/***************************************************************************
* 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. *
* *
* Dystopia Mud improvements copyright (C) 2000, 2001 by Brian Graversen *
* *
* 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. *
***************************************************************************/
/***************************************************************************
* _/ _/ *
* _/_/_/ _/_/ _/_/_/ _/ _/_/ _/ _/ _/_/_/ *
* _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ *
* _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ *
* _/ _/ _/ _/_/_/ _/ _/_/ _/_/_/ _/_/_/ *
***************************************************************************
* Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius), *
* Additional credits are in the help file CODECREDITS *
* All Rights Reserved. *
***************************************************************************/
#include <sys/types.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#include "merc.h"
#include "interp.h"
/*
* Local functions.
*/
#define CD CHAR_DATA
void get_obj args((CHAR_DATA * ch, OBJ_DATA * obj, OBJ_DATA * container));
CD *find_keeper args((CHAR_DATA * ch));
int get_cost args((CHAR_DATA * keeper, OBJ_DATA * obj, bool fBuy));
void sheath args((CHAR_DATA * ch, bool right));
void draw args((CHAR_DATA * ch, bool right));
void give_token args((CHAR_DATA * questmaster, CHAR_DATA * ch, int value));
#undef CD
void do_call(CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
OBJ_DATA *in_obj;
CHAR_DATA *gch;
CHAR_DATA *victim = NULL;
ROOM_INDEX_DATA *chroom;
ROOM_INDEX_DATA *objroom;
one_argument(argument, arg);
if (arg[0] == '\0')
{
send_to_char("What object do you wish to call?\n\r", ch);
return;
}
if (IS_NPC(ch))
return;
if (!IS_HEAD(ch, LOST_HEAD))
{
act("Your eyes flicker with yellow energy.", ch, NULL, NULL,
TO_CHAR);
act("$n's eyes flicker with yellow energy.", ch, NULL, NULL,
TO_ROOM);
}
if (!str_cmp(arg, "all"))
{
call_all(ch);
return;
}
if ((obj = get_obj_world(ch, arg)) == NULL)
{
send_to_char
("Nothing like that in hell, earth, or heaven.\n\r",
ch);
return;
}
if (obj->ownerid == 0 || obj->ownerid != ch->pcdata->playerid)
{
send_to_char("Nothing happens.\n\r", ch);
return;
}
/*
if (IS_OBJ_STAT(obj, ITEM_MQUEST))
{
send_to_char("Nothing happens.\n\r", ch);
return;
}
*/
for (in_obj = obj; in_obj->in_obj != NULL; in_obj = in_obj->in_obj);
if (in_obj->carried_by != NULL)
{
if (in_obj->carried_by == ch)
return;
if ((gch = in_obj->carried_by) != NULL)
{
if (gch->desc && gch->desc->connected != CON_PLAYING)
return;
}
}
if (obj->carried_by != NULL && obj->carried_by != ch)
{
victim = obj->carried_by;
if (!IS_NPC(victim) && victim->desc != NULL
&& victim->desc->connected != CON_PLAYING)
return;
act("$p suddenly vanishes from your hands!", victim, obj,
NULL, TO_CHAR);
act("$p suddenly vanishes from $n's hands!", victim, obj,
NULL, TO_ROOM);
obj_from_char(obj);
}
else if (obj->in_room != NULL)
{
chroom = ch->in_room;
objroom = obj->in_room;
char_from_room(ch);
char_to_room(ch, objroom);
act("$p vanishes from the ground!", ch, obj, NULL, TO_ROOM);
if (chroom == objroom)
act("$p vanishes from the ground!", ch, obj, NULL,
TO_CHAR);
char_from_room(ch);
char_to_room(ch, chroom);
obj_from_room(obj);
}
else if (obj->in_obj != NULL)
obj_from_obj(obj);
else
{
if (!IS_HEAD(ch, LOST_HEAD))
send_to_char("Nothing happens.\n\r", ch);
return;
}
obj_to_char(obj, ch);
if (IS_SET(obj->extra_flags, ITEM_SHADOWPLANE))
REMOVE_BIT(obj->extra_flags, ITEM_SHADOWPLANE);
act("$p materializes in your hands.", ch, obj, NULL, TO_CHAR);
act("$p materializes in $n's hands.", ch, obj, NULL, TO_ROOM);
do_autosave(ch, "");
if (victim != NULL)
do_autosave(victim, "");
return;
}
/*
void call_all(CHAR_DATA * ch)
{
CHAR_DATA *gch;
OBJ_DATA *obj;
OBJ_DATA *in_obj;
CHAR_DATA *victim = NULL;
DESCRIPTOR_DATA *d;
ROOM_INDEX_DATA *chroom;
ROOM_INDEX_DATA *objroom;
bool found = FALSE;
for (obj = object_list; obj != NULL; obj = obj->next)
{
if (obj->ownerid == 0 || obj->ownerid != ch->pcdata->playerid)
continue;
if (IS_OBJ_STAT(obj, ITEM_MQUEST))
continue;
found = TRUE;
for (in_obj = obj; in_obj->in_obj != NULL;
in_obj = in_obj->in_obj);
if (in_obj->carried_by != NULL)
{
if (in_obj->carried_by == ch)
continue;
if ((gch = in_obj->carried_by) != NULL)
{
if (gch->desc
&& gch->desc->connected != CON_PLAYING)
continue;
}
}
if (obj->carried_by != NULL && obj->carried_by != ch)
{
if (obj->carried_by == ch
|| obj->carried_by->desc == NULL
|| obj->carried_by->desc->connected !=
CON_PLAYING)
{
if (!IS_NPC(obj->carried_by))
return;
}
act("$p suddenly vanishes from your hands!",
obj->carried_by, obj, NULL, TO_CHAR);
act("$p suddenly vanishes from $n's hands!",
obj->carried_by, obj, NULL, TO_ROOM);
SET_BIT(obj->carried_by->extra, EXTRA_CALL_ALL);
obj_from_char(obj);
}
else if (obj->in_room != NULL)
{
chroom = ch->in_room;
objroom = obj->in_room;
char_from_room(ch);
char_to_room(ch, objroom);
act("$p vanishes from the ground!", ch, obj, NULL,
TO_ROOM);
if (chroom == objroom)
act("$p vanishes from the ground!", ch, obj,
NULL, TO_CHAR);
char_from_room(ch);
char_to_room(ch, chroom);
obj_from_room(obj);
}
else if (obj->in_obj != NULL)
obj_from_obj(obj);
else
continue;
obj_to_char(obj, ch);
if (IS_SET(obj->extra_flags, ITEM_SHADOWPLANE))
REMOVE_BIT(obj->extra_flags, ITEM_SHADOWPLANE);
if (!IS_HEAD(ch, LOST_HEAD))
{
act("$p materializes in your hands.", ch, obj, NULL,
TO_CHAR);
act("$p materializes in $n's hands.", ch, obj, NULL,
TO_ROOM);
}
}
if (!found && !IS_HEAD(ch, LOST_HEAD))
send_to_char("Nothing happens.\n\r", ch);
for (d = descriptor_list; d != NULL; d = d->next)
{
if (d->connected != CON_PLAYING)
continue;
if ((victim = d->character) == NULL)
continue;
if (IS_NPC(victim))
continue;
if (ch != victim && !IS_EXTRA(victim, EXTRA_CALL_ALL))
continue;
REMOVE_BIT(victim->extra, EXTRA_CALL_ALL);
do_autosave(victim, "");
}
return;
}
*/
/*
* 'Split' originally by Gnort, God of Chaos.
