_char( auction_item );
auction_update();
auction_flop = TRUE;
return;
}
void do_connect( CHAR_DATA *ch, char *argument )
{
OBJ_DATA * first_ob;
OBJ_DATA * second_ob;
OBJ_DATA * new_ob;
char arg1[MAX_STRING_LENGTH], arg2[MAX_STRING_LENGTH];
char buf[MAX_STRING_LENGTH];
if ( !IS_NPC( ch ) && IS_WOLF( ch )
&& ( IS_SHIFTED( ch ) || IS_RAGED( ch ) ) )
{
send_to_char( "Your claws are too clumsy!!!@@N\n\r", ch );
return;
}
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if ( arg1[0] == '\0' || arg2[0] == '\0' )
{
send_to_char( "You must connect one piece to another.\n\r", ch );
return;
}
if ( ( first_ob = get_obj_carry( ch, arg1 ) ) == NULL )
{
sprintf( buf, "You aren't carrying that!!\n\r" );
send_to_char( buf, ch );
return;
}
if ( ( second_ob = get_obj_carry( ch, arg2 ) ) == NULL )
{
sprintf( buf, "You aren't carrying that!!\n\r" );
send_to_char( buf, ch );
return;
}
if ( first_ob->item_type != ITEM_PIECE || second_ob->item_type !=ITEM_PIECE )
{
send_to_char( "Both items must be pieces of another item!\n\r", ch );
return;
}
/* check to see if the pieces connect */
if ( ( first_ob->value[0] == second_ob->pIndexData->vnum )
|| ( first_ob->value[1] == second_ob->pIndexData->vnum ) )
/* good connection */
{
new_ob = create_object( get_obj_index( first_ob->value[2] ), ch->level );
extract_obj( first_ob );
extract_obj( second_ob );
obj_to_char( new_ob , ch );
act( "$n jiggles some pieces together, and suddenly they snap in place, creating $p! Perfect Fit!!", ch, new_ob,NULL, TO_ROOM );
act( "You jiggle the pieces together, and suddenly they snap into place, creating $p! Nice job!", ch, new_ob, NULL, TO_CHAR);
}
else
{
act( "$n jiggles some pieces together, but can't seem to make them connect.", ch, NULL, NULL, TO_ROOM);
act( "You try to fit them together every which way, but they just don't want to fit together.", ch, NULL, NULL, TO_CHAR);
return;
}
return;
}