/***************************************************************************
* Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, *
* Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. *
* *
* Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael *
* Chastain, Michael Quan, and Mitchell Tse. *
* *
* In order to use any part of this Merc Diku Mud, you must comply with *
* both the original Diku license in 'license.doc' as well the Merc *
* license in 'license.txt'. In particular, you may not remove either of *
* these copyright notices. *
* *
* Much time and thought has gone into this software and you are *
* benefitting. We hope that you share your changes too. What goes *
* around, comes around. *
***************************************************************************/
/***************************************************************************
* ROM 2.4 is copyright 1993-1996 Russ Taylor *
* ROM has been brought to you by the ROM consortium *
* Russ Taylor (rtaylor@efn.org) *
* Gabrielle Taylor *
* Brian Moore (zump@rom.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_wake );
/*
* Local functions.
*/
#define CD CHAR_DATA
#define OD OBJ_DATA
bool remove_obj args( (CHAR_DATA *ch, int iWear, bool fReplace ) );
void wear_obj args( (CHAR_DATA *ch, OBJ_DATA *obj, bool fReplace ) );
CD * find_keeper args( (CHAR_DATA *ch ) );
int get_cost args( (CHAR_DATA *keeper, OBJ_DATA *obj, bool fBuy ) );
void obj_to_keeper args( (OBJ_DATA *obj, CHAR_DATA *ch ) );
OD * get_obj_keeper args( (CHAR_DATA *ch,CHAR_DATA *keeper,char *argument));
#undef OD
#undef CD
/* RT part of the corpse looting code */
bool can_loot(CHAR_DATA *ch, OBJ_DATA *obj)
{
CHAR_DATA *owner, *wch;
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 ( ch->carry_number + get_obj_number( obj ) > can_carry_n( ch ) )
{
act( "$d: you can't carry that many items.",
ch, NULL, obj->name, TO_CHAR );
return;
}
if ((!obj->in_obj || obj->in_obj->carried_by != ch)
&& (get_carry_weight(ch) + get_obj_weight(obj) > can_carry_w(ch)))
{
act( "$d: you can't carry that much weight.",
ch, NULL, obj->name, TO_CHAR );
return;
}
if (!can_loot(ch,obj))
{
act("Corpse looting is not permitted.",ch,NULL,NULL,TO_CHAR );
return;
}
if (obj->in_room != NULL)
{
for (gch = obj->in_room->people; gch != NULL; gch = gch->next_in_room)
if (gch->on == obj)
{
act("$N appears to be using $p.",
ch,obj,gch,TO_CHAR);
return;
}
}
if ( container != NULL )
{
if (container->pIndexData->vnum == OBJ_VNUM_PIT
&& !CAN_WEAR(container, ITEM_TAKE)
&& !IS_OBJ_STAT(obj,ITEM_HAD_TIMER))
obj->timer = 0;
act( "You get $p from $P.", ch, obj, container, TO_CHAR );
act( "$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 $p.", ch, obj, container, TO_CHAR );
act( "$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 );
}
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 ( 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;
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if (!str_cmp(arg2,"in") || !str_cmp(arg2,"on"))
argument = one_argument(argument,arg2);
if ( arg1[0] == '\0' || arg2[0] == '\0' )
{
send_to_char( "Put what in what?\n\r", ch );
return;
}
if ( !str_cmp( arg2, "all" ) || !str_prefix( "all.", arg2 ) )
{
send_to_char( "You can't do that.\n\r", ch );
return;
}
if ( ( container = get_obj_here( ch, arg2 ) ) == NULL )
{
act( "I see no $T here.", ch, NULL, arg2, TO_CHAR );
return;
}
if ( container->item_type != ITEM_CONTAINER )
{
send_to_char( "That's not a container.\n\r", ch );
return;
}
if ( IS_SET(container->value[1], CONT_CLOSED) )
{
act( "The $d is closed.", ch, NULL, container->name, TO_CHAR );
return;
}
if ( str_cmp( arg1, "all" ) && str_prefix( "all.", arg1 ) )
{
/* 'put obj container' */
if ( ( obj = get_obj_carry( ch, arg1, ch ) ) == NULL )
{
send_to_char( "You do not have that item.\n\r", ch );
return;
}
if ( obj == container )
{
send_to_char( "You can't fold it into itself.\n\r", ch );
return;
}
if ( !can_drop_obj( ch, obj ) )
{
send_to_char( "You can't let go of it.\n\r", ch );
return;
}
if (WEIGHT_MULT(obj) != 100)
{
send_to_char("You have a feeling that would be a bad idea.\n\r",ch);
return;
}
if (get_obj_weight( obj ) + get_true_weight( container )
> (container->value[0] * 10)
|| get_obj_weight(obj) > (container->value[3] * 10))
{
send_to_char( "It won't fit.\n\r", ch );
return;
}
if (container->pIndexData->vnum == OBJ_VNUM_PIT
&& !CAN_WEAR(container,ITEM_TAKE))
if (obj->timer)
SET_BIT(obj->extra_flags,ITEM_HAD_TIMER);
else
obj->timer = number_range(100,200);
obj_from_char( obj );
obj_to_obj( obj, container );
if (IS_SET(container->value[1],CONT_PUT_ON))
{
act("$n puts $p on $P.",ch,obj,container, TO_ROOM);
act("You put $p on $P.",ch,obj,container, TO_CHAR);
}
else
{
act( "$n puts $p in $P.", ch, obj, container, TO_ROOM );
act( "You put $p in $P.", ch, obj, container, TO_CHAR );
}
}
else
{
/* 'put all container' or 'put all.obj container' */
for ( obj = ch->carrying; obj != NULL; obj = obj_next )
{
obj_next = obj->next_content;
if ( ( arg1[3] == '\0' || is_name( &arg1[4], obj->name ) )
&& can_see_obj( ch, obj )
&& WEIGHT_MULT(obj) == 100
&& obj->wear_loc == WEAR_NONE
&& obj != container
&& can_drop_obj( ch, obj )
&& get_obj_weight( obj ) + get_true_weight( container )
<= (container->value[0] * 10)
&& get_obj_weight(obj) < (container->value[3] * 10))
{
if (container->pIndexData->vnum == OBJ_VNUM_PIT
&& !CAN_WEAR(obj, ITEM_TAKE) )
if (obj->timer)
SET_BIT(obj->extra_flags,ITEM_HAD_TIMER);
else
obj->timer = number_range(100,200);
obj_from_char( obj );
obj_to_obj( obj, container );
if (IS_SET(container->value[1],CONT_PUT_ON))
{
act("$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 $P.", ch, obj, container, TO_CHAR );
}
}
}
}
return;
}
void do_drop( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
OBJ_DATA *obj_next;
bool found;
argument = one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Drop what?\n\r", ch );
return;
}
if ( is_number( arg ) )
{
/* 'drop NNNN coins' */
int amount, gold = 0, silver = 0;
amount = atoi(arg);
argument = one_argument( argument, arg );
if ( amount <= 0
|| ( str_cmp( arg, "coins" ) && str_cmp( arg, "coin" ) &&
str_cmp( arg, "gold" ) && str_cmp( arg, "silver") ) )
{
send_to_char( "Sorry, you can't do that.\n\r", ch );
return;
}
if ( !str_cmp( arg, "coins") || !str_cmp(arg,"coin")
|| !str_cmp( arg, "silver"))
{
if (ch->silver < amount)
{
send_to_char("You don't have that much silver.\n\r",ch);
return;
}
ch->silver -= amount;
silver = amount;
}
else
{
if (ch->gold < amount)
{
send_to_char("You don't have that much gold.\n\r",ch);
return;
}
ch->gold -= amount;
gold = amount;
}
for ( obj = ch->in_room->contents; obj != NULL; obj = obj_next )
{
obj_next = obj->next_content;
switch ( obj->pIndexData->vnum )
{
case OBJ_VNUM_SILVER_ONE:
silver += 1;
extract_obj(obj);
break;
case OBJ_VNUM_GOLD_ONE:
gold += 1;
extract_obj( obj );
break;
case OBJ_VNUM_SILVER_SOME:
silver += obj->value[0];
extract_obj(obj);
break;
case OBJ_VNUM_GOLD_SOME:
gold += obj->value[1];
extract_obj( obj );
break;
case OBJ_VNUM_COINS:
silver += obj->value[0];
gold += obj->value[1];
extract_obj(obj);
break;
}
}
obj_to_room( create_money( gold, silver ), ch->in_room );
act( "$n drops some coins.", ch, NULL, NULL, TO_ROOM );
send_to_char( "OK.\n\r", ch );
return;
}
if ( str_cmp( arg, "all" ) && str_prefix( "all.", arg ) )
{
/* 'drop obj' */
if ( ( obj = get_obj_carry( ch, arg, ch ) ) == NULL )
{
send_to_char( "You do not have that item.\n\r", ch );
return;
}
if ( !can_drop_obj( ch, obj ) )
{
send_to_char( "You can't let go of it.\n\r", ch );
return;
}
obj_from_char( obj );
obj_to_room( obj, ch->in_room );
act( "$n drops $p.", ch, obj, NULL, TO_ROOM );
