/*************************************************************************** * 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; }