*/
void do_split(CHAR_DATA * ch, char *argument)
{
char buf[MAX_STRING_LENGTH];
char arg1[MAX_INPUT_LENGTH];
CHAR_DATA *gch;
int members;
int amount_bones = 0;
int share_bones = 0;
int extra_bones = 0;
argument = one_argument(argument, arg1);
if (arg1[0] == '\0')
{
send_to_char("Split how much?\n\r", ch);
return;
}
amount_bones = atoi(arg1);
if (amount_bones < 0)
{
send_to_char("Your group wouldn't like that.\n\r", ch);
return;
}
if (amount_bones == 0)
{
send_to_char
("You hand out zero bones, but no one notices.\n\r",
ch);
return;
}
if (ch->bones < amount_bones)
{
send_to_char("You don't have that much to split.\n\r", ch);
return;
}
members = 0;
for (gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room)
{
if (is_same_group(gch, ch) && !IS_AFFECTED(gch, AFF_CHARM))
members++;
}
if (members < 2)
{
send_to_char("Just keep it all.\n\r", ch);
return;
}
share_bones = amount_bones / members;
extra_bones = amount_bones % members;
if (share_bones == 0)
{
send_to_char("Don't even bother, cheapskate.\n\r", ch);
return;
}
ch->bones -= amount_bones;
if (share_bones > 0)
{
xprintf(buf,
"You split %d bones. Your share is %d bones.\n\r",
amount_bones - extra_bones, share_bones);
send_to_char(buf, ch);
}
xprintf(buf, "$n splits %d bones, Giving you %d bones.\n\r",
amount_bones - extra_bones, share_bones);
for (gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room)
{
if (gch != ch && is_same_group(gch, ch)
&& !IS_AFFECTED(gch, AFF_CHARM))
{
act(buf, ch, NULL, gch, TO_VICT);
gch->bones += share_bones;
}
}
return;
}
void get_obj(CHAR_DATA * ch, OBJ_DATA * obj, OBJ_DATA * container)
{
OBJ_DATA *obj2;
OBJ_DATA *obj_next;
ROOM_INDEX_DATA *objroom;
bool move_ch = FALSE;
char buf[MSL];
int members;
CHAR_DATA *gch;
/*
* Objects should only have a shadowplane flag when on the floor
*/
if (IS_AFFECTED(ch, AFF_SHADOWPLANE) && obj->in_room != NULL
&& (!IS_SET(obj->extra_flags, ITEM_SHADOWPLANE)))
{
send_to_char("Your hand passes right through it!\n\r", ch);
return;
}
if (!IS_AFFECTED(ch, AFF_SHADOWPLANE) && obj->in_room != NULL
&& (IS_SET(obj->extra_flags, ITEM_SHADOWPLANE)))
{
send_to_char("Your hand passes right through it!\n\r", ch);
return;
}
if (!CAN_WEAR(obj, ITEM_TAKE))
{
send_to_char("You can't take that.\n\r", ch);
return;
}
if (ch->carry_number + 1 > can_carry_n(ch))
{
act("$d: you can't carry that many items.", ch, NULL,
obj->name, TO_CHAR);
return;
}
if (ch->carry_weight + get_obj_weight(obj) > can_carry_w(ch))
{
act("$d: you can't carry that much weight.", ch, NULL,
obj->name, TO_CHAR);
return;
}
if (container != NULL)
{
if (IS_AFFECTED(ch, AFF_SHADOWPLANE) &&
!IS_SET(container->extra_flags, ITEM_SHADOWPLANE) &&
(container->carried_by == NULL
|| container->carried_by != ch))
{
send_to_char("Your hand passes right through it!\n\r",
ch);
return;
}
if (!IS_AFFECTED(ch, AFF_SHADOWPLANE) &&
IS_SET(container->extra_flags, ITEM_SHADOWPLANE) &&
(container->carried_by == NULL
|| container->carried_by != ch))
{
send_to_char("Your hand passes right through it!\n\r",
ch);
return;
}
act("You get $p from $P.", ch, obj, container, TO_CHAR);
act("$n gets $p from $P.", ch, obj, container, TO_ROOM);
for (obj2 = container->contains; obj2 != NULL;
obj2 = obj_next)
{
obj_next = obj2->next_content;
if (obj2->chobj != NULL)
{
act("A hand reaches inside $P and takes $p out.", obj2->chobj, obj, container, TO_CHAR);
move_ch = TRUE;
}
}
obj_from_obj(obj);
}
else
{
act("You pick up $p.", ch, obj, container, TO_CHAR);
act("$n picks $p up.", ch, obj, container, TO_ROOM);
if (obj != NULL)
obj_from_room(obj);
}
if (obj->item_type == ITEM_MONEY)
{
ch->bones += obj->value[0];
if (IS_SET(ch->act2, 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))
{
xprintf(buf, "%d", obj->value[0]);
do_split(ch, buf);
}
}
extract_obj(obj);
//ch->bones += obj->value[0];
//extract_obj( obj );
}
else
{
obj_to_char(obj, ch);
if (HAS_TRIGGER_OBJ(obj, TRIG_GET))
p_give_trigger(NULL, obj, NULL, ch, obj, TRIG_GET);
if (HAS_TRIGGER_ROOM(ch->in_room, TRIG_GET))
p_give_trigger(NULL, NULL, ch->in_room, ch, obj,
TRIG_GET);
if (move_ch && obj->chobj != NULL)
{
if (obj->carried_by != NULL
&& obj->carried_by != obj->chobj)
objroom =
get_room_index(obj->carried_by->
in_room->vnum);
else
objroom = NULL;
if (objroom != NULL
&& get_room_index(obj->chobj->in_room->vnum) !=
objroom)
{
char_from_room(obj->chobj);
char_to_room(obj->chobj, objroom);
do_look(obj->chobj, "auto");
}
}
if (IS_AFFECTED(ch, AFF_SHADOWPLANE) &&
(IS_SET(obj->extra_flags, ITEM_SHADOWPLANE)))
REMOVE_BIT(obj->extra_flags, ITEM_SHADOWPLANE);
}
if (IS_SET(obj->quest, QUEST_ARTIFACT) && !IS_NPC(ch))
{
xprintf(buf, "%s has discovered %s", ch->pcdata->switchname,
obj->short_descr);
do_info(ch, buf);
}
return;
}
void do_newbiepack(CHAR_DATA * ch, char *argument)
{
int templevel = 0;
if (ch->level == 3)
{
send_to_char
("You must be a mortal or avatar to create a newbie pack!\n\r",
ch);
return;
}
else if (ch->level == 1 || ch->level > 6)
{
templevel = ch->level;
ch->level = 12;
ch->trust = 12;
do_oload(ch, "30333");
do_oload(ch, "30334");
do_oload(ch, "30335");
do_oload(ch, "30336");
do_oload(ch, "30337");
do_oload(ch, "30338");
do_oload(ch, "30339");
do_oload(ch, "30339");
do_oload(ch, "30340");
do_oload(ch, "30340");
do_oload(ch, "30342");
do_oload(ch, "30342");
do_oload(ch, "30343");
do_oload(ch, "30343");
do_oload(ch, "2622");
do_oload(ch, "2204");
ch->level = templevel;
//ch->level = 1;
ch->trust = 0;
}
return;
}
void do_get(CHAR_DATA * ch, char *argument)
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
char arg3[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);
argument = one_argument(argument, arg3);
if (IS_AFFECTED(ch, AFF_ETHEREAL))
{
send_to_char("You cannot pick things up while ethereal.\n\r",
ch);
return;
}
/*
* Get type.
*/
if (arg1[0] == '\0')
{
send_to_char("Get what?\n\r", ch);
return;
}
if (arg2[0] == '\0')
{
if (str_cmp(arg1, "all") && str_prefix("all.", arg1))
{
/*
* 'get obj'
*/
obj = get_obj_list(ch, arg1, ch->in_room->contents);
if (obj == NULL)
{
act("I see no $T here.", ch, NULL, arg1,
TO_CHAR);
return;
}
if (IS_NPC(ch) && IS_SET(obj->quest, QUEST_ARTIFACT))
{
send_to_char("You can't pick that up.\n\r",
ch);
return;
}
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, NULL, 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:
case ITEM_CORPSE_PC:
break;
}
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 && str_cmp(arg3, "true"))
{
act("I see nothing like that in the $T.", ch,
NULL, arg2, TO_CHAR);
return;
}
get_obj(ch, obj, container);
}
else
{
/*
* 'get all container' or 'get all.obj container'
*/
found = FALSE;
for (obj = container->contains; obj != NULL;
obj = obj_next)
{
obj_next = obj->next_content;
if ((arg1[3] == '\0'
|| is_name(&arg1[4], obj->name))
&& can_see_obj(ch, obj))
{
found = TRUE;
get_obj(ch, obj, container);
}
}
if (!found)
{
if (arg1[3] == '\0')
act("I see nothing in the $T.", ch,
NULL, arg2, TO_CHAR);
else if (str_cmp(arg3, "true"))
act("I see nothing like that in the $T.", ch, NULL, arg2, TO_CHAR);
}
}
}
do_autosave(ch, "");
return;
}
void do_put(CHAR_DATA * ch, char *argument)
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
OBJ_DATA *container;
OBJ_DATA *obj;
OBJ_DATA *obj2;
OBJ_DATA *obj_next;
OBJ_DATA *obj_next2;
ROOM_INDEX_DATA *objroom = get_room_index(ROOM_VNUM_IN_OBJECT);
argument = one_argument(argument, arg1);
argument = one_argument(argument, arg2);
if (arg1[0] == '\0' || arg2[0] == '\0')
{
send_to_char("Put what in what?\n\r", ch);
return;
}
if (!str_cmp(arg2, "all") || !str_prefix("all.", arg2))
{
send_to_char("You can't do that.\n\r", ch);
return;
}
if ((container = get_obj_here(ch, NULL, 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 (IS_SET(obj->quest, QUEST_ARTIFACT))
{
send_to_char
("You cannot put artifacts in a container.\n\r",
ch);
return;
}
if (IS_OBJ_STAT(obj, ITEM_NOCLAIM))
{
send_to_char
("This item cannot be put in containers.\n\r",
ch);
return;
}
if (!can_drop_obj(ch, obj))
{
send_to_char("You can't let go of it.\n\r", ch);
return;
}
if (get_obj_weight(obj) + get_obj_weight(container) >
container->value[0])
{
send_to_char("It won't fit.\n\r", ch);
return;
}
for (obj2 = container->contains; obj2 != NULL;
obj2 = obj_next2)
{
obj_next2 = obj2->next_content;