act( "You drop $p.", ch, obj, NULL, TO_CHAR );
if (IS_OBJ_STAT(obj,ITEM_MELT_DROP))
{
act("$p dissolves into smoke.",ch,obj,NULL,TO_ROOM);
act("$p dissolves into smoke.",ch,obj,NULL,TO_CHAR);
extract_obj(obj);
}
}
else
{
/* 'drop all' or 'drop all.obj' */
found = FALSE;
for ( obj = ch->carrying; obj != NULL; obj = obj_next )
{
obj_next = obj->next_content;
if ( ( arg[3] == '\0' || is_name( &arg[4], obj->name ) )
&& can_see_obj( ch, obj )
&& obj->wear_loc == WEAR_NONE
&& can_drop_obj( ch, obj ) )
{
found = TRUE;
obj_from_char( obj );
obj_to_room( obj, ch->in_room );
act( "$n drops $p.", ch, obj, NULL, TO_ROOM );
act( "You drop $p.", ch, obj, NULL, TO_CHAR );
if (IS_OBJ_STAT(obj,ITEM_MELT_DROP))
{
act("$p dissolves into smoke.",ch,obj,NULL,TO_ROOM);
act("$p dissolves into smoke.",ch,obj,NULL,TO_CHAR);
extract_obj(obj);
}
}
}
if ( !found )
{
if ( arg[3] == '\0' )
act( "You are not carrying anything.",
ch, NULL, arg, TO_CHAR );
else
act( "You are not carrying any $T.",
ch, NULL, &arg[4], TO_CHAR );
}
}
return;
}
void do_give( CHAR_DATA *ch, char *argument )
{
char arg1 [MAX_INPUT_LENGTH];
char arg2 [MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *obj;
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if ( arg1[0] == '\0' || arg2[0] == '\0' )
{
send_to_char( "Give what to whom?\n\r", ch );
return;
}
if ( is_number( arg1 ) )
{
/* 'give NNNN coins victim' */
int amount;
bool silver;
amount = atoi(arg1);
if ( amount <= 0
|| ( str_cmp( arg2, "coins" ) && str_cmp( arg2, "coin" ) &&
str_cmp( arg2, "gold" ) && str_cmp( arg2, "silver")) )
{
send_to_char( "Sorry, you can't do that.\n\r", ch );
return;
}
silver = str_cmp(arg2,"gold");
argument = one_argument( argument, arg2 );
if ( arg2[0] == '\0' )
{
send_to_char( "Give what to whom?\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, arg2 ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( (!silver && ch->gold < amount) || (silver && ch->silver < amount) )
{
send_to_char( "You haven't got that much.\n\r", ch );
return;
}
if (silver)
{
ch->silver -= amount;
victim->silver += amount;
}
else
{
ch->gold -= amount;
victim->gold += amount;
}
sprintf(buf,"$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 $N %d %s.",amount, silver ? "silver" : "gold");
act( buf, ch, NULL, victim, TO_CHAR );
if (IS_NPC(victim) && IS_SET(victim->act,ACT_IS_CHANGER))
{
int change;
change = (silver ? 95 * amount / 100 / 100
: 95 * amount);
if (!silver && change > victim->silver)
victim->silver += change;
if (silver && change > victim->gold)
victim->gold += change;
if (change < 1 && can_see(victim,ch))
{
act(
"$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("$n tells you 'Thank you, come again.'",
victim,NULL,ch,TO_VICT);
ch->reply = victim;
}
}
return;
}
if ( ( obj = get_obj_carry( ch, arg1, ch ) ) == NULL )
{
send_to_char( "You do not have that item.\n\r", ch );
return;
}
if ( obj->wear_loc != WEAR_NONE )
{
send_to_char( "You must remove it first.\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, arg2 ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if (IS_NPC(victim) && victim->pIndexData->pShop != NULL)
{
act("$N tells you 'Sorry, you'll have to sell that.'",
ch,NULL,victim,TO_CHAR);
ch->reply = victim;
return;
}
if ( !can_drop_obj( ch, obj ) )
{
send_to_char( "You can't let go of it.\n\r", ch );
return;
}
if ( victim->carry_number + get_obj_number( obj ) > can_carry_n( victim ) )
{
act( "$N has $S hands full.", ch, NULL, victim, TO_CHAR );
return;
}
if (get_carry_weight(victim) + get_obj_weight(obj) > can_carry_w( victim ) )
{
act( "$N can't carry that much weight.", ch, NULL, victim, TO_CHAR );
return;
}
if ( !can_see_obj( victim, obj ) )
{
act( "$N can't see it.", ch, NULL, victim, TO_CHAR );
return;
}
obj_from_char( obj );
obj_to_char( obj, victim );
act( "$n gives $p to $N.", ch, obj, victim, TO_NOTVICT );
act( "$n gives you $p.", ch, obj, victim, TO_VICT );
act( "You give $p to $N.", ch, obj, victim, TO_CHAR );
return;
}
/* 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_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/2 * percent / 100;
af.location = 0;
af.modifier = 0;
af.bitvector = WEAPON_POISON;
affect_to_obj(obj,&af);
act("$n coats $p with deadly venom.",ch,obj,NULL,TO_ROOM);
act("You coat $p with venom.",ch,obj,NULL,TO_CHAR);
check_improve(ch,gsn_envenom,TRUE,3);
WAIT_STATE(ch,skill_table[gsn_envenom].beats);
return;
}
else
{
act("You fail to envenom $p.",ch,obj,NULL,TO_CHAR);
check_improve(ch,gsn_envenom,FALSE,3);
WAIT_STATE(ch,skill_table[gsn_envenom].beats);
return;
}
}
act("You can't poison $p.",ch,obj,NULL,TO_CHAR);
return;
}
void do_fill( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
OBJ_DATA *obj;
OBJ_DATA *fountain;
bool found;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Fill what?\n\r", ch );
return;
}
if ( ( obj = get_obj_carry( ch, arg, ch ) ) == NULL )
{
send_to_char( "You do not have that item.\n\r", ch );
return;
}
found = FALSE;
for ( fountain = ch->in_room->contents; fountain != NULL;
fountain = fountain->next_content )
{
if ( fountain->item_type == ITEM_FOUNTAIN )
{
found = TRUE;
break;
}
}
if ( !found )
{
send_to_char( "There is no fountain here!\n\r", ch );
return;
}
if ( obj->item_type != ITEM_DRINK_CON )
{
send_to_char( "You can't fill that.\n\r", ch );
return;
}
if ( obj->value[1] != 0 && obj->value[2] != fountain->value[2] )
{
send_to_char( "There is already another liquid in it.\n\r", ch );
return;
}
if ( obj->value[1] >= obj->value[0] )
{
send_to_char( "Your container is full.\n\r", ch );
return;
}
sprintf(buf,"You fill $p with %s from $P.",
liq_table[fountain->value[2]].liq_name);
act( buf, ch, obj,fountain, TO_CHAR );
sprintf(buf,"$n fills $p with %s from $P.",
liq_table[fountain->value[2]].liq_name);
act(buf,ch,obj,fountain,TO_ROOM);
obj->value[2] = fountain->value[2];
obj->value[1] = obj->value[0];
return;
}
void do_pour (CHAR_DATA *ch, char *argument)
{
char arg[MAX_STRING_LENGTH],buf[MAX_STRING_LENGTH];
OBJ_DATA *out, *in;
CHAR_DATA *vch = NULL;
int amount;
argument = one_argument(argument,arg);
if (arg[0] == '\0' || argument[0] == '\0')
{
send_to_char("Pour what into what?\n\r",ch);
return;
}
if ((out = get_obj_carry(ch,arg, ch)) == NULL)
{
send_to_char("You don't have that item.\n\r",ch);
return;
}
if (out->item_type != ITEM_DRINK_CON)
{
send_to_char("That's not a drink container.\n\r",ch);
return;
}
if (!str_cmp(argument,"out"))
{
if (out->value[1] == 0)
{
send_to_char("It's already empty.\n\r",ch);
return;
}
out->value[1] = 0;
out->value[3] = 0;
sprintf(buf,"You invert $p, spilling %s all over the ground.",
liq_table[out->value[2]].liq_name);
act(buf,ch,out,NULL,TO_CHAR);
sprintf(buf,"$n inverts $p, spilling %s all over the ground.",
liq_table[out->value[2]].liq_name);
act(buf,ch,out,NULL,TO_ROOM);
return;
}
if ((in = get_obj_here(ch,argument)) == NULL)
{
vch = get_char_room(ch,argument);
if (vch == NULL)
{
send_to_char("Pour into what?\n\r",ch);
return;
}
in = get_eq_char(vch,WEAR_HOLD);
if (in == NULL)
{
send_to_char("They aren't holding anything.",ch);
return;
}
}
if (in->item_type != ITEM_DRINK_CON)
{
send_to_char("You can only pour into other drink containers.\n\r",ch);
return;
}
if (in == out)
{
send_to_char("You cannot change the laws of physics!\n\r",ch);
return;
}
if (in->value[1] != 0 && in->value[2] != out->value[2])
{
send_to_char("They don't hold the same liquid.\n\r",ch);
return;
}
if (out->value[1] == 0)
{
act("There's nothing in $p to pour.",ch,out,NULL,TO_CHAR);
return;
}
if (in->value[1] >= in->value[0])
{
act("$p is already filled to the top.",ch,in,NULL,TO_CHAR);
return;
}
amount = UMIN(out->value[1],in->value[0] - in->value[1]);
in->value[1] += amount;
out->value[1] -= amount;