if (obj2->chobj != NULL && obj != obj2)
act("A hand reaches inside $P and drops $p.",
obj2->chobj, obj, container, TO_CHAR);
}
obj_from_char(obj);
obj_to_obj(obj, container);
act("$n puts $p in $P.", ch, obj, container, TO_ROOM);
act("You put $p in $P.", ch, obj, container, TO_CHAR);
}
else
{
/*
* 'put all container' or 'put all.obj container'
*/
for (obj = ch->carrying; obj != NULL; obj = obj_next)
{
obj_next = obj->next_content;
if ((arg1[3] == '\0' || is_name(&arg1[4], obj->name))
&& can_see_obj(ch, obj)
&& obj->wear_loc == WEAR_NONE
&& obj != container
&& !IS_SET(obj->quest, QUEST_ARTIFACT)
&& !IS_OBJ_STAT(obj, ITEM_NOCLAIM)
&& can_drop_obj(ch, obj)
&& get_obj_weight(obj) + get_obj_weight(container)
<= container->value[0])
{
for (obj2 = container->contains; obj2 != NULL;
obj2 = obj_next2)
{
obj_next2 = obj2->next_content;
if (obj2->chobj != NULL
&& obj2->chobj->in_room != NULL)
{
if (objroom !=
get_room_index(obj2->
chobj->
in_room->
vnum))
{
char_from_room(obj2->
chobj);
char_to_room(obj2->
chobj,
objroom);
do_look(obj2->chobj,
"auto");
}
if (obj != obj2)
act("A hand reaches inside $P and drops $p.", obj2->chobj, obj, container, TO_CHAR);
}
}
obj_from_char(obj);
obj_to_obj(obj, container);
act("$n puts $p in $P.", ch, obj, container,
TO_ROOM);
act("You put $p in $P.", ch, obj, container,
TO_CHAR);
}
}
}
do_autosave(ch, "");
return;
}
void do_drop(CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
OBJ_DATA *obj_next;
bool found;
char buf[MSL];
if (IS_NPC(ch))
return;
argument = one_argument(argument, arg);
if (arg[0] == '\0')
{
send_to_char("Drop what?\n\r", ch);
return;
}
if (is_number(arg))
{
/*
* 'drop NNNN bones'
*/
int amount;
amount = atoi(arg);
argument = one_argument(argument, arg);
if (amount <= 0
|| (str_cmp(arg, "bones") && str_cmp(arg, "bone")))
{
send_to_char("Sorry, you can't do that.\n\r", ch);
return;
}
/*
* Otherwise causes complications if there's a pile on each plane
*/
if (IS_AFFECTED(ch, AFF_SHADOWPLANE))
{
send_to_char
("You cannot drop bones in the shadowplane.\n\r",
ch);
return;
}
if (ch->bones < amount)
{
send_to_char("You haven't got that many bones.\n\r",
ch);
return;
}
ch->bones -= amount;
for (obj = ch->in_room->contents; obj != NULL; obj = obj_next)
{
obj_next = obj->next_content;
switch (obj->pIndexData->vnum)
{
case OBJ_VNUM_MONEY_ONE:
amount += 1;
extract_obj(obj);
break;
case OBJ_VNUM_MONEY_SOME:
amount += obj->value[0];
extract_obj(obj);
break;
}
}
obj_to_room(create_money(amount), ch->in_room);
act("$n drops some bones.", ch, NULL, NULL, TO_ROOM);
send_to_char("OK.\n\r", ch);
do_autosave(ch, "");
return;
}
if (str_cmp(arg, "all") && str_prefix("all.", arg))
{
/*
* 'drop obj'
*/
if ((obj = get_obj_carry(ch, arg, 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);
if (!IS_SET(obj->quest, QUEST_ARTIFACT))
{
obj_to_room(obj, ch->in_room);
}
/*
* Objects should only have a shadowplane flag when on the floor
*/
if (IS_AFFECTED(ch, AFF_SHADOWPLANE) &&
(!IS_SET(obj->extra_flags, ITEM_SHADOWPLANE)))
SET_BIT(obj->extra_flags, ITEM_SHADOWPLANE);
if (IS_SET(obj->quest, QUEST_ARTIFACT) && !IS_NPC(ch))
{
xprintf(buf, "%s has returned to the game",
obj->short_descr);
do_info(ch, buf);
//obj_from_room(obj);
xprintf(buf, "%d", obj->pIndexData->vnum);
extract_obj(obj);
do_randomload(ch, buf);
}
act("$n drops $p.", ch, obj, NULL, TO_ROOM);
act("You drop $p.", ch, obj, NULL, TO_CHAR);
if (HAS_TRIGGER_OBJ(obj, TRIG_DROP))
p_give_trigger(NULL, obj, NULL, ch, obj, TRIG_DROP);
if (HAS_TRIGGER_ROOM(ch->in_room, TRIG_DROP))
p_give_trigger(NULL, NULL, ch->in_room, ch, obj,
TRIG_DROP);
}
else
{
/*
* 'drop all' or 'drop all.obj'
*/
found = FALSE;
for (obj = ch->carrying; obj != NULL; obj = obj_next)
{
obj_next = obj->next_content;
if ((arg[3] == '\0' || is_name(&arg[4], obj->name))
&& can_see_obj(ch, obj)
&& obj->wear_loc == WEAR_NONE
&& can_drop_obj(ch, obj))
{
found = TRUE;
obj_from_char(obj);
if (!IS_SET(obj->quest, QUEST_ARTIFACT))
{
obj_to_room(obj, ch->in_room);
}
/*
* Objects should only have a shadowplane flag when on the floor
*/
if (IS_AFFECTED(ch, AFF_SHADOWPLANE) &&
(!IS_SET
(obj->extra_flags, ITEM_SHADOWPLANE)))
SET_BIT(obj->extra_flags,
ITEM_SHADOWPLANE);
if (IS_SET(obj->quest, QUEST_ARTIFACT)
&& !IS_NPC(ch))
{
xprintf(buf,
"%s has returned to the game",
obj->short_descr);
do_info(ch, buf);
obj_from_room(obj);
xprintf(buf, "%d",
obj->pIndexData->vnum);
extract_obj(obj);
do_randomload(ch, buf);
}
act("$n drops $p.", ch, obj, NULL, TO_ROOM);
act("You drop $p.", ch, obj, NULL, TO_CHAR);
if (HAS_TRIGGER_OBJ(obj, TRIG_DROP))
p_give_trigger(NULL, obj, NULL, ch,
obj, TRIG_DROP);
if (HAS_TRIGGER_ROOM(ch->in_room, TRIG_DROP))
p_give_trigger(NULL, NULL,
ch->in_room, ch, obj,
TRIG_DROP);
}
}
if (!found)
{
if (arg[3] == '\0')
act("You are not carrying anything.", ch,
NULL, arg, TO_CHAR);
else
act("You are not carrying any $T.", ch, NULL,
&arg[4], TO_CHAR);
}
}
do_autosave(ch, "");
return;
}
void do_give(CHAR_DATA * ch, char *argument)
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
char buf[MSL];
CHAR_DATA *victim;
OBJ_DATA *obj;
extern bool quest;
extern bool auto_quest;
extern CHAR_DATA *quest_mob;
extern OBJ_DATA *aquest_object;
if (IS_NPC(ch))
return;
argument = one_argument(argument, arg1);
argument = one_argument(argument, arg2);
if (arg1[0] == '\0' || arg2[0] == '\0')
{
send_to_char("Give what to whom?\n\r", ch);
return;
}
if (is_number(arg1))
{
/*
* 'give NNNN bones victim'
*/
int amount;
amount = atoi(arg1);
if (amount <= 0
|| (str_cmp(arg2, "bones") && str_cmp(arg2, "bone")))
{
send_to_char("Sorry, you can't do that.\n\r", ch);
return;
}
argument = one_argument(argument, arg2);
if (arg2[0] == '\0')
{
send_to_char("Give what to whom?\n\r", ch);
return;
}
if ((victim = get_char_room(ch, NULL, arg2)) == NULL)
{
send_to_char("They aren't here.\n\r", ch);
return;
}
if (IS_AFFECTED(victim, AFF_ETHEREAL))
{
send_to_char
("You cannot give things to ethereal people.\n\r",
ch);
return;
}
if (ch->bones < amount)
{
send_to_char("You haven't got that many bones.\n\r",
ch);
return;
}
ch->bones -= amount;
victim->bones += amount;
act("$n gives you some bones.", ch, NULL, victim, TO_VICT);
act("$n gives $N some bones.", ch, NULL, victim, TO_NOTVICT);
act("You give $N some bones.", ch, NULL, victim, TO_CHAR);
send_to_char("OK.\n\r", ch);
if (IS_NPC(victim) && HAS_TRIGGER_MOB(victim, TRIG_BRIBE))
p_bribe_trigger(victim, ch, amount);
return;
}
if ((obj = get_obj_carry(ch, arg1, ch)) == NULL)
{
send_to_char("You do not have that item.\n\r", ch);
return;
}
if (obj->wear_loc != WEAR_NONE)
{
send_to_char("You must remove it first.\n\r", ch);
return;
}
if ((victim = get_char_room(ch, NULL, arg2)) == NULL)
{
send_to_char("They aren't here.\n\r", ch);
return;
}
if (IS_SET(obj->quest, QUEST_ARTIFACT) && !IS_IMMORTAL(ch))
{
stc("The artifact does not want to leave you.\n\r", ch);
return;
}
if (!can_drop_obj(ch, obj))
{
send_to_char("You can't let go of it.\n\r", ch);
return;
}
if (IS_AFFECTED(victim, AFF_ETHEREAL))
{
send_to_char("You cannot give things to ethereal people.\n\r",
ch);
return;
}
if (victim->carry_number + 1 > can_carry_n(victim))
{
act("$N has $S hands full.", ch, NULL, victim, TO_CHAR);
return;
}
if (victim->shop_fun)
{
send_to_char("They don't want it.\n\r", ch);
return;
}
if (victim->carry_weight + get_obj_weight(obj) > can_carry_w(victim))
{
act("$N can't carry that much weight.", ch, NULL, victim,
TO_CHAR);
return;
}
if (!can_see_obj(victim, obj))
{
act("$N can't see it.", ch, NULL, victim, TO_CHAR);
return;
}
obj_from_char(obj);
obj_to_char(obj, victim);
MOBtrigger = FALSE;
act("$n gives $p to $N.", ch, obj, victim, TO_NOTVICT);
act("$n gives you $p.", ch, obj, victim, TO_VICT);
act("You give $p to $N.", ch, obj, victim, TO_CHAR);
MOBtrigger = TRUE;
if (HAS_TRIGGER_OBJ(obj, TRIG_GIVE))
p_give_trigger(NULL, obj, NULL, ch, obj, TRIG_GIVE);
if (HAS_TRIGGER_ROOM(ch->in_room, TRIG_GIVE))
p_give_trigger(NULL, NULL, ch->in_room, ch, obj, TRIG_GIVE);
/*
* Give trigger
*/
if (IS_NPC(victim) && HAS_TRIGGER_MOB(victim, TRIG_GIVE))
p_give_trigger(victim, NULL, NULL, ch, obj, TRIG_GIVE);
if ((quest || auto_quest)
&& IS_NPC(victim) && victim == quest_mob && obj == aquest_object)
{
/*
* Then ch has recovered the quest object!!!!!
*/
xprintf(buf, "Oh! %s you found %s for me! Thank You!",
ch->name, obj->short_descr);
do_say(victim, buf);
interpret(victim, "hop");
interpret(victim, "clap");
if (!IS_NPC(ch))
{
xprintf(buf,
"%s I shall reward you well for recovering this for me!",
ch->name);
do_say(victim, buf);
give_token(victim, ch, 5000);
}
quest_complete(ch);
}
WAIT_STATE(ch, 6);
return;
}
void do_fill(CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
OBJ_DATA *fountain;
bool found;
int liquid;
one_argument(argument, arg);
if (arg[0] == '\0')
{
send_to_char("Fill what?\n\r", ch);
return;
}
if ((obj = get_obj_carry(ch, arg, 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 (IS_AFFECTED(ch, AFF_SHADOWPLANE) &&
fountain->in_room != NULL &&
!IS_SET(fountain->extra_flags, ITEM_SHADOWPLANE))
{
send_to_char("You are too insubstantual.\n\r", ch);
return;
}
else if (!IS_AFFECTED(ch, AFF_SHADOWPLANE) &&
fountain->in_room != NULL &&
IS_SET(fountain->extra_flags, ITEM_SHADOWPLANE))
{
send_to_char("It is too insubstantual.\n\r", ch);
return;
}
else if (IS_AFFECTED(ch, AFF_ETHEREAL))
{
send_to_char("You cannot fill containers while ethereal.\n\r",
ch);
return;
}
if (obj->item_type != ITEM_DRINK_CON)
{
send_to_char("You can't fill that.\n\r", ch);
return;
}
if (obj->value[1] >= obj->value[0])
{
send_to_char("Your container is already full.\n\r", ch);
return;
}
if ((obj->value[2] != fountain->value[2]) && obj->value[1] > 0)
{
send_to_char("You cannot mix two different liquids.\n\r", ch);
return;
}
act("$n dips $p into $P.", ch, obj, fountain, TO_ROOM);
act("You dip $p into $P.", ch, obj, fountain, TO_CHAR);
obj->value[2] = fountain->value[2];
obj->value[1] = obj->value[0];
liquid = obj->value[2];
act("$n fills $p with $T.", ch, obj, liq_table[liquid].liq_name,
TO_ROOM);
act("You fill $p with $T.", ch, obj, liq_table[liquid].liq_name,
TO_CHAR);
return;
}
void do_drink(CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
int amount;
int liquid;
one_argument(argument, arg);
if (arg[0] == '\0')
{
for (obj = ch->in_room->contents; obj;
obj = obj->next_content)
{
if (obj->item_type == ITEM_FOUNTAIN)
break;
}
if (obj == NULL)
{
send_to_char("Drink what?\n\r", ch);
return;
}
}
else
{
if ((obj = get_obj_here(ch, NULL, arg)) == NULL)
{
send_to_char("You can't find it.\n\r", ch);
return;
}
}
if (!IS_NPC(ch) && ch->pcdata->condition[COND_DRUNK] > 10)
{
send_to_char("You fail to reach your mouth. *Hic*\n\r", ch);
return;
}
switch (obj->item_type)
{
default:
send_to_char("You can't drink from that.\n\r", ch);
break;
case ITEM_POTION:
do_quaff(ch, obj->name);
return;
case ITEM_FOUNTAIN:
if ((liquid = obj->value[2]) >= LIQ_MAX)
{
bug("Do_drink: bad liquid number %d.", liquid);
liquid = obj->value[2] = 0;
}
if (IS_AFFECTED(ch, AFF_SHADOWPLANE) &&
obj->in_room != NULL &&
!IS_SET(obj->extra_flags, ITEM_SHADOWPLANE))
{
send_to_char("You are too insubstantual.\n\r", ch);
break;
}
else if (!IS_AFFECTED(ch, AFF_SHADOWPLANE) &&
obj->in_room != NULL &&
IS_SET(obj->extra_flags, ITEM_SHADOWPLANE))
{
send_to_char("It is too insubstantual.\n\r", ch);
break;
}
else if (IS_AFFECTED(ch, AFF_ETHEREAL))
{
send_to_char
("You can only drink from things you are carrying while ethereal.\n\r",
ch);
return;
}
if (liquid != 13 && liquid != 16 && liquid != 17
&& liquid != 18 && IS_CLASS(ch, CLASS_VAMPIRE))
{
send_to_char("You can only drink blood.\n\r", ch);
break;
}
if (liquid == 13 && IS_CLASS(ch, CLASS_VAMPIRE))
{
ch->pcdata->condition[COND_THIRST] +=
number_range(200, 300);
}
act("$n drinks $T from $p.", ch, obj,
liq_table[liquid].liq_name, TO_ROOM);
act("You drink $T from $p.", ch, obj,
liq_table[liquid].liq_name, TO_CHAR);
amount = number_range(25, 50);
amount = UMIN(amount, obj->value[1]);
gain_condition(ch, COND_DRUNK,
amount *
liq_table[liquid].liq_affect[COND_DRUNK]);
gain_condition(ch, COND_FULL,
amount *
liq_table[liquid].liq_affect[COND_FULL]);
gain_condition(ch, COND_THIRST,
amount *
liq_table[liquid].liq_affect[COND_THIRST]);
if (!IS_NPC(ch) && !IS_CLASS(ch, CLASS_VAMPIRE) &&
ch->pcdata->condition[COND_DRUNK] > 10)
send_to_char("You feel drunk.\n\r", ch);
if (!IS_NPC(ch) && !IS_CLASS(ch, CLASS_VAMPIRE) &&
ch->pcdata->condition[COND_FULL] > 50)
send_to_char("You are full.\n\r", ch);
if (!IS_NPC(ch) && !IS_CLASS(ch, CLASS_VAMPIRE) &&
ch->pcdata->condition[COND_THIRST] > 50)
send_to_char("You do not feel thirsty.\n\r", ch);
if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_VAMPIRE) &&
ch->pcdata->condition[COND_THIRST] >=
20000 / ch->generation && ch->generation < 4)
send_to_char("Your blood thirst is sated.\n\r", ch);
else if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_VAMPIRE) &&
ch->pcdata->condition[COND_THIRST] >=
5000 / ch->generation)
send_to_char("Your blood thirst is sated.\n\r", ch);
if (obj->value[3] != 0
&& (!IS_NPC(ch) && !IS_CLASS(ch, CLASS_VAMPIRE)))
{
/*
* The shit was poisoned !
*/
AFFECT_DATA af;
act("$n chokes and gags.", ch, NULL, NULL, TO_ROOM);
send_to_char("You choke and gag.\n\r", ch);
af.type = gsn_poison;
af.duration = 3 * amount;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_POISON;
affect_join(ch, &af);
}
break;
case ITEM_DRINK_CON:
if (obj->value[1] <= 0)
{
send_to_char("It is already empty.\n\r", ch);
return;
}
if ((liquid = obj->value[2]) >= LIQ_MAX)
{
bug("Do_drink: bad liquid number %d.", liquid);
liquid = obj->value[2] = 0;
}
if (liquid != 13 && IS_CLASS(ch, CLASS_VAMPIRE))
{
send_to_char("You can only drink blood.\n\r", ch);
break;
}
if (liquid == 13 && IS_CLASS(ch, CLASS_VAMPIRE))
{
ch->pcdata->condition[COND_THIRST] +=
number_range(200, 300);
}
act("$n drinks $T from $p.", ch, obj,
liq_table[liquid].liq_name, TO_ROOM);
act("You drink $T from $p.", ch, obj,
liq_table[liquid].liq_name, TO_CHAR);
amount = number_range(25, 50);
amount = UMIN(amount, obj->value[1]);
gain_condition(ch, COND_DRUNK,
amount *
liq_table[liquid].liq_affect[COND_DRUNK]);
gain_condition(ch, COND_FULL,
amount *
liq_table[liquid].liq_affect[COND_FULL]);
gain_condition(ch, COND_THIRST,
amount *
liq_table[liquid].liq_affect[COND_THIRST]);
if (!IS_NPC(ch) && !IS_CLASS(ch, CLASS_VAMPIRE) &&
ch->pcdata->condition[COND_DRUNK] > 10)
send_to_char("You feel drunk.\n\r", ch);
if (!IS_NPC(ch) && !IS_CLASS(ch, CLASS_VAMPIRE) &&
ch->pcdata->condition[COND_FULL] > 50)
send_to_char("You are full.\n\r", ch);
if (!IS_NPC(ch) && !IS_CLASS(ch, CLASS_VAMPIRE) &&
ch->pcdata->condition[COND_THIRST] > 50)
send_to_char("You do not feel thirsty.\n\r", ch);
if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_VAMPIRE) &&
ch->pcdata->condition[COND_THIRST] >=
20000 / ch->generation)
send_to_char("Your blood thirst is sated.\n\r", ch);
if (obj->value[3] != 0
&& (!IS_NPC(ch) && !IS_CLASS(ch, CLASS_VAMPIRE)))
{
/*
* The shit was poisoned !