in->value[2] = out->value[2];
if (vch == NULL)
{
sprintf(buf,"You pour %s from $p into $P.",
liq_table[out->value[2]].liq_name);
act(buf,ch,out,in,TO_CHAR);
sprintf(buf,"$n pours %s from $p into $P.",
liq_table[out->value[2]].liq_name);
act(buf,ch,out,in,TO_ROOM);
}
else
{
sprintf(buf,"You pour some %s for $N.",
liq_table[out->value[2]].liq_name);
act(buf,ch,NULL,vch,TO_CHAR);
sprintf(buf,"$n pours you some %s.",
liq_table[out->value[2]].liq_name);
act(buf,ch,NULL,vch,TO_VICT);
sprintf(buf,"$n pours some %s for $N.",
liq_table[out->value[2]].liq_name);
act(buf,ch,NULL,vch,TO_NOTVICT);
}
}
void do_drink( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
int amount;
int liquid;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
for ( obj = ch->in_room->contents; obj; obj = obj->next_content )
{
if ( obj->item_type == ITEM_FOUNTAIN )
break;
}
if ( obj == NULL )
{
send_to_char( "Drink what?\n\r", ch );
return;
}
}
else
{
if ( ( obj = get_obj_here( ch, arg ) ) == NULL )
{
send_to_char( "You can't find it.\n\r", ch );
return;
}
}
if ( !IS_NPC(ch) && ch->pcdata->condition[COND_DRUNK] > 10 )
{
send_to_char( "You fail to reach your mouth. *Hic*\n\r", ch );
return;
}
switch ( obj->item_type )
{
default:
send_to_char( "You can't drink from that.\n\r", ch );
return;
case ITEM_FOUNTAIN:
if ( ( liquid = obj->value[2] ) < 0 )
{
bug( "Do_drink: bad liquid number %d.", liquid );
liquid = obj->value[2] = 0;
}
amount = liq_table[liquid].liq_affect[4] * 3;
break;
case ITEM_DRINK_CON:
if ( obj->value[1] <= 0 )
{
send_to_char( "It is already empty.\n\r", ch );
return;
}
if ( ( liquid = obj->value[2] ) < 0 )
{
bug( "Do_drink: bad liquid number %d.", liquid );
liquid = obj->value[2] = 0;
}
amount = liq_table[liquid].liq_affect[4];
amount = UMIN(amount, obj->value[1]);
break;
}
if (!IS_NPC(ch) && !IS_IMMORTAL(ch)
&& ch->pcdata->condition[COND_FULL] > 45)
{
send_to_char("You're too full to drink more.\n\r",ch);
return;
}
act( "$n drinks $T from $p.",
ch, obj, liq_table[liquid].liq_name, TO_ROOM );
act( "You drink $T from $p.",
ch, obj, liq_table[liquid].liq_name, TO_CHAR );
gain_condition( ch, COND_DRUNK,
amount * liq_table[liquid].liq_affect[COND_DRUNK] / 36 );
gain_condition( ch, COND_FULL,
amount * liq_table[liquid].liq_affect[COND_FULL] / 4 );
gain_condition( ch, COND_THIRST,
amount * liq_table[liquid].liq_affect[COND_THIRST] / 10 );
gain_condition(ch, COND_HUNGER,
amount * liq_table[liquid].liq_affect[COND_HUNGER] / 2 );
if ( !IS_NPC(ch) && ch->pcdata->condition[COND_DRUNK] > 10 )
send_to_char( "You feel drunk.\n\r", ch );
if ( !IS_NPC(ch) && ch->pcdata->condition[COND_FULL] > 40 )
send_to_char( "You are full.\n\r", ch );
if ( !IS_NPC(ch) && ch->pcdata->condition[COND_THIRST] > 40 )
send_to_char( "Your thirst is quenched.\n\r", ch );
if ( obj->value[3] != 0 )
{
/* The drink was poisoned ! */
AFFECT_DATA af;
act( "$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, ch ) ) == 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 $p.", ch, obj, NULL, TO_CHAR );
switch ( obj->item_type )
{
case ITEM_FOOD:
if ( !IS_NPC(ch) )
{
int condition;
condition = ch->pcdata->condition[COND_HUNGER];
gain_condition( ch, COND_FULL, obj->value[0] );
gain_condition( ch, COND_HUNGER, obj->value[1]);
if ( condition == 0 && ch->pcdata->condition[COND_HUNGER] > 0 )
send_to_char( "You are no longer hungry.\n\r", ch );
else if ( ch->pcdata->condition[COND_FULL] > 40 )
send_to_char( "You are full.\n\r", ch );
}
if ( obj->value[3] != 0 )
{
/* The food was poisoned! */
AFFECT_DATA af;
act( "$n chokes and gags.", ch, 0, 0, TO_ROOM );
send_to_char( "You choke and gag.\n\r", ch );
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.
*/
bool remove_obj( CHAR_DATA *ch, int iWear, bool fReplace )
{
OBJ_DATA *obj;
if ( ( obj = get_eq_char( ch, iWear ) ) == NULL )
return TRUE;
if ( !fReplace )
return FALSE;
if ( IS_SET(obj->extra_flags, ITEM_NOREMOVE) )
{
act( "You can't remove $p.", ch, obj, NULL, TO_CHAR );
return FALSE;
}
unequip_char( ch, obj );
act( "$n stops using $p.", ch, obj, NULL, TO_ROOM );
act( "You stop using $p.", ch, obj, NULL, TO_CHAR );
return TRUE;
}
/*
* Wear one object.
* Optional replacement of existing objects.
* Big repetitive code, ick.
*/
void wear_obj( CHAR_DATA *ch, OBJ_DATA *obj, bool fReplace )
{
char buf[MAX_STRING_LENGTH];
/*
if (( ch->level +40) < obj->level )
{
sprintf( buf, "You must be level %d to use this object.\n\r",
obj->level );
send_to_char( buf, ch );
act( "$n tries to use $p, but is too inexperienced.",
ch, obj, NULL, TO_ROOM );
return;
}
*/
if ( obj->item_type == ITEM_LIGHT )
{
if ( !remove_obj( ch, WEAR_LIGHT, fReplace ) )
return;
act( "$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 wears $p on $s left finger.", ch, obj, NULL, TO_ROOM );
act( "You wear $p on your left finger.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_FINGER_L );
return;
}
if ( get_eq_char( ch, WEAR_FINGER_R ) == NULL )
{
act( "$n wears $p on $s right finger.", ch, obj, NULL, TO_ROOM );
act( "You wear $p on your right finger.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_FINGER_R );
return;
}
bug( "Wear_obj: no free finger.", 0 );
send_to_char( "You already wear two rings.\n\r", ch );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_NECK ) )
{
if ( get_eq_char( ch, WEAR_NECK_1 ) != NULL
&& get_eq_char( ch, WEAR_NECK_2 ) != NULL
&& !remove_obj( ch, WEAR_NECK_1, fReplace )
&& !remove_obj( ch, WEAR_NECK_2, fReplace ) )
return;
if ( get_eq_char( ch, WEAR_NECK_1 ) == NULL )
{
act( "$n wears $p around $s neck.", ch, obj, NULL, TO_ROOM );
act( "You wear $p around your neck.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_NECK_1 );
return;
}
if ( get_eq_char( ch, WEAR_NECK_2 ) == NULL )
{
act( "$n wears $p around $s neck.", ch, obj, NULL, TO_ROOM );
act( "You wear $p around your neck.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_NECK_2 );
return;
}
bug( "Wear_obj: no free neck.", 0 );
send_to_char( "You already wear two neck items.\n\r", ch );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_BODY ) )
{
if ( !remove_obj( ch, WEAR_BODY, fReplace ) )
return;
act( "$n wears $p on $s torso.", ch, obj, NULL, TO_ROOM );
act( "You wear $p on your torso.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_BODY );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_HEAD ) )
{
if ( !remove_obj( ch, WEAR_HEAD, fReplace ) )
return;
act( "$n wears $p on $s head.", ch, obj, NULL, TO_ROOM );
act( "You wear $p on your head.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_HEAD );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_LEGS ) )
{
if ( !remove_obj( ch, WEAR_LEGS, fReplace ) )
return;
act( "$n wears $p on $s legs.", ch, obj, NULL, TO_ROOM );
act( "You wear $p on your legs.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_LEGS );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_FEET ) )
{
if ( !remove_obj( ch, WEAR_FEET, fReplace ) )
return;
act( "$n wears $p on $s feet.", ch, obj, NULL, TO_ROOM );
act( "You wear $p on your feet.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_FEET );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_HANDS ) )
{
if ( !remove_obj( ch, WEAR_HANDS, fReplace ) )
return;
act( "$n wears $p on $s hands.", ch, obj, NULL, TO_ROOM );
act( "You wear $p on your hands.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_HANDS );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_ARMS ) )
{
if ( !remove_obj( ch, WEAR_ARMS, fReplace ) )
return;
act( "$n wears $p on $s arms.", ch, obj, NULL, TO_ROOM );
act( "You wear $p on your arms.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_ARMS );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_ABOUT ) )
{
if ( !remove_obj( ch, WEAR_ABOUT, fReplace ) )
return;
act( "$n wears $p about $s torso.", ch, obj, NULL, TO_ROOM );
act( "You wear $p about your torso.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_ABOUT );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_WAIST ) )
{
if ( !remove_obj( ch, WEAR_WAIST, fReplace ) )
return;
act( "$n wears $p about $s waist.", ch, obj, NULL, TO_ROOM );
act( "You wear $p about your waist.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_WAIST );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_WRIST ) )
{
if ( get_eq_char( ch, WEAR_WRIST_L ) != NULL
&& get_eq_char( ch, WEAR_WRIST_R ) != NULL
&& !remove_obj( ch, WEAR_WRIST_L, fReplace )
&& !remove_obj( ch, WEAR_WRIST_R, fReplace ) )
return;
if ( get_eq_char( ch, WEAR_WRIST_L ) == NULL )
{
act( "$n wears $p around $s left wrist.",
ch, obj, NULL, TO_ROOM );
act( "You wear $p around your left wrist.",
ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_WRIST_L );
return;
}
if ( get_eq_char( ch, WEAR_WRIST_R ) == NULL )
{
act( "$n wears $p around $s right wrist.",
ch, obj, NULL, TO_ROOM );
act( "You wear $p around your right wrist.",
ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_WRIST_R );
return;
}
bug( "Wear_obj: no free wrist.", 0 );
send_to_char( "You already wear two wrist items.\n\r", ch );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_SHIELD ) )
{
OBJ_DATA *weapon;
if ( !remove_obj( ch, WEAR_SHIELD, fReplace ) )
return;
weapon = get_eq_char(ch,WEAR_WIELD);
if (weapon != NULL && ch->size < SIZE_LARGE
&& IS_WEAPON_STAT(weapon,WEAPON_TWO_HANDS))
{
send_to_char("Your hands are tied up with your weapon!\n\r",ch);
return;
}
if (get_eq_char (ch, WEAR_SECONDARY) != NULL )
{
send_to_char("You can't duel wield with a shield\n\r",ch);
return;
}
act( "$n wears $p as a shield.", ch, obj, NULL, TO_ROOM );
act( "You wear $p as a shield.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_SHIELD );
return;
}
if ( CAN_WEAR( obj, ITEM_WIELD ) )
{
int sn,skill;
if ( !remove_obj( ch, WEAR_WIELD, fReplace ) )
return;
if ( !IS_NPC(ch)
&& get_obj_weight(obj) > (str_app[get_curr_stat(ch,STAT_STR)].wield
* 10))
{
send_to_char( "It is too heavy for you to wield.\n\r", ch );
return;
}
if (!IS_NPC(ch) && ch->size < SIZE_LARGE
&& IS_WEAPON_STAT(obj,WEAPON_TWO_HANDS)
&& get_eq_char(ch,WEAR_SHIELD) != NULL)
{
send_to_char("You need two hands free for that weapon.\n\r",ch);
return;
}
act( "$n wields $p.", ch, obj, NULL, TO_ROOM );
act( "You wield $p.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_WIELD );
sn = get_weapon_sn(ch);
if (sn == gsn_hand_to_hand)
return;
skill = get_weapon_skill(ch,sn);
if (skill >= 100)
act("$p feels like a part of you!",ch,obj,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 $p.",
ch,obj,NULL,TO_CHAR);
return;
}
if ( CAN_WEAR( obj, ITEM_HOLD ) )
{
if ( !remove_obj( ch, WEAR_HOLD, fReplace ) )
return;
if (get_eq_char (ch, WEAR_SECONDARY) != NULL)
{
send_to_char("Your already using 2 weapons!\n\r",ch);
return;
}
act( "$n holds $p in $s hand.", ch, obj, NULL, TO_ROOM );
act( "You hold $p in your hand.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_HOLD );
return;
}
if ( CAN_WEAR(obj,ITEM_WEAR_FLOAT) )
{
if (!remove_obj(ch,WEAR_FLOAT, fReplace) )
return;
act("$n releases $p to float next to $m.",ch,obj,NULL,TO_ROOM);
act("You release $p and it floats next to you.",ch,obj,NULL,TO_CHAR);
equip_char(ch,obj,WEAR_FLOAT);
return;
}
if ( fReplace )
send_to_char( "You can't wear, wield, or hold that.\n\r", ch );
return;
}
void do_wear( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Wear, wield, or hold what?\n\r", ch );
return;
}
if ( !str_cmp( arg, "all" ) )
{
OBJ_DATA *obj_next;
for ( obj = ch->carrying; obj != NULL; obj = obj_next )
{
obj_next = obj->next_content;
if ( obj->wear_loc == WEAR_NONE && can_see_obj( ch, obj ) )
wear_obj( ch, obj, FALSE );
}
return;
}
else
{
if ( ( obj = get_obj_carry( ch, arg, ch ) ) == NULL )
{
send_to_char( "You do not have that item.\n\r", ch );
return;
}
wear_obj( ch, obj, TRUE );
}
return;
}
void do_remove( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Remove what?\n\r", ch );
return;
}
if ( ( obj = get_obj_wear( ch, arg ) ) == NULL )
{
send_to_char( "You do not have that item.\n\r", ch );
return;
}
remove_obj( ch, obj->wear_loc, TRUE );
return;
}
void do_sacrifice( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
OBJ_DATA *obj;
int silver;
/* variables for AUTOSPLIT */
CHAR_DATA *gch;
int members;
char buffer[100];
one_argument( argument, arg );
if ( arg[0] == '\0' || !str_cmp( arg, ch->name ) )
{
act( "$n offers $mself to the gods, but they decline.",
ch, NULL, NULL, TO_ROOM );
send_to_char(
"The gods spit on your worthless offer.\n\r", ch );
return;
}
obj = get_obj_list( ch, arg, ch->in_room->contents );
if ( obj == NULL )
{
send_to_char( "You can't find it.\n\r", ch );
return;
}
if ( obj->item_type == ITEM_CORPSE_PC )
{
if (obj->contains)
{
send_to_char(
"The gods would be angered by that.\n\r",ch);
return;
}
}
if ( !CAN_WEAR(obj, ITEM_TAKE) || CAN_WEAR(obj, ITEM_NO_SAC))
{
act( "$p is not an acceptable sacrifice.", ch, obj, 0, TO_CHAR );
return;
}
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 $p.",
ch,obj,gch,TO_CHAR);
return;
}
}
silver = UMAX(1,obj->level * 3);
if (obj->item_type != ITEM_CORPSE_NPC && obj->item_type != ITEM_CORPSE_PC)
silver = UMIN(silver,obj->cost);
if (silver == 1)
send_to_char(
"The Gods give you one silver coin for your sacrifice.\n\r", ch );
else
{
sprintf(buf,"The Gods give you %d silver coins for your sacrifice.\n\r",
silver);
send_to_char(buf,ch);
}
ch->silver += silver;
if (IS_SET(ch->act,PLR_AUTOSPLIT) )
{ /* AUTOSPLIT code */
members = 0;
for (gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room )
{
if ( is_same_group( gch, ch ) )
members++;
}
if ( members > 1 && silver > 1)
{
sprintf(buffer,"%d",silver);
do_split(ch,buffer);
}
}
act( "$n sacrifices $p to the gods.", ch, obj, NULL, TO_ROOM );
wiznet("$N sends up $p as a burnt offering.",
ch,obj,WIZ_SACCING,0,0);
extract_obj( obj );
return;
}
void do_quaff( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Quaff what?\n\r", ch );
return;
}
if ( ( obj = get_obj_carry( ch, arg, ch ) ) == NULL )
{
send_to_char( "You do not have that potion.\n\r", ch );
return;
}
if ( obj->item_type != ITEM_POTION )
{
send_to_char( "You can quaff only potions.\n\r", ch );
return;
}
act( "$n quaffs $p.", ch, obj, NULL, TO_ROOM );
act( "You quaff $p.", ch, obj, NULL ,TO_CHAR );
obj_cast_spell( obj->value[1], obj->value[0], ch, ch, NULL );
obj_cast_spell( obj->value[2], obj->value[0], ch, ch, NULL );
obj_cast_spell( obj->value[3], obj->value[0], ch, ch, NULL );
extract_obj( obj );
return;
}
void do_recite( CHAR_DATA *ch, char *argument )
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *scroll;
OBJ_DATA *obj;
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if ( ( scroll = get_obj_carry( ch, arg1, ch ) ) == NULL )
{
send_to_char( "You do not have that scroll.\n\r", ch );
return;
}
if ( scroll->item_type != ITEM_SCROLL )
{
send_to_char( "You can recite only scrolls.\n\r", ch );
return;
}
obj = NULL;
if ( arg2[0] == '\0' )
{
victim = ch;
}
else
{
if ( ( victim = get_char_room ( ch, arg2 ) ) == NULL
&& ( obj = get_obj_here ( ch, arg2 ) ) == NULL )
{
send_to_char( "You can't find it.\n\r", ch );
return;
}
}
act( "$n recites $p.", ch, scroll, NULL, TO_ROOM );
act( "You recite $p.", ch, scroll, NULL, TO_CHAR );
if (number_percent() >= 20 + get_skill(ch,gsn_scrolls) * 4/5)
{
send_to_char("You mispronounce a syllable.\n\r",ch);
check_improve(ch,gsn_scrolls,FALSE,2);
}
else
{
obj_cast_spell( scroll->value[1], scroll->value[0], ch, victim, obj );