*/
AFFECT_DATA af;
act("$n chokes and gags.", ch, NULL, NULL, TO_ROOM);
send_to_char("You choke and gag.\n\r", ch);
af.type = gsn_poison;
af.duration = 3 * amount;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_POISON;
affect_join(ch, &af);
}
obj->value[1] -= amount;
if (obj->value[1] <= 0)
{
obj->value[1] = 0;
}
break;
}
return;
}
void do_empty(CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
int liquid;
one_argument(argument, arg);
if (arg[0] == '\0')
{
send_to_char("Empty what?\n\r", ch);
return;
}
if ((obj = get_obj_here(ch, NULL, arg)) == NULL)
{
send_to_char("You can't find it.\n\r", ch);
return;
}
switch (obj->item_type)
{
default:
send_to_char("You cannot empty that.\n\r", ch);
break;
case ITEM_DRINK_CON:
if (obj->value[1] <= 0)
{
send_to_char("It is already empty.\n\r", ch);
return;
}
if ((liquid = obj->value[2]) >= LIQ_MAX)
{
bug("Do_drink: bad liquid number %d.", liquid);
liquid = obj->value[2] = 0;
}
act("$n empties $T from $p.", ch, obj,
liq_table[liquid].liq_name, TO_ROOM);
act("You empty $T from $p.", ch, obj,
liq_table[liquid].liq_name, TO_CHAR);
obj->value[1] = 0;
break;
}
return;
}
void do_eat(CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
int level;
one_argument(argument, arg);
if (arg[0] == '\0')
{
send_to_char("Eat what?\n\r", ch);
return;
}
if ((obj = get_obj_carry(ch, arg, ch)) == NULL)
{
send_to_char("You do not have that item.\n\r", ch);
return;
}
if (!IS_IMMORTAL(ch))
{
if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_VAMPIRE)
&& obj->item_type == ITEM_FOOD)
{
send_to_char("You are unable to stomach it.\n\r", ch);
return;
}
if (obj->item_type != ITEM_FOOD && obj->item_type != ITEM_PILL
&& obj->item_type != ITEM_EGG
&& obj->item_type != ITEM_QUEST
&& obj->item_type != ITEM_DRAGONGEM
&& obj->item_type != ITEM_DTOKEN)
{
if (IS_NPC(ch) || !IS_SET(ch->special, SPC_WOLFMAN) ||
obj->item_type != ITEM_TRASH)
{
send_to_char("That's not edible.\n\r", ch);
return;
}
}
if (!IS_NPC(ch) && ch->pcdata->condition[COND_FULL] > 50 &&
obj->item_type != ITEM_TRASH
&& obj->item_type != ITEM_QUEST
&& obj->item_type != ITEM_PILL
&& obj->item_type != ITEM_DRAGONGEM
&& obj->item_type != ITEM_FAITHTOKEN)
{
send_to_char("You are too full to eat more.\n\r", ch);
return;
}
if (!IS_NPC(ch) && obj->item_type != ITEM_QUEST
&& obj->item_type != ITEM_PILL
&& obj->item_type != ITEM_FAITHTOKEN
&& obj->item_type != ITEM_FOOD)
{
send_to_char("You can't eat that.\n\r", ch);
return;
}
}
act("$n eats $p.", ch, obj, NULL, TO_ROOM);
act("You eat $p.", ch, obj, NULL, TO_CHAR);
switch (obj->item_type)
{
default:
break;
case ITEM_FOOD:
if (!IS_NPC(ch))
{
int condition;
condition = ch->pcdata->condition[COND_FULL];
gain_condition(ch, COND_FULL, obj->value[0]);
if (condition == 0
&& ch->pcdata->condition[COND_FULL] > 10)
send_to_char("You are no longer hungry.\n\r",
ch);
else if (ch->pcdata->condition[COND_FULL] > 50)
send_to_char("You are full.\n\r", ch);
}
if (obj->value[3] != 0)
{
/*
* The shit was poisoned!
*/
AFFECT_DATA af;
act("$n chokes and gags.", ch, NULL, NULL, TO_ROOM);
send_to_char("You choke and gag.\n\r", ch);
af.type = gsn_poison;
af.duration = 2 * obj->value[0];
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_POISON;
affect_join(ch, &af);
}
break;
case ITEM_PILL:
level = obj->value[0];
if (level < 1)
level = 1;
if (level > MAX_SPELL)
level = MAX_SPELL;
obj_cast_spell(obj->value[1], level, ch, ch, NULL);
obj_cast_spell(obj->value[2], level, ch, ch, NULL);
obj_cast_spell(obj->value[3], level, ch, ch, NULL);
if (ch->position == POS_FIGHTING)
{
if (!IS_IMMORTAL(ch))
WAIT_STATE(ch, 6);
}
break;
case ITEM_QUEST:
if (!IS_NPC(ch))
ch->bones += obj->value[0];
break;
case ITEM_FAITHTOKEN:
if (!IS_NPC(ch))
{
ch->pcdata->current_faith += obj->value[0];
if (ch->pcdata->current_faith > ch->pcdata->faith)
ch->pcdata->current_faith = ch->pcdata->faith;
}
break;
case ITEM_DTOKEN:
if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_DEMON))
ch->pcdata->stats[DEMON_CURRENT] += obj->value[0];
break;
case ITEM_EGG:
if (!IS_NPC(ch))
{
int condition;
condition = ch->pcdata->condition[COND_FULL];
gain_condition(ch, COND_FULL, obj->value[1]);
if (condition == 0
&& ch->pcdata->condition[COND_FULL] > 10)
send_to_char("You are no longer hungry.\n\r",
ch);
else if (ch->pcdata->condition[COND_FULL] > 50)
send_to_char("You are full.\n\r", ch);
}
/*
* Note to myself...remember to set v2 for mobiles that hatch within
* * the player (like aliens ;). KaVir.
*/
if (obj->value[3] != 0)
{
/*
* The shit was poisoned!
*/
AFFECT_DATA af;
act("$n chokes and gags.", ch, NULL, NULL, TO_ROOM);
send_to_char("You choke and gag.\n\r", ch);
af.type = gsn_poison;
af.duration = 2 * obj->value[0];
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_POISON;
affect_join(ch, &af);
}
break;
}
if (obj != NULL)
extract_obj(obj);
return;
}
/*
* Remove an object.
*/
bool remove_obj(CHAR_DATA * ch, int iWear, bool fReplace)
{
OBJ_DATA *obj;
if ((obj = get_eq_char(ch, iWear)) == NULL)
return TRUE;
if (!fReplace)
return FALSE;
if (IS_SET(obj->extra_flags, ITEM_NOREMOVE) && !IS_IMMORTAL(ch))
{
act("You can't remove $p.", ch, obj, NULL, TO_CHAR);
return FALSE;
}
unequip_char(ch, obj);
act("$n stops using $p.", ch, obj, NULL, TO_ROOM);
act("You stop using $p.", ch, obj, NULL, TO_CHAR);
return TRUE;
}
/*
* Wear one object.
* Optional replacement of existing objects.
* Big repetitive code, ick.
*/
void wear_obj(CHAR_DATA * ch, OBJ_DATA * obj, bool fReplace)
{
bool wolf_ok = FALSE;
if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_WEREWOLF))
wolf_ok = TRUE;
if (CAN_WEAR(obj, ITEM_WIELD) || CAN_WEAR(obj, ITEM_HOLD))
{
if (get_eq_char(ch, WEAR_WIELD) != NULL
&& get_eq_char(ch, WEAR_HOLD) != NULL )
// && !remove_obj(ch, WEAR_WIELD, fReplace)
// && !remove_obj(ch, WEAR_HOLD, fReplace))
{
// quick fix by Akurei
int blah1 = FALSE, blah2 = FALSE;
if( IS_SET(ch->newbits, THIRD_HAND) && get_eq_char(ch, WEAR_THIRD) == NULL ) blah1 = TRUE;
if( IS_SET(ch->newbits, FOURTH_HAND) && get_eq_char(ch, WEAR_FOURTH) == NULL ) blah2 = TRUE;
if( !blah1 && !blah2 )
return;
}
if (!IS_NPC(ch) && !IS_FORM(ch, ITEM_WIELD))
{
send_to_char("You are unable to use it.\n\r", ch);
return;
}
if (get_eq_char(ch, WEAR_WIELD) == NULL
&& is_ok_to_wear(ch, wolf_ok, "right_hand"))
{
{
act("$n clutches $p in $s right hand.", ch,
obj, NULL, TO_ROOM);
act("You clutch $p in your right hand.", ch,
obj, NULL, TO_CHAR);
}
equip_char(ch, obj, WEAR_WIELD);
return;
}
else if (get_eq_char(ch, WEAR_HOLD) == NULL
&& is_ok_to_wear(ch, wolf_ok, "left_hand"))
{
{
act("$n clutches $p in $s left hand.", ch,
obj, NULL, TO_ROOM);
act("You clutch $p in your left hand.", ch,
obj, NULL, TO_CHAR);
}
if (obj->item_type == ITEM_WEAPON)
{
if (!IS_NPC(ch)
&& (obj->pIndexData->vnum == 30000
|| IS_OBJ_STAT(obj, ITEM_LOYAL)))
{
if (obj->questowner != NULL
&& str_cmp(ch->pcdata->switchname,
obj->questowner)
&& strlen(obj->questowner) > 1)
{
act("$p leaps out of $n's hand.", ch, obj, NULL, TO_ROOM);
act("$p leaps out of your hand.", ch, obj, NULL, TO_CHAR);
obj_from_char(obj);
obj_to_room(obj, ch->in_room);
return;
}
}
equip_char(ch, obj, WEAR_HOLD);
if (!IS_NPC(ch))
do_skill(ch, ch->name);
return;
}
equip_char(ch, obj, WEAR_HOLD);
return;
}
else if (get_eq_char(ch, WEAR_THIRD) == NULL
&& is_ok_to_wear(ch, wolf_ok, "third_hand"))
{
{
act("$n clutches $p in $s third hand.", ch,
obj, NULL, TO_ROOM);
act("You clutch $p in your third hand.", ch,
obj, NULL, TO_CHAR);
}
equip_char(ch, obj, WEAR_THIRD);
return;
}
else if (get_eq_char(ch, WEAR_FOURTH) == NULL
&& is_ok_to_wear(ch, wolf_ok, "fourth_hand"))
{
{
act("$n clutches $p in $s fourth hand.", ch,
obj, NULL, TO_ROOM);
act("You clutch $p in your fourth hand.", ch,
obj, NULL, TO_CHAR);
}
if (obj->item_type == ITEM_WEAPON)
{
if (!IS_NPC(ch)
&& (obj->pIndexData->vnum == 30000
|| IS_OBJ_STAT(obj, ITEM_LOYAL)))
{
if (obj->questowner != NULL
&& str_cmp(ch->pcdata->switchname,
obj->questowner)
&& strlen(obj->questowner) > 1)
{
act("$p leaps out of $n's hand.", ch, obj, NULL, TO_ROOM);
act("$p leaps out of your hand.", ch, obj, NULL, TO_CHAR);
obj_from_char(obj);
obj_to_room(obj, ch->in_room);
return;
}
}
equip_char(ch, obj, WEAR_FOURTH);
if (!IS_NPC(ch))
do_skill(ch, ch->name);
return;
}
equip_char(ch, obj, WEAR_FOURTH);
return;
}
if (!is_ok_to_wear(ch, wolf_ok, "left_hand")
&& !is_ok_to_wear(ch, wolf_ok, "right_hand"))
send_to_char
("You cannot use anything in your hands.\n\r",
ch);
else
send_to_char("You have no free hands.\n\r", ch);
return;
}
if (obj->item_type == ITEM_LIGHT)
{
if (!remove_obj(ch, WEAR_LIGHT, fReplace))
return;
act("$n lights $p and holds it.", ch, obj, NULL, TO_ROOM);
act("You light $p and hold it.", ch, obj, NULL, TO_CHAR);
equip_char(ch, obj, WEAR_LIGHT);
return;
}
if (CAN_WEAR(obj, ITEM_WEAR_FINGER))
{
if (get_eq_char(ch, WEAR_FINGER_L) != NULL
&& get_eq_char(ch, WEAR_FINGER_R) != NULL
&& !remove_obj(ch, WEAR_FINGER_L, fReplace)
&& !remove_obj(ch, WEAR_FINGER_R, fReplace))
return;
if (!IS_NPC(ch) && !IS_FORM(ch, ITEM_WEAR_FINGER))
{
send_to_char("You are unable to wear it.\n\r", ch);
return;
}
if (get_eq_char(ch, WEAR_FINGER_L) == NULL
&& is_ok_to_wear(ch, wolf_ok, "left_finger"))
{
act("$n wears $p on $s left finger.", ch, obj, NULL,
TO_ROOM);
act("You wear $p on your left finger.", ch, obj, NULL,
TO_CHAR);
equip_char(ch, obj, WEAR_FINGER_L);
return;
}
else if (get_eq_char(ch, WEAR_FINGER_R) == NULL
&& is_ok_to_wear(ch, wolf_ok, "right_finger"))
{
act("$n wears $p on $s right finger.", ch, obj, NULL,
TO_ROOM);
act("You wear $p on your right finger.", ch, obj,
NULL, TO_CHAR);
equip_char(ch, obj, WEAR_FINGER_R);
return;
}
if (!is_ok_to_wear(ch, wolf_ok, "left_finger")
&& !is_ok_to_wear(ch, wolf_ok, "right_finger"))
send_to_char("You cannot wear any rings.\n\r", ch);
else
send_to_char("You cannot wear any more rings.\n\r",
ch);
return;
}
if (CAN_WEAR(obj, ITEM_WEAR_NECK))
{
if (get_eq_char(ch, WEAR_NECK_1) != NULL
&& get_eq_char(ch, WEAR_NECK_2) != NULL
&& !remove_obj(ch, WEAR_NECK_1, fReplace)
&& !remove_obj(ch, WEAR_NECK_2, fReplace))
return;
if (!IS_NPC(ch) && !IS_FORM(ch, ITEM_WEAR_NECK))
{
send_to_char("You are unable to wear it.\n\r", ch);
return;
}
if (get_eq_char(ch, WEAR_NECK_1) == NULL)
{
act("$n slips $p around $s neck.", ch, obj, NULL,
TO_ROOM);
act("You slip $p around your neck.", ch, obj, NULL,
TO_CHAR);
equip_char(ch, obj, WEAR_NECK_1);
return;
}
if (get_eq_char(ch, WEAR_NECK_2) == NULL)
{
act("$n slips $p around $s neck.", ch, obj, NULL,
TO_ROOM);
act("You slip $p around your neck.", ch, obj, NULL,
TO_CHAR);
equip_char(ch, obj, WEAR_NECK_2);
return;
}
bug("Wear_obj: no free neck.", 0);
send_to_char
("You are already wearing two things around your neck.\n\r",
ch);
return;
}
if (CAN_WEAR(obj, ITEM_WEAR_BODY))
{
if (!remove_obj(ch, WEAR_BODY, fReplace))
return;
if (!IS_NPC(ch) && !IS_FORM(ch, ITEM_WEAR_BODY))
{
send_to_char("You are unable to wear it.\n\r", ch);
return;
}
act("$n fits $p on $s body.", ch, obj, NULL, TO_ROOM);
act("You fit $p on your body.", ch, obj, NULL, TO_CHAR);
equip_char(ch, obj, WEAR_BODY);
return;
}
if (CAN_WEAR(obj, ITEM_WEAR_HEAD))
{
if (!remove_obj(ch, WEAR_HEAD, fReplace))
return;
if (!IS_NPC(ch) && !IS_FORM(ch, ITEM_WEAR_HEAD))
{
send_to_char("You are unable to wear it.\n\r", ch);
return;
}
if (!is_ok_to_wear(ch, wolf_ok, "head"))
{
send_to_char("You have no head to wear it on.\n\r",
ch);
return;
}
act("$n places $p on $s head.", ch, obj, NULL, TO_ROOM);
act("You place $p on your head.", ch, obj, NULL, TO_CHAR);
equip_char(ch, obj, WEAR_HEAD);
return;
}
if (CAN_WEAR(obj, ITEM_WEAR_FACE))
{
if (!remove_obj(ch, WEAR_FACE, fReplace))
return;
if (!IS_NPC(ch) && !IS_FORM(ch, ITEM_WEAR_HEAD))
{
send_to_char("You are unable to wear it.\n\r", ch);
return;
}
if (!is_ok_to_wear(ch, wolf_ok, "face"))
{
send_to_char("You have no face to wear it on.\n\r",
ch);
return;
}
act("$n places $p on $s face.", ch, obj, NULL, TO_ROOM);
act("You place $p on your face.", ch, obj, NULL, TO_CHAR);
equip_char(ch, obj, WEAR_FACE);
return;
}
if (obj->item_type == ITEM_FAMILIAR)
{
if (!remove_obj(ch, WEAR_FAMILIAR, fReplace))
return;
if (get_eq_char(ch, WEAR_FAMILIAR) != NULL
&& !remove_obj(ch, WEAR_FAMILIAR, fReplace))
return;
if (IS_NPC(ch))
{
send_to_char("You are unable to summon it.\n\r", ch);
return;
}
if ((ch->alignment > 0 && obj->value[7] < 0)
|| (ch->alignment < 0 && obj->value[7] > 0))
{
stc("You may not summon a familiar with opposite alignment!\n\r", ch);
return;
}
if (ch->tier < obj->value[3])
{
stc("Your tier level is too low!\n\r", ch);
return;
}
act("$n summons $p to accompany $m.", ch, obj, NULL, TO_ROOM);
act("You summon $p to accompany you.", ch, obj, NULL,
TO_CHAR);
equip_char(ch, obj, WEAR_FAMILIAR);
return;
}
if (CAN_WEAR(obj, ITEM_WEAR_LEGS))
{
if (!remove_obj(ch, WEAR_LEGS, fReplace))
return;
if (!IS_NPC(ch) && !IS_FORM(ch, ITEM_WEAR_LEGS))
{
send_to_char("You are unable to wear it.\n\r", ch);
return;
}
if (!is_ok_to_wear(ch, wolf_ok, "legs"))
{
send_to_char("You have no legs to wear them on.\n\r",
ch);
return;
}
act("$n slips $s legs into $p.", ch, obj, NULL, TO_ROOM);
act("You slip your legs into $p.", ch, obj, NULL, TO_CHAR);
equip_char(ch, obj, WEAR_LEGS);
return;
}
if (CAN_WEAR(obj, ITEM_WEAR_FEET))
{
if (!remove_obj(ch, WEAR_FEET, fReplace))
return;
if (!IS_NPC(ch) && !IS_FORM(ch, ITEM_WEAR_FEET))
{
send_to_char("You are unable to wear it.\n\r", ch);
return;
}
if (!is_ok_to_wear(ch, wolf_ok, "feet"))
{
send_to_char("You have no feet to wear them on.\n\r",
ch);
return;
}
act("$n slips $s feet into $p.", ch, obj, NULL, TO_ROOM);
act("You slip your feet into $p.", ch, obj, NULL, TO_CHAR);
equip_char(ch, obj, WEAR_FEET);
return;
}
if (CAN_WEAR(obj, ITEM_WEAR_HANDS))
{
if (!remove_obj(ch, WEAR_HANDS, fReplace))
return;
if (!IS_NPC(ch) && !IS_FORM(ch, ITEM_WEAR_HANDS))
{
send_to_char("You are unable to wear it.\n\r", ch);
return;
}
if (!is_ok_to_wear(ch, wolf_ok, "hands"))
{
send_to_char("You have no hands to wear them on.\n\r",
ch);
return;
}
act("$n pulls $p onto $s hands.", ch, obj, NULL, TO_ROOM);
act("You pull $p onto your hands.", ch, obj, NULL, TO_CHAR);
equip_char(ch, obj, WEAR_HANDS);
return;
}
if (CAN_WEAR(obj, ITEM_WEAR_ARMS))
{
if (!remove_obj(ch, WEAR_ARMS, fReplace))
return;
if (!IS_NPC(ch) && !IS_FORM(ch, ITEM_WEAR_ARMS))
{
send_to_char("You are unable to wear it.\n\r", ch);
return;
}
if (!is_ok_to_wear(ch, wolf_ok, "arms"))
{
send_to_char("You have no arms to wear them on.\n\r",