obj_cast_spell( scroll->value[2], scroll->value[0], ch, victim, obj );
obj_cast_spell( scroll->value[3], scroll->value[0], ch, victim, obj );
check_improve(ch,gsn_scrolls,TRUE,2);
}
extract_obj( scroll );
return;
}
void do_brandish( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
OBJ_DATA *staff;
int sn;
if ( ( staff = get_eq_char( ch, WEAR_HOLD ) ) == NULL )
{
send_to_char( "You hold nothing in your hand.\n\r", ch );
return;
}
if ( staff->item_type != ITEM_STAFF )
{
send_to_char( "You can brandish only with a staff.\n\r", ch );
return;
}
if ( ( sn = staff->value[3] ) < 0
|| sn >= MAX_SKILL
|| skill_table[sn].spell_fun == 0 )
{
bug( "Do_brandish: bad sn %d.", sn );
return;
}
WAIT_STATE( ch, 2 * PULSE_VIOLENCE );
if ( staff->value[2] > 0 )
{
act( "$n brandishes $p.", ch, staff, NULL, TO_ROOM );
act( "You brandish $p.", ch, staff, NULL, TO_CHAR );
if ( ch->level < staff->level
|| number_percent() >= 20 + get_skill(ch,gsn_staves) * 4/5)
{
act ("You fail to invoke $p.",ch,staff,NULL,TO_CHAR);
act ("...and nothing happens.",ch,NULL,NULL,TO_ROOM);
check_improve(ch,gsn_staves,FALSE,2);
}
else for ( vch = ch->in_room->people; vch; vch = vch_next )
{
vch_next = vch->next_in_room;
switch ( skill_table[sn].target )
{
default:
bug( "Do_brandish: bad target for sn %d.", sn );
return;
case TAR_IGNORE:
if ( vch != ch )
continue;
break;
case TAR_CHAR_OFFENSIVE:
if ( IS_NPC(ch) ? IS_NPC(vch) : !IS_NPC(vch) )
continue;
break;
case TAR_CHAR_DEFENSIVE:
if ( IS_NPC(ch) ? !IS_NPC(vch) : IS_NPC(vch) )
continue;
break;
case TAR_CHAR_SELF:
if ( vch != ch )
continue;
break;
}
obj_cast_spell( staff->value[3], staff->value[0], ch, vch, NULL );
check_improve(ch,gsn_staves,TRUE,2);
}
}
if ( --staff->value[2] <= 0 )
{
act( "$n's $p blazes bright and is gone.", ch, staff, NULL, TO_ROOM );
act( "Your $p blazes bright and is gone.", ch, staff, NULL, TO_CHAR );
extract_obj( staff );
}
return;
}
void do_zap( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *wand;
OBJ_DATA *obj;
one_argument( argument, arg );
if ( arg[0] == '\0' && ch->fighting == NULL )
{
send_to_char( "Zap whom or what?\n\r", ch );
return;
}
if ( ( wand = get_eq_char( ch, WEAR_HOLD ) ) == NULL )
{
send_to_char( "You hold nothing in your hand.\n\r", ch );
return;
}
if ( wand->item_type != ITEM_WAND )
{
send_to_char( "You can zap only with a wand.\n\r", ch );
return;
}
obj = NULL;
if ( arg[0] == '\0' )
{
if ( ch->fighting != NULL )
{
victim = ch->fighting;
}
else
{
send_to_char( "Zap whom or what?\n\r", ch );
return;
}
}
else
{
if ( ( victim = get_char_room ( ch, arg ) ) == NULL
&& ( obj = get_obj_here ( ch, arg ) ) == NULL )
{
send_to_char( "You can't find it.\n\r", ch );
return;
}
}
WAIT_STATE( ch, 2 * PULSE_VIOLENCE );
if ( wand->value[2] > 0 )
{
if ( victim != NULL )
{
act( "$n zaps $N with $p.", ch, wand, victim, TO_NOTVICT );
act( "You zap $N with $p.", ch, wand, victim, TO_CHAR );
act( "$n zaps you with $p.",ch, wand, victim, TO_VICT );
}
else
{
act( "$n zaps $P with $p.", ch, wand, obj, TO_ROOM );
act( "You zap $P with $p.", ch, wand, obj, TO_CHAR );
}
if (ch->level < wand->level
|| number_percent() >= 20 + get_skill(ch,gsn_wands) * 4/5)
{
act( "Your efforts with $p produce only smoke and sparks.",
ch,wand,NULL,TO_CHAR);
act( "$n's efforts with $p produce only smoke and sparks.",
ch,wand,NULL,TO_ROOM);
check_improve(ch,gsn_wands,FALSE,2);
}
else
{
obj_cast_spell( wand->value[3], wand->value[0], ch, victim, obj );
check_improve(ch,gsn_wands,TRUE,2);
}
}
if ( --wand->value[2] <= 0 )
{
act( "$n's $p explodes into fragments.", ch, wand, NULL, TO_ROOM );
act( "Your $p explodes into fragments.", ch, wand, NULL, TO_CHAR );
extract_obj( wand );
}
return;
}
void do_steal( CHAR_DATA *ch, char *argument )
{
char buf [MAX_STRING_LENGTH];
char arg1 [MAX_INPUT_LENGTH];
char arg2 [MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *obj;
int percent;
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if ( arg1[0] == '\0' || arg2[0] == '\0' )
{
send_to_char( "Steal what from whom?\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, arg2 ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( victim == ch )
{
send_to_char( "That's pointless.\n\r", ch );
return;
}
if (is_safe(ch,victim))
return;
WAIT_STATE( ch, skill_table[gsn_steal].beats );
percent = number_percent();
if (!IS_AWAKE(victim))
percent -= 10;
else if (!can_see(victim,ch))
percent += 25;
else
percent += 50;
if ( ((ch->level + 7 < victim->level || ch->level -7 > victim->level)
&& !IS_NPC(victim) && !IS_NPC(ch) )
|| ( !IS_NPC(ch) && percent > get_skill(ch,gsn_steal))
|| ( !IS_NPC(ch) && !is_clan(ch)) )
{
/*
* Failure.
*/
send_to_char( "Oops.\n\r", ch );
affect_strip(ch,gsn_sneak);
REMOVE_BIT(ch->affected_by,AFF_SNEAK);
act( "$n tried to steal from you.\n\r", ch, NULL, victim, TO_VICT );
act( "$n tried to steal from $N.\n\r", ch, NULL, victim, TO_NOTVICT );
switch(number_range(0,3))
{
case 0 :
sprintf( buf, "%s is a lousy thief!", ch->name );
break;
case 1 :
sprintf( buf, "%s couldn't rob %s way out of a paper bag!",
ch->name,(ch->sex == 2) ? "her" : "his");
break;
case 2 :
sprintf( buf,"%s tried to rob me!",ch->name );
break;
case 3 :
sprintf(buf,"Keep your hands out of there, %s!",ch->name);
break;
}
if (!IS_AWAKE(victim))
do_wake(victim,"");
if (IS_AWAKE(victim))
do_yell( victim, buf );
if ( !IS_NPC(ch) )
{
if ( IS_NPC(victim) )
{
check_improve(ch,gsn_steal,FALSE,2);
multi_hit( victim, ch, TYPE_UNDEFINED );
}
else
{
sprintf(buf,"$N tried to steal from %s.",victim->name);
wiznet(buf,ch,NULL,WIZ_FLAGS,0,0);
if ( !IS_SET(ch->act, PLR_THIEF) )
{
SET_BIT(ch->act, PLR_THIEF);
send_to_char( "*** You are now a THIEF!! ***\n\r", ch );
save_char_obj( ch );
}
}
}
return;
}
if ( !str_cmp( arg1, "coin" )
|| !str_cmp( arg1, "coins" )
|| !str_cmp( arg1, "gold" )
|| !str_cmp( arg1, "silver"))
{
int gold, silver;
gold = victim->gold * number_range(1, ch->level) / 60;
silver = victim->silver * number_range(1,ch->level) / 60;
if ( gold <= 0 && silver <= 0 )
{
send_to_char( "You couldn't get any coins.\n\r", ch );
return;
}
ch->gold += gold;
ch->silver += silver;
victim->silver -= silver;
victim->gold -= gold;
if (silver <= 0)
sprintf( buf, "Bingo! You got %d gold coins.\n\r", gold );
else if (gold <= 0)
sprintf( buf, "Bingo! You got %d silver coins.\n\r",silver);
else
sprintf(buf, "Bingo! You got %d silver and %d gold coins.\n\r",
silver,gold);
send_to_char( buf, ch );
check_improve(ch,gsn_steal,TRUE,2);
return;
}
if ( ( obj = get_obj_carry( victim, arg1, ch ) ) == 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 )
{
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 );
act("You pocket $p.",ch,obj,NULL,TO_CHAR);
check_improve(ch,gsn_steal,TRUE,2);
send_to_char( "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->people; keeper; keeper = keeper->next_in_room )
{
if ( IS_NPC(keeper) && (pShop = keeper->pIndexData->pShop) != NULL )
break;
}
if ( pShop == NULL )
{
send_to_char( "You can't do that here.\n\r", ch );
return NULL;
}
/*
* Undesirables.
*
if ( !IS_NPC(ch) && IS_SET(ch->act, PLR_KILLER) )
{
do_say( keeper, "Killers are not welcome!" );
sprintf( buf, "%s the KILLER is over here!\n\r", ch->name );
do_yell( keeper, buf );
return NULL;
}
if ( !IS_NPC(ch) && IS_SET(ch->act, PLR_THIEF) )
{
do_say( keeper, "Thieves are not welcome!" );
sprintf( buf, "%s the THIEF is over here!\n\r", ch->name );
do_yell( keeper, buf );
return NULL;
}
*/
/*
* Shop hours.
*/
if ( time_info.hour < pShop->open_hour )
{
do_say( keeper, "Sorry, I am closed. Come back later." );
return NULL;
}
if ( time_info.hour > pShop->close_hour )
{
do_say( keeper, "Sorry, I am closed. Come back tomorrow." );
return NULL;
}
/*
* Invisible or hidden people.
*/
if ( !can_see( keeper, ch ) )
{
do_say( keeper, "I don't trade with folks I can't see." );
return NULL;
}
return keeper;
}
/* insert an object at the right spot for the keeper */
void obj_to_keeper( OBJ_DATA *obj, CHAR_DATA *ch )
{
OBJ_DATA *t_obj, *t_obj_next;
/* see if any duplicates are found */
for (t_obj = ch->carrying; t_obj != NULL; t_obj = t_obj_next)
{
t_obj_next = t_obj->next_content;
if (obj->pIndexData == t_obj->pIndexData
&& !str_cmp(obj->short_descr,t_obj->short_descr))
{
/* if this is an unlimited item, destroy the new one */
if (IS_OBJ_STAT(t_obj,ITEM_INVENTORY))
{
extract_obj(obj);
return;
}
obj->cost = t_obj->cost; /* keep it standard */
break;
}
}
if (t_obj == NULL)
{
obj->next_content = ch->carrying;
ch->carrying = obj;
}
else
{
obj->next_content = t_obj->next_content;
t_obj->next_content = obj;
}
obj->carried_by = ch;
obj->in_room = NULL;
obj->in_obj = NULL;
ch->carry_number += get_obj_number( obj );
ch->carry_weight += get_obj_weight( obj );
}
/* get an object from a shopkeeper's list */
OBJ_DATA *get_obj_keeper( CHAR_DATA *ch, CHAR_DATA *keeper, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
int number;
int count;
number = number_argument( argument, arg );
count = 0;
for ( obj = keeper->carrying; obj != NULL; obj = obj->next_content )
{
if (obj->wear_loc == WEAR_NONE
&& can_see_obj( keeper, obj )
&& can_see_obj(ch,obj)
&& is_name( arg, obj->name ) )
{
if ( ++count == number )
return obj;
/* skip other objects of the same name */
while (obj->next_content != NULL
&& obj->pIndexData == obj->next_content->pIndexData
&& !str_cmp(obj->short_descr,obj->next_content->short_descr))
obj = obj->next_content;
}
}
return NULL;
}
int get_cost( CHAR_DATA *keeper, OBJ_DATA *obj, bool fBuy )
{
SHOP_DATA *pShop;
int cost;
if ( obj == NULL || ( pShop = keeper->pIndexData->pShop ) == NULL )
return 0;
if ( fBuy )
{
cost = obj->cost * pShop->profit_buy / 100;
}
else
{
OBJ_DATA *obj2;
int itype;
cost = 0;
for ( itype = 0; itype < MAX_TRADE; itype++ )
{
if ( obj->item_type == pShop->buy_type[itype] )
{
cost = obj->cost * pShop->profit_sell / 100;
break;
}
}
if (!IS_OBJ_STAT(obj,ITEM_SELL_EXTRACT))
for ( obj2 = keeper->carrying; obj2; obj2 = obj2->next_content )
{
if ( obj->pIndexData == obj2->pIndexData
&& !str_cmp(obj->short_descr,obj2->short_descr) )
if (IS_OBJ_STAT(obj2,ITEM_INVENTORY))
cost /= 2;
else
cost = cost * 3 / 4;
}
}
if ( obj->item_type == ITEM_STAFF || obj->item_type == ITEM_WAND )
{
if (obj->value[1] == 0)
cost /= 4;
else
cost = cost * obj->value[2] / obj->value[1];
}
return cost;
}
void do_buy( CHAR_DATA *ch, char *argument )
{
char buf[MAX_STRING_LENGTH];
int cost,roll;
if ( argument[0] == '\0' )
{
send_to_char( "Buy what?\n\r", ch );
return;
}
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;
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) )
{
send_to_char( "Sorry, you can't buy that here.\n\r", ch );
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 $N as a pet.", ch, NULL, pet, TO_ROOM );
return;
}
else /* object purchase code begins HERE */
/*joe*/
{
CHAR_DATA *keeper;
OBJ_DATA *obj,*t_obj;
char arg[MAX_INPUT_LENGTH];
int number, count = 1;
if ( ( keeper = find_keeper( ch ) ) == NULL )
return;
number = mult_argument(argument,arg);
obj = get_obj_keeper( ch,keeper, arg );
cost = get_cost( keeper, obj, TRUE );
if (number < 1)
{
act("$n tells you 'Get real!",keeper,NULL,ch,TO_VICT);
return;
}
if ( cost <= 0 || !can_see_obj( ch, obj ) )
{
act( "$n tells you 'I don't sell that -- try 'list''.",
keeper, NULL, ch, TO_VICT );
ch->reply = keeper;
return;
}
if (!IS_OBJ_STAT(obj,ITEM_INVENTORY))
{
for (t_obj = obj->next_content;
count < number && t_obj != NULL;
t_obj = t_obj->next_content)
{
if (t_obj->pIndexData == obj->pIndexData
&& !str_cmp(t_obj->short_descr,obj->short_descr))
count++;
else
break;
}
if (count < number)
{
act("$n tells you 'I don't have that many in stock.",
keeper,NULL,ch,TO_VICT);
ch->reply = keeper;
return;
}
}
if ( (ch->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 (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;
}
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_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( "{Y[{bLv{Y-{bPrice{Y-{bQty{Y]{x Item\n\r", ch );
}
if (IS_OBJ_STAT(obj,ITEM_INVENTORY))
sprintf(buf,"{Y[{b%2d{Y-{b %5d{Y-{b --{Y ]{x %s\n\r",
obj->level,cost,obj->short_descr);
else
{
count = 1;
while (obj->next_content != NULL
&& obj->pIndexData == obj->next_content->pIndexData
&& !str_cmp(obj->short_descr,
obj->next_content->short_descr))
{
obj = obj->next_content;
count++;
}
sprintf(buf,"{Y[{b%2d{Y-{b %5d{Y-{b %2d{Y ]{x %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 arg[MAX_INPUT_LENGTH];
CHAR_DATA *keeper;
OBJ_DATA *obj;
int cost,roll;
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, ch ) ) == 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))
{
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);
}
sprintf( buf, "You sell $p for %d silver and %d gold piece%s.",
cost - (cost/100) * 100, cost/100, cost == 1 ? "" : "s" );
act( buf, ch, obj, NULL, TO_CHAR );
ch->gold += cost/100;
ch->silver += cost - (cost/100) * 100;
deduct_cost(keeper,cost);
if ( keeper->gold < 0 )
keeper->gold = 0;
if ( keeper->silver< 0)
keeper->silver = 0;
if ( obj->item_type == ITEM_TRASH || IS_OBJ_STAT(obj,ITEM_SELL_EXTRACT))
{
extract_obj( obj );
}
else
{
obj_from_char( obj );
if (obj->timer)
SET_BIT(obj->extra_flags,ITEM_HAD_TIMER);
else
obj->timer = number_range(50,100);
obj_to_keeper( obj, keeper );
}
return;
}
void do_value( CHAR_DATA *ch, char *argument )
{
char buf[MAX_STRING_LENGTH];
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *keeper;
OBJ_DATA *obj;
int cost;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Value what?\n\r", ch );
return;
}
if ( ( keeper = find_keeper( ch ) ) == NULL )
return;
if ( ( obj = get_obj_carry( ch, arg, ch ) ) == NULL )
{
act( "$n tells you 'You don't have that item'.",
keeper, NULL, ch, TO_VICT );
ch->reply = keeper;
return;
}
if (!can_see_obj(keeper,obj))
{
act("$n doesn't see what you are offering.",keeper,NULL,ch,TO_VICT);
return;
}
if ( !can_drop_obj( ch, obj ) )
{
send_to_char( "You can't let go of it.\n\r", ch );
return;
}
if ( ( cost = get_cost( keeper, obj, FALSE ) ) <= 0 )
{
act( "$n looks uninterested in $p.", keeper, obj, ch, TO_VICT );
return;
}
sprintf( buf,
"$n tells you 'I'll give you %d silver and %d gold coins for $p'.",
cost - (cost/100) * 100, cost/100 );
act( buf, keeper, obj, ch, TO_VICT );
ch->reply = keeper;
return;
}
void do_second (CHAR_DATA *ch, char *argument)
{
OBJ_DATA *obj;
char arg[MAX_STRING_LENGTH];
one_argument( argument, arg);
if (arg[0] == '\0')
{
send_to_char("Wear which weapon as a second?\n\r",ch);
return;
}
obj = get_obj_carry (ch, arg, ch);
if ( obj == NULL )
{
send_to_char("You dont have that!\n\r",ch);
return;
}
if ( (get_eq_char (ch,WEAR_SHIELD) != NULL) ||
(get_eq_char (ch,WEAR_HOLD) != NULL) )
{
send_to_char("You already have something in your hand\n\r",ch);
return;
}
if (get_eq_char (ch, WEAR_WIELD) == NULL)
{
send_to_char("You need a primary weapon!\n\r",ch);
return;
}
if ( get_obj_weight( obj ) > (str_app[get_curr_stat(ch,STAT_STR)].wield/ 2) )
{
send_to_char("This weapon to heavy for a secondary on you!\n\r", ch);
return;
}
if ((get_obj_weight(obj)*2) > get_obj_weight(get_eq_char(ch,WEAR_WIELD)))
{
send_to_char("Your secondary weapon has to be lighter.\n\r", ch);
return;
}
if (!remove_obj(ch, WEAR_SECONDARY, TRUE))
return;
act("$n wields $p in $s off-hand.",ch,obj,NULL,TO_ROOM);
act("You wield $p in your off hand.",ch,obj,NULL,TO_ROOM);
equip_char (ch, obj, WEAR_SECONDARY);
return;
}
void do_sharpen( CHAR_DATA *ch, char *argument)
{
OBJ_DATA *obj;
AFFECT_DATA af;
int percent,skill;
char arg[MAX_INPUT_LENGTH];
argument = one_argument(argument, arg);
if (argument == '\0')
{
send_to_char("Sharpen what weapon?\n\r",ch);
return;
}
{
/* obj = get_obj_list(ch, argument, ch->carrying); */
if ((obj = get_obj_carry( ch, arg, ch )) == NULL )
{
send_to_char("You do not have that item.\n\r",ch);
return;
}
if ((skill = get_skill(ch, gsn_sharpen)) <1)
{
send_to_char("Sharpen, whats that?\n\r",ch);
return;
}
if (obj->item_type == ITEM_WEAPON)
{
if (IS_WEAPON_STAT(obj,WEAPON_SHARP))
{
act("$p has already been sharpened.",ch,obj,NULL,TO_CHAR);
return;
}
percent = number_percent();
if (percent < skill)
{
af.where = TO_WEAPON;
af.type = gsn_sharpen;
af.level = ch->level * percent / 100;