ch);
return;
}
act("$n slides $s arms into $p.", ch, obj, NULL, TO_ROOM);
act("You slide your arms into $p.", ch, obj, NULL, TO_CHAR);
equip_char(ch, obj, WEAR_ARMS);
return;
}
if (CAN_WEAR(obj, ITEM_WEAR_ABOUT))
{
if (!remove_obj(ch, WEAR_ABOUT, fReplace))
return;
if (!IS_NPC(ch) && !IS_FORM(ch, ITEM_WEAR_ABOUT))
{
send_to_char("You are unable to wear it.\n\r", ch);
return;
}
act("$n pulls $p about $s body.", ch, obj, NULL, TO_ROOM);
act("You pull $p about your body.", ch, obj, NULL, TO_CHAR);
equip_char(ch, obj, WEAR_ABOUT);
return;
}
if (CAN_WEAR(obj, ITEM_WEAR_WAIST))
{
if (!remove_obj(ch, WEAR_WAIST, fReplace))
return;
if (!IS_NPC(ch) && !IS_FORM(ch, ITEM_WEAR_WAIST))
{
send_to_char("You are unable to wear it.\n\r", ch);
return;
}
act("$n ties $p around $s waist.", ch, obj, NULL, TO_ROOM);
act("You tie $p around your waist.", ch, obj, NULL, TO_CHAR);
equip_char(ch, obj, WEAR_WAIST);
return;
}
if (CAN_WEAR(obj, ITEM_WEAR_SPECIAL))
{
if (!remove_obj(ch, WEAR_SPECIAL, fReplace))
return;
if (!IS_NPC(ch) && !IS_FORM(ch, ITEM_WEAR_SPECIAL))
{
send_to_char("You are unable to wear it.\n\r", ch);
return;
}
act("$n holds $p in $s hands.", ch, obj, NULL, TO_ROOM);
act("You hold onto $p.", ch, obj, NULL, TO_CHAR);
equip_char(ch, obj, WEAR_SPECIAL);
return;
}
if (CAN_WEAR(obj, ITEM_WEAR_FLOAT))
{
if (!remove_obj(ch, WEAR_FLOAT, fReplace))
return;
if (!IS_NPC(ch) && !IS_FORM(ch, ITEM_WEAR_FLOAT))
{
send_to_char
("You are unable to wear it, perhaps you suck\n\r",
ch);
return;
}
act("$n throws $p into the air and it starts flying about.",
ch, obj, NULL, TO_ROOM);
act("You throw $p into the air and it starts circling around.", ch, obj, NULL, TO_CHAR);
equip_char(ch, obj, WEAR_FLOAT);
return;
}
if (CAN_WEAR(obj, ITEM_WEAR_MEDAL))
{
if (!remove_obj(ch, WEAR_MEDAL, fReplace))
return;
if (!IS_NPC(ch) && !IS_FORM(ch, ITEM_WEAR_MEDAL))
{
send_to_char("You are unable to wear it.\n\r", ch);
return;
}
act("$n puts $p on $s uniform.", ch, obj, NULL, TO_ROOM);
act("You put $p on your uniform.", ch, obj, NULL, TO_CHAR);
equip_char(ch, obj, WEAR_MEDAL);
return;
}
if (CAN_WEAR(obj, ITEM_WEAR_BODYART))
{
if (!remove_obj(ch, WEAR_BODYART, fReplace))
return;
if (!IS_NPC(ch) && !IS_FORM(ch, ITEM_WEAR_BODYART))
{
send_to_char("You are unable to wear it.\n\r", ch);
return;
}
act("$n screams in agony as $p bores into $s body.", ch, obj,
NULL, TO_ROOM);
act("You scream in agony as $p bores into your body.", ch,
obj, NULL, TO_CHAR);
equip_char(ch, obj, WEAR_BODYART);
return;
}
if (CAN_WEAR(obj, ITEM_WEAR_WRIST))
{
if (get_eq_char(ch, WEAR_WRIST_L) != NULL
&& get_eq_char(ch, WEAR_WRIST_R) != NULL
&& !remove_obj(ch, WEAR_WRIST_L, fReplace)
&& !remove_obj(ch, WEAR_WRIST_R, fReplace))
return;
if (!IS_NPC(ch) && !IS_FORM(ch, ITEM_WEAR_WRIST))
{
send_to_char("You are unable to wear it.\n\r", ch);
return;
}
if (get_eq_char(ch, WEAR_WRIST_L) == NULL
&& is_ok_to_wear(ch, wolf_ok, "right_wrist"))
{
act("$n slides $s left wrist into $p.", ch, obj, NULL,
TO_ROOM);
act("You slide your left wrist into $p.", ch, obj,
NULL, TO_CHAR);
equip_char(ch, obj, WEAR_WRIST_L);
return;
}
else if (get_eq_char(ch, WEAR_WRIST_R) == NULL
&& is_ok_to_wear(ch, wolf_ok, "left_wrist"))
{
act("$n slides $s left wrist into $p.", ch, obj, NULL,
TO_ROOM);
act("You slide your right wrist into $p.", ch, obj,
NULL, TO_CHAR);
equip_char(ch, obj, WEAR_WRIST_R);
return;
}
if (!is_ok_to_wear(ch, wolf_ok, "left_wrist")
&& !is_ok_to_wear(ch, wolf_ok, "right_wrist"))
send_to_char
("You cannot wear anything on your wrists.\n\r",
ch);
else
send_to_char
("You cannot wear any more on your wrists.\n\r",
ch);
return;
}
if (CAN_WEAR(obj, ITEM_WEAR_SHIELD))
{
if (!remove_obj(ch, WEAR_SHIELD, fReplace)) return;
act("$n straps $p onto $s shield arm.", ch, obj, NULL, TO_ROOM);
act("You strap $p onto your shield arm.", ch, obj, NULL, TO_CHAR);
equip_char(ch, obj, WEAR_SHIELD);
return;
}
if (CAN_WEAR(obj, ITEM_WIELD))
{
if (!remove_obj(ch, WEAR_WIELD, fReplace))
return;
if (!IS_NPC(ch) && !IS_FORM(ch, ITEM_WIELD))
{
send_to_char("You are unable to wield it.\n\r", ch);
return;
}
/*
* This might need fixing
*/
if (get_obj_weight(obj) >
str_app[(get_curr_str(ch) >
25) ? 25 : get_curr_str(ch)].wield);
{
send_to_char("It is too heavy for you to wield.\n\r",
ch);
return;
}
act("$n wields $p.", ch, obj, NULL, TO_ROOM);
act("You wield $p.", ch, obj, NULL, TO_CHAR);
if (!IS_NPC(ch)
&& (obj->pIndexData->vnum == 30000
|| IS_OBJ_STAT(obj, ITEM_LOYAL)))
{
if (obj->questowner != NULL
&& str_cmp(ch->pcdata->switchname,
obj->questowner)
&& strlen(obj->questowner) > 1)
{
act("$p leaps out of $n's hand.", ch, obj,
NULL, TO_ROOM);
act("$p leaps out of your hand.", ch, obj,
NULL, TO_CHAR);
obj_from_char(obj);
obj_to_room(obj, ch->in_room);
return;
}
}
equip_char(ch, obj, WEAR_WIELD);
if (!IS_NPC(ch))
do_skill(ch, ch->name);
return;
}
if (fReplace)
send_to_char("You can't wear, wield or hold that.\n\r", ch);
return;
}
void do_wear(CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
one_argument(argument, arg);
if (!IS_NPC(ch) && IS_POLYAFF(ch, POLY_ZULOFORM)
&& IS_CLASS(ch, CLASS_VAMPIRE) && ch->power[DISC_VAMP_OBEA] < 9)
{
send_to_char
("You are too mad to decide what you want to wear!\n\r",
ch);
return;
}
if (!IS_NPC(ch) && IS_POLYAFF(ch, POLY_ZULOFORM)
&& IS_CLASS(ch, CLASS_VAMPIRE) && ch->power[DISC_VAMP_OBEA] > 8)
{
send_to_char("#rYou force down yer beast#n.\n\r", ch);
}
/* if (IS_AFFECTED(ch, AFF_POLYMORPH) && !IS_NPC(ch)
&& !IS_CLASS(ch, CLASS_ANGEL)
&& !IS_VAMPAFF(ch, VAM_DISGUISED)
&& !IS_CLASS(ch, CLASS_WEREWOLF) && !IS_CLASS(ch, CLASS_FAE)
&& !IS_CLASS(ch, CLASS_DEMON) && ch->power[DISC_VAMP_OBEA] < 9
&& !IS_CLASS(ch, CLASS_GIANT)
&& !IS_CLASS(ch, CLASS_CYBORG) && !IS_CLASS(ch, CLASS_DROID))
{
send_to_char("You cannot wear anything in this form.\n\r",
ch);
return;
}
*/
if (arg[0] == '\0')
{
send_to_char("Wear, wield, or hold what?\n\r", ch);
return;
}
if (!str_cmp(arg, "all"))
{
OBJ_DATA *obj_next;
for (obj = ch->carrying; obj != NULL; obj = obj_next)
{
obj_next = obj->next_content;
if (obj->wear_loc == WEAR_NONE
&& can_see_obj(ch, obj))
wear_obj(ch, obj, FALSE);
}
return;
}
else
{
if ((obj = get_obj_carry(ch, arg, 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;
int sn;
one_argument(argument, arg);
if (arg[0] == '\0')
{
send_to_char("Remove what?\n\r", ch);
return;
}
if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_VAMPIRE)
&& IS_POLYAFF(ch, POLY_ZULOFORM) && ch->generation > 1
&& ch->power[DISC_VAMP_OBEA] < 9)
{
stc("You are too mad to remove anything!\n\r", ch);
return;
}
if (!IS_NPC(ch) && IS_POLYAFF(ch, POLY_ZULOFORM)
&& IS_CLASS(ch, CLASS_VAMPIRE) && ch->power[DISC_VAMP_OBEA] > 8)
{
send_to_char("#rYou force down yer beast#n.\n\r", ch);
}
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))
{
if (obj->item_type == ITEM_ARMOR)
sn = obj->value[3];
else
sn = obj->value[0] / 1000;
if (sn != 25)
remove_obj(ch, obj->wear_loc, TRUE);
}
}
return;
}
if ((obj = get_obj_wear(ch, arg, TRUE)) == NULL)
{
send_to_char("You do not have that item.\n\r", ch);
return;
}
remove_obj(ch, obj->wear_loc, TRUE);
return;
}
void do_sacrifice(CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
OBJ_DATA *next_obj;
char buf[MAX_INPUT_LENGTH];