af.duration = -1;
af.location = 0;
af.modifier = 0;
af.bitvector = WEAPON_SHARP;
affect_to_obj(obj,&af);
act("$n pulls out a stone and begins sharpening $p.",ch,obj,NULL,TO_ROOM);
act("You sharpen $p.",ch,obj,NULL,TO_CHAR);
check_improve(ch,gsn_sharpen,TRUE,3);
WAIT_STATE(ch,skill_table[gsn_sharpen].beats);
return;
}
}
send_to_char("You can only sharpen weapons.\n\r",ch);
return;
}
}
void do_butcher(CHAR_DATA *ch, char *argument)
{
/* Butcher skill, created by Argawal */
/* Original Idea taken fom Carrion Fields Mud */
/* If you have an interest in this skill, feel free */
/* to use it in your mud if you so desire. */
/* All I ask is that Argawal is credited with creating */
/* this skill, as I wrote it from scratch. */
char buf[MAX_STRING_LENGTH];
char arg[MAX_STRING_LENGTH];
int numst = 0;
OBJ_DATA *steak;
OBJ_DATA *obj;
one_argument(argument, arg);
if(get_skill(ch,gsn_butcher)==0)
{
send_to_char("Butchering is beyond your skills.\n\r",ch);
return;
}
if(arg[0]=='\0')
{
send_to_char("Butcher what?\n\r",ch);
return;
}
obj = get_obj_list( ch, arg, ch->in_room->contents );
if ( obj == NULL )
{
send_to_char( "It's not here.\n\r", ch );
return;
}
if( (obj->item_type != ITEM_CORPSE_NPC)
&& (obj->item_type!=ITEM_CORPSE_PC) )
{
send_to_char( "You can only butcher corpses.\n\r", ch );
return;
}
/* create and rename the steak */
buf[0]='\0';
strcat(buf,"A steak of ");
strcat(buf,str_dup(obj->short_descr));
strcat(buf," is here.");
steak = create_object( get_obj_index( OBJ_VNUM_STEAK ), 0 );
steak->description=str_dup(buf);
steak->value[0] = ch->level / 2;
steak->value[1] = ch->level;
buf[0]='\0';
strcat(buf,"A steak of ");
strcat(buf,str_dup(obj->short_descr));
steak->short_descr=str_dup(buf);
/* Check the skill roll, and put a random ammount of steaks here. */
if(number_percent( ) < get_skill(ch,gsn_butcher))
{
numst = dice(1,4);
switch(numst)
{
case 1:
steak = create_object( get_obj_index( OBJ_VNUM_STEAK ), 0 );
obj_to_room( steak, ch->in_room );
act( "$n butchers a corpse and creates a steak.", ch, steak, NULL, TO_ROOM );
act( "You butcher a corpse and create a steak.", ch, steak, NULL, TO_CHAR );
break;
case 2:
steak = create_object( get_obj_index( OBJ_VNUM_STEAK ), 0 );
obj_to_room( steak, ch->in_room );
steak = create_object( get_obj_index( OBJ_VNUM_STEAK ), 0 );
obj_to_room( steak, ch->in_room );
act( "$n butchers a corpse and creates two steaks.", ch, steak, NULL, TO_ROOM );
act( "You butcher a corpse and create two steaks.", ch, steak, NULL, TO_CHAR );
break;
case 3:
steak = create_object( get_obj_index( OBJ_VNUM_STEAK ), 0 );
obj_to_room( steak, ch->in_room );
steak = create_object( get_obj_index( OBJ_VNUM_STEAK ), 0 );
obj_to_room( steak, ch->in_room );
steak = create_object( get_obj_index( OBJ_VNUM_STEAK ), 0 );
obj_to_room( steak, ch->in_room );
act( "$n butchers a corpse and creates three steaks.", ch, steak, NULL, TO_ROOM );
act( "You butcher a corpse and create three steaks.", ch, steak, NULL, TO_CHAR );
break;
case 4:
steak = create_object( get_obj_index( OBJ_VNUM_STEAK ), 0 );
obj_to_room( steak, ch->in_room );
steak = create_object( get_obj_index( OBJ_VNUM_STEAK ), 0 );
obj_to_room( steak, ch->in_room );
steak = create_object( get_obj_index( OBJ_VNUM_STEAK ), 0 );
obj_to_room( steak, ch->in_room );
steak = create_object( get_obj_index( OBJ_VNUM_STEAK ), 0 );
obj_to_room( steak, ch->in_room );
act( "$n butchers a corpse and creates four steaks.", ch, steak, NULL, TO_ROOM );
act( "You butcher a corpse and create four steaks.", ch, steak, NULL, TO_CHAR );
break;
}
check_improve(ch,gsn_butcher,TRUE,1);
}
else
{
act( "$n fails to butcher a corpse, and destroys it.", ch, steak, NULL, TO_ROOM );
act( "You fail to butcher a corpse, and destroy it.", ch, steak, NULL, TO_CHAR );
check_improve(ch,gsn_butcher,FALSE,1);
}
/* dump items caried */
/* Taken from the original ROM code and added into here. */
if ( obj->item_type == ITEM_CORPSE_PC )
{ /* save the contents */
{
OBJ_DATA *t_obj, *next_obj;
for (t_obj = obj->contains; t_obj != NULL; t_obj = next_obj)
{
next_obj = t_obj->next_content;
obj_from_obj(t_obj);
if (obj->in_obj) /* in another object */
obj_to_obj(t_obj,obj->in_obj);
else if (obj->carried_by) /* carried */
if (obj->wear_loc == WEAR_FLOAT)
if (obj->carried_by->in_room == NULL)
extract_obj(t_obj);
else
obj_to_room(t_obj,obj->carried_by->in_room);
else
obj_to_char(t_obj,obj->carried_by);
else if (obj->in_room == NULL) /* destroy it */
extract_obj(t_obj);
else /* to a room */
obj_to_room(t_obj,obj->in_room);
}
}
}
if ( obj->item_type == ITEM_CORPSE_NPC )
{
{
OBJ_DATA *t_obj, *next_obj;
for (t_obj = obj->contains; t_obj != NULL; t_obj = next_obj)
{
next_obj = t_obj->next_content;
obj_from_obj(t_obj);
if (obj->in_obj) /* in another object */
obj_to_obj(t_obj,obj->in_obj);
else if (obj->carried_by) /* carried */
if (obj->wear_loc == WEAR_FLOAT)
if (obj->carried_by->in_room == NULL)
extract_obj(t_obj);
else
obj_to_room(t_obj,obj->carried_by->in_room);
else
obj_to_char(t_obj,obj->carried_by);
else if (obj->in_room == NULL) /* destroy it */
extract_obj(t_obj);
else /* to a room */
obj_to_room(t_obj,obj->in_room);
}
}
}
/* Now remove the corpse */
extract_obj(obj);
return;
}
void do_skin(CHAR_DATA *ch, char *argument)
{
/* Butcher skill, created by Argawal */
/* Original Idea taken fom Carrion Fields Mud */
/* If you have an interest in this skill, feel free */
/* to use it in your mud if you so desire. */
/* All I ask is that Argawal is credited with creating */
/* this skill, as I wrote it from scratch. */
char buf[MAX_STRING_LENGTH];
char arg[MAX_STRING_LENGTH];
int numst = 0;
OBJ_DATA *steak;
OBJ_DATA *obj;
one_argument(argument, arg);
if(get_skill(ch,gsn_skin)==0)
{
send_to_char("Skinning is beyond your skills.\n\r",ch);
return;
}
if(arg[0]=='\0')
{
send_to_char("Skin what?\n\r",ch);
return;
}
obj = get_obj_list( ch, arg, ch->in_room->contents );
if ( obj == NULL )
{
send_to_char( "It's not here.\n\r", ch );
return;
}
if( (obj->item_type != ITEM_CORPSE_NPC)
&& (obj->item_type!=ITEM_CORPSE_PC) )
{
send_to_char( "You can only skin corpses.\n\r", ch );
return;
}
/* create and rename the steak */
buf[0]='\0';
strcat(buf,"A skin of ");
strcat(buf,str_dup(obj->short_descr));
strcat(buf," is here.");
steak = create_object( get_obj_index( OBJ_VNUM_STEAK ), 0 );
steak->description=str_dup(buf);
steak->value[0] = ch->level / 2;
steak->value[1] = ch->level;
buf[0]='\0';
strcat(buf,"A skin of ");
strcat(buf,str_dup(obj->short_descr));
steak->short_descr=str_dup(buf);
/* Check the skill roll, and put a random ammount of steaks here. */
if(number_percent( ) < get_skill(ch,gsn_skin))
{
numst = dice(1,4);
switch(numst)
{
case 1:
steak = create_object( get_obj_index( OBJ_VNUM_SKIN ), 0 );
obj_to_room( steak, ch->in_room );
act( "$n skins a corpse and creates a hide.", ch, steak, NULL, TO_ROOM );
act( "You skin a corpse and create a hide.", ch, steak, NULL, TO_CHAR );
break;
case 2:
steak = create_object( get_obj_index( OBJ_VNUM_SKIN ), 0 );
obj_to_room( steak, ch->in_room );
act( "$n skins a corpse and creates a hide.", ch, steak, NULL, TO_ROOM );
act( "You skin a corpse and creates a hide.", ch, steak, NULL, TO_CHAR );
break;
case 3:
steak = create_object( get_obj_index( OBJ_VNUM_SKIN ), 0 );
obj_to_room( steak, ch->in_room );
act( "$n skins a corpse and creates a hide.", ch, steak, NULL, TO_ROOM );
act( "You skin a corpse and create a hide.", ch, steak, NULL, TO_CHAR );
break;
case 4:
steak = create_object( get_obj_index( OBJ_VNUM_SKIN ), 0 );
obj_to_room( steak, ch->in_room );
act( "$n skins a corpse and creates a hide.", ch, steak, NULL, TO_ROOM );
act( "You skin a corpse and create a hide.", ch, steak, NULL, TO_CHAR );
break;
}
check_improve(ch,gsn_skin,TRUE,1);
}
else
{
act( "$n fails to skin a corpse, and destroys it.", ch, steak, NULL, TO_ROOM );
act( "You fail to skin a corpse, and destroy it.", ch, steak, NULL, TO_CHAR );
check_improve(ch,gsn_skin,FALSE,1);
}
/* dump items caried */
/* Taken from the original ROM code and added into here. */
if ( obj->item_type == ITEM_CORPSE_PC )
{ /* save the contents */
{
OBJ_DATA *t_obj, *next_obj;
for (t_obj = obj->contains; t_obj != NULL; t_obj = next_obj)
{
next_obj = t_obj->next_content;
obj_from_obj(t_obj);
if (obj->in_obj) /* in another object */
obj_to_obj(t_obj,obj->in_obj);
else if (obj->carried_by) /* carried */
if (obj->wear_loc == WEAR_FLOAT)
if (obj->carried_by->in_room == NULL)