//extern OBJ_DATA *aquest_object;
int i = 0;
int ereward;
one_argument(argument, arg);
if (IS_NPC(ch))
return;
if (arg[0] == '\0')
{
send_to_char("Sacrifice what?\n\r", ch);
return;
}
if (IS_AFFECTED(ch, AFF_CHARM))
{
stc("Not while charmed.\n\r", ch);
return;
}
if (!str_cmp(arg, "all") || !str_prefix("all.", arg))
{
next_obj = ch->in_room->contents;
for (obj = ch->in_room->contents; next_obj != NULL;
obj = next_obj)
{
next_obj = obj->next_content;
if (arg[3] != '\0' && !is_name(&arg[4], obj->name))
continue;
if (++i > 35)
break;
if (!CAN_WEAR(obj, ITEM_TAKE)
|| obj->item_type == ITEM_QUEST
|| IS_SET(obj->quest, QUEST_ARTIFACT)
|| (obj->questowner != NULL
&& strlen(obj->questowner) > 1
&& str_cmp(ch->name, obj->questowner)))
{
act("You are unable to drain any energy from $p.", ch, obj, 0, TO_CHAR);
continue;
}
else if (IS_SET(obj->quest, QUEST_MQUEST))
{
act("You are unable to drain any energy from $p.", ch, obj, 0, TO_CHAR);
continue;
}
else if (obj->chobj != NULL && !IS_NPC(obj->chobj)
&& obj->chobj->pcdata->obj_vnum != 0)
{
act("You are unable to drain any energy from $p.", ch, obj, 0, TO_CHAR);
continue;
}
if (obj->points > 0 && !IS_NPC(ch)
&& obj->item_type != ITEM_PAGE)
{
xprintf(buf,
"You receive a refund of %d bones from $p.",
obj->points);
act(buf, ch, obj, NULL, TO_CHAR);
ch->bones += obj->points;
}
if (obj->pIndexData->vnum > 813
&& obj->pIndexData->vnum < 826)
{
ch->pcdata->rune_count--;
send_to_char
("you get 50K bones from the titanium eq.\n\r",
ch);
ch->bones += 50000;
}
ereward = number_range(1, 50000);
if (obj->item_type == ITEM_CORPSE_NPC)
{
switch( number_range(1, 21) )
{
default:
xprintf(buf,
"#0Paladine appreciates your sacrifice of #w$p#n");
if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING))
act(buf, ch, obj, NULL, TO_CHAR);
if (ch->alignment > 900)
send_to_char("#0Paladine rewards those with a kind heart.\n\r", ch);
send_to_char("#0250 Bones appear in your Money Purse.\n\r", ch);
ch->bones += 250;
break;
case 1:
xprintf(buf,
"#0Astinus appreciates your sacrifice of #w$p#n");
if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING))
act(buf, ch, obj, NULL, TO_CHAR);
if (number_range(1, 5) == 1)
{
if (get_curr_int(ch) >= 100)
{
send_to_char("Astinus #0rewards those of high Intellegence!!\n\r", ch);
send_to_char("#0250 Bones appear in your Money Purse.\n\r", ch);
ch->bones += 250;
}
}
break;
case 2:
xprintf(buf,
"#0Chemosh appreciates your sacrifice of #w$p#n");
if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING))
act(buf, ch, obj, NULL, TO_CHAR);
if (number_range(1, 5) == 1)
{
if (IS_CLASS(ch, CLASS_UNDEAD_KNIGHT) || IS_CLASS(ch, CLASS_GHOUL)
|| IS_CLASS(ch, CLASS_ZOMBIE))
{
send_to_char("#0The God of the UnDead dropps a pile of bones before you!\n\r", ch);
send_to_char("#0250 Bones appear in your Money Purse.\n\r", ch);
ch->bones += 250;
}
}
break;
case 3:
xprintf(buf,
"#0Hiddukel appreciates your sacrifice of #w$p#n");
if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING))
act(buf, ch, obj, NULL, TO_CHAR);
if (number_range(1, 5) == 1)
{
if (IS_CLASS(ch, CLASS_THIEF))
{
send_to_char("#0The God of Thieves rewards you!\n\r", ch);
send_to_char("#0250 Bones appear in your Money Purse.\n\r", ch);
ch->bones += 250;
}
}
break;
case 4:
xprintf(buf,
"#0Nuitari appreciates your sacrifice of #w$p#n");
if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING))
act(buf, ch, obj, NULL, TO_CHAR);
if (number_range(1, 5) == 1)
{
if (ch->alignment <= -250 && (IS_CLASS(ch, CLASS_MAGE) || IS_CLASS(ch, CLASS_LICH)))
{
send_to_char("#0Nuitari #0rewards Black Robed Mages!\n\r", ch);
send_to_char("#0You Revieve 50,000,000 EXP.\n\r", ch);
ch->exp += 50000000;
}
}
break;
case 5:
xprintf(buf,
"#0Sargonnas appreciates your sacrifice of #w$p#n");
if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING))
act(buf, ch, obj, NULL, TO_CHAR);
if (number_range(1, 5) == 1)
{
if (IS_RACE(ch, RACE_MINOTAUR))
{
send_to_char("#0Sargonnas Rewards his children the Minotaurs\n\r", ch);
send_to_char("#0250 Bones appear in your Money Purse.\n\r", ch);
ch->bones += 250;
}}
break;
case 6:
xprintf(buf,
"#0Zeboim appreciates your sacrifice of #w$p#n");
if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING))
act(buf, ch, obj, NULL, TO_CHAR);
if (number_range(1, 5) == 1)
{
if (IS_CLASS(ch, CLASS_UNDEAD_KNIGHT))
{
send_to_char("#0Zeboim Rewards knights of EVIL!\n\r", ch);
send_to_char("#0250 Bones appear in your Money Purse.\n\r", ch);
ch->bones += 250;
}}
break;
case 7:
xprintf(buf,
"#0Branchala appreciates your sacrifice of #w$p#n");
if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING))
act(buf, ch, obj, NULL, TO_CHAR);
if (number_range(1, 5) == 1)
{
if (IS_RACE(ch, RACE_ELF) || IS_RACE(ch, RACE_HALFELF)
|| IS_RACE(ch, RACE_DROW) || IS_CLASS(ch, CLASS_DROW)
|| IS_RACE(ch, RACE_KENDER) || IS_RACE(ch, RACE_WILDELF))
{
send_to_char("#0The god reveared by kender and elves rewards you.\n\r", ch);
send_to_char("#0250 Bones appear in your Money Purse.\n\r", ch);
ch->bones += 250;
}}
break;
case 8:
xprintf(buf,
"#0Habbakuk appreciates your sacrifice of #w$p#n");
if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING))
act(buf, ch, obj, NULL, TO_CHAR);
if (number_range(1, 5) == 1)
{
if (IS_RACE(ch, RACE_MINOTAUR) || IS_CLASS(ch, CLASS_GIANT)
|| IS_CLASS(ch, CLASS_DRACONIAN) || IS_CLASS(ch, CLASS_DEMON)
|| IS_CLASS(ch, CLASS_WEREWOLF) || IS_CLASS(ch, CLASS_VAMPIRE)
|| IS_CLASS(ch, CLASS_GHOUL) || IS_CLASS(ch, CLASS_TANARRI)
|| IS_RACE(ch, RACE_TROLL) || IS_RACE(ch, RACE_HALFTROLL)
|| IS_RACE(ch, RACE_OGRE) || IS_RACE(ch, RACE_HALFOGRE)
|| IS_RACE(ch, RACE_ORC) || IS_RACE(ch, RACE_HALFORC))
{
send_to_char("#0The lord of Beasts smiles upon you.\n\r", ch);
send_to_char("#0250 Bones appear in your Money Purse.\n\r", ch);
ch->bones += 250;
}}
break;
case 9:
xprintf(buf,
"#0Kiri-Jolith appreciates your sacrifice of #w$p#n");
if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING))
act(buf, ch, obj, NULL, TO_CHAR);
if (number_range(1, 5) == 1)
{
if (IS_RACE(ch, RACE_MINOTAUR) || IS_CLASS(ch, CLASS_PALADIN))
{
send_to_char("#0Kiri-Jolith looks kindly upon you.\n\r", ch);
send_to_char("#0250 Bones appear in your Money Purse.\n\r", ch);
ch->bones += 250;
}}
break;
case 10:
xprintf(buf,
"#0Majere appreciates your sacrifice of #w$p#n");
if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING))
act(buf, ch, obj, NULL, TO_CHAR);
if (number_range(1, 5) == 1)
{
if (IS_CLASS(ch, CLASS_BLADE_MASTER) || IS_CLASS(ch, CLASS_PALADIN)
|| IS_CLASS(ch, CLASS_MONK) || IS_CLASS(ch, CLASS_SAMURAI)
|| IS_CLASS(ch, CLASS_NINJA))
{
send_to_char("#0Majere Favors those of Discipline.\n\r", ch);
send_to_char("#0You Revieve 50,000,000 EXP.\n\r", ch);
ch->exp += 50000000;
}}
break;
case 11:
xprintf(buf,
"#0Mishakal appreciates your sacrifice of #w$p#n");
if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING))
act(buf, ch, obj, NULL, TO_CHAR);
if (number_range(1, 5) == 1)
{
if (ch->sex == SEX_FEMALE)
{
send_to_char("#0The Godess of Motherhood looks kindly upon Women.\n\r", ch);
send_to_char("#0You get a Full Restore.\n\r", ch);
ch->hit = ch->max_hit;
ch->mana = ch->max_mana;
ch->move = ch->max_move;
ch->loc_hp[0] = 0;
ch->loc_hp[1] = 0;
ch->loc_hp[2] = 0