extract_obj(t_obj);
else
obj_to_room(t_obj,obj->carried_by->in_room);
else
obj_to_char(t_obj,obj->carried_by);
else if (obj->in_room == NULL) /* destroy it */
extract_obj(t_obj);
else /* to a room */
obj_to_room(t_obj,obj->in_room);
}
}
}
if ( obj->item_type == ITEM_CORPSE_NPC )
{
{
OBJ_DATA *t_obj, *next_obj;
for (t_obj = obj->contains; t_obj != NULL; t_obj = next_obj)
{
next_obj = t_obj->next_content;
obj_from_obj(t_obj);
if (obj->in_obj) /* in another object */
obj_to_obj(t_obj,obj->in_obj);
else if (obj->carried_by) /* carried */
if (obj->wear_loc == WEAR_FLOAT)
if (obj->carried_by->in_room == NULL)
extract_obj(t_obj);
else
obj_to_room(t_obj,obj->carried_by->in_room);
else
obj_to_char(t_obj,obj->carried_by);
else if (obj->in_room == NULL) /* destroy it */
extract_obj(t_obj);
else /* to a room */
obj_to_room(t_obj,obj->in_room);
}
}
}
/* Now remove the corpse */
extract_obj(obj);
return;
}
void do_push_drag( CHAR_DATA *ch, char *argument, char *verb )
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
ROOM_INDEX_DATA *in_room;
ROOM_INDEX_DATA *to_room;
CHAR_DATA *victim;
EXIT_DATA *pexit;
OBJ_DATA *obj;
int door;
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
victim = get_char_room(ch,arg1);
obj = get_obj_list( ch, arg1, ch->in_room->contents );
if ( arg1[0] == '\0' || arg2[0] == '\0' )
{
sprintf( buf, "%s whom or what where?\n\r", capitalize(verb));
send_to_char( buf, ch );
return;
}
if ( (!victim || !can_see(ch,victim))
&& (!obj || !can_see_obj(ch,obj)) )
{
sprintf(buf,"%s whom or what where?\n\r", capitalize(verb));
send_to_char( buf, ch );
return;
}
if ( !str_cmp( arg2, "n" ) || !str_cmp( arg2, "north" ) ) door = 0;
else if ( !str_cmp( arg2, "e" ) || !str_cmp( arg2, "east" ) ) door = 1;
else if ( !str_cmp( arg2, "s" ) || !str_cmp( arg2, "south" ) ) door = 2;
else if ( !str_cmp( arg2, "w" ) || !str_cmp( arg2, "west" ) ) door = 3;
else if ( !str_cmp( arg2, "u" ) || !str_cmp( arg2, "up" ) ) door = 4;
else if ( !str_cmp( arg2, "d" ) || !str_cmp( arg2, "down" ) ) door = 5;
else
{
sprintf( buf, "Alas, you cannot %s in that direction.\n\r", verb );
send_to_char( buf, ch );
return;
}
if ( obj )
{
in_room = obj->in_room;
if ( ( pexit = in_room->exit[door] ) == NULL
|| ( to_room = pexit->u1.to_room ) == NULL
|| !can_see_room(ch,pexit->u1.to_room))
{
sprintf( buf, "Alas, you cannot %s in that direction.\n\r", verb );
send_to_char( buf, ch );
return;
}
if ( !IS_SET(obj->wear_flags, ITEM_TAKE) || !can_loot(ch,obj) )
{
send_to_char( "It won't budge.\n\r", ch );
return;
}
if ( IS_SET(pexit->exit_info, EX_CLOSED)
|| IS_SET(pexit->exit_info,EX_NOPASS) )
{
act( "You cannot $t it through the $d.", ch, verb, pexit->keyword, TO_CHAR );
act( "$n decides to $t $P around!", ch, verb, obj, TO_ROOM );
return;
}
act( "You attempt to $T $p out of the room.", ch, obj, verb, TO_CHAR );
act( "$n is attempting to $T $p out of the room.", ch, obj, verb, TO_ROOM );
if ( obj->weight > (2 * can_carry_w (ch)) )
{
act( "$p is too heavy to $T.\n\r", ch, obj, verb, TO_CHAR);
act( "$n attempts to $T $p, but it is too heavy.\n\r", ch, obj, verb, TO_ROOM);
return;
}
if ( !IS_IMMORTAL(ch)
|| IS_SET(ch->in_room->room_flags, ROOM_SAFE)
|| IS_SET(ch->in_room->room_flags, ROOM_PRIVATE)
|| IS_SET(ch->in_room->room_flags, ROOM_SOLITARY)
|| IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL)
|| IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL)
|| (number_percent() > 75) )
{
send_to_char( "It won't budge.\n\r", ch );
return;
}
if ( ch->move > 10 )
{
ch->move -= 10;
send_to_char( "You succeed!\n\r", ch );
act( "$n succeeds!", ch, NULL, NULL, TO_ROOM );
obj_from_room( obj );
obj_to_room( obj, to_room );
if (!str_cmp( verb, "drag" ))
move_char( ch, door, FALSE );
}
else
{
sprintf( buf, "You are too tired to %s anything around!\n\r", verb );
send_to_char( buf, ch );
}
}
else
{
if ( ch == victim )
{
act( "You $t yourself about the room and look very silly.", ch, verb, NULL, TO_CHAR );
act( "$n decides to be silly and $t $mself about the room.", ch, verb, NULL, TO_ROOM );
return;
}
in_room = victim->in_room;
if ( ( pexit = in_room->exit[door] ) == NULL
|| ( to_room = pexit->u1.to_room ) == NULL
|| !can_see_room(victim,pexit->u1.to_room))
{
sprintf( buf, "Alas, you cannot %s them that way.\n\r", verb );
send_to_char( buf, ch );
return;
}
if (IS_SET(pexit->exit_info, EX_CLOSED)
&& (!IS_AFFECTED(victim, AFF_PASS_DOOR) || IS_SET(pexit->exit_info,EX_NOPASS)))
{
act( "You try to $t them through the $d.", ch, verb, pexit->keyword, TO_CHAR );
act( "$n decides to $t you around!", ch, verb, victim, TO_VICT );
act( "$n decides to $t $N around!", ch, verb, victim, TO_NOTVICT );
return;
}
act( "You attempt to $t $N out of the room.", ch, verb, victim, TO_CHAR );
act( "$n is attempting to $t you out of the room!", ch, verb, victim, TO_VICT );
act( "$n is attempting to $t $N out of the room.", ch, verb, victim, TO_NOTVICT );
if ( !IS_IMMORTAL(ch)
|| (IS_NPC(victim)
&& (IS_SET(victim->act,ACT_TRAIN)
|| IS_SET(victim->act,ACT_PRACTICE)
|| IS_SET(victim->act,ACT_IS_HEALER)
|| IS_SET(victim->act,ACT_IS_CHANGER)
|| IS_SET(victim->imm_flags,IMM_SUMMON)
|| victim->pIndexData->pShop ))
|| victim->in_room == NULL
|| IS_SET(victim->in_room->room_flags, ROOM_SAFE)
|| IS_SET(victim->in_room->room_flags, ROOM_PRIVATE)
|| IS_SET(victim->in_room->room_flags, ROOM_SOLITARY)
|| IS_SET(victim->in_room->room_flags, ROOM_NO_RECALL)
|| IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL)
|| (!str_cmp( verb, "drag" ) && victim->position >= POS_STANDING)
|| (!str_cmp( verb, "push" ) && victim->position != POS_STANDING)
|| is_safe(ch,victim)
|| (number_percent() > 75)
|| victim->level >= ch->level + 5
|| (!IS_NPC(victim) && victim->level >= LEVEL_HERO) )
{
send_to_char( "They won't budge.\n\r", ch );
return;
}
if ( ch->move > 10 )
{
ch->move -= 10;
send_to_char( "You succeed!\n\r", ch );
act( "$n succeeds!", ch, NULL, NULL, TO_ROOM );
if (!str_cmp( verb, "drag" ))
move_char( ch, door, FALSE );
move_char( victim, door, FALSE );
}
else
{
sprintf( buf, "You are too tired to %s anybody around!\n\r", verb );
send_to_char( buf, ch );
}
}
return;
}
void do_throw( CHAR_DATA *ch, char *argument)
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
ROOM_INDEX_DATA *in_room;
ROOM_INDEX_DATA *to_room;
EXIT_DATA *pexit;
OBJ_DATA *obj;
int door;
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
obj = get_obj_list( ch, arg1, ch->in_room->contents );
if ( arg1[0] == '\0' || arg2[0] == '\0' )
{
sprintf( buf, "Throw what where?\n\r");
send_to_char( buf, ch );
return;
}
if ( !str_cmp( arg2, "n" ) || !str_cmp( arg2, "north" ) ) door = 0;
else if ( !str_cmp( arg2, "e" ) || !str_cmp( arg2, "east" ) ) door = 1;
else if ( !str_cmp( arg2, "s" ) || !str_cmp( arg2, "south" ) ) door = 2;
else if ( !str_cmp( arg2, "w" ) || !str_cmp( arg2, "west" ) ) door = 3;
else if ( !str_cmp( arg2, "u" ) || !str_cmp( arg2, "up" ) ) door = 4;
else if ( !str_cmp( arg2, "d" ) || !str_cmp( arg2, "down" ) ) door = 5;
else
{
sprintf( buf, "Alas, you cannot throw in that direction.\n\r");
send_to_char( buf, ch );
return;
}
if ( obj )
{
in_room = obj->in_room;
if ( ( pexit = in_room->exit[door] ) == NULL
|| ( to_room = pexit->u1.to_room ) == NULL
|| !can_see_room(ch,pexit->u1.to_room))
{
sprintf( buf, "Alas, you cannot throw in that direction.\n\r");
send_to_char( buf, ch );
return;
}
if ( IS_SET(pexit->exit_info, EX_CLOSED)
|| IS_SET(pexit->exit_info,EX_NOPASS) )
{
act( "You cannot throw it through the $d.",ch,NULL,pexit->keyword,TO_CHAR );
act( "$n decides to throw $P !", ch, NULL,obj, TO_ROOM );
return;
}
if ( !IS_IMMORTAL(ch)
|| IS_SET(ch->in_room->room_flags, ROOM_SAFE)
|| IS_SET(ch->in_room->room_flags, ROOM_PRIVATE)
|| IS_SET(ch->in_room->room_flags, ROOM_SOLITARY)
|| IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL)
|| IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL)
|| (number_percent() > 75) )
{
send_to_char( "It won't budge.\n\r", ch );
return;
}
if ( ch->move > 10 )
{
ch->move -= 10;
send_to_char( "You succeed!\n\r", ch );
act( "$n succeeds!", ch, NULL, NULL, TO_ROOM );
obj_from_room( obj );
obj_to_room( obj, to_room );
}
else
{
sprintf( buf, "You are too tired to throw anything around!\n\r");
send_to_char( buf, ch );
}
}
}
void do_push( CHAR_DATA *ch, char *argument )
{
do_push_drag( ch, argument, "push" );
return;
}
void do_drag( CHAR_DATA *ch, char *argument )
{
do_push_drag( ch, argument, "drag" );
return;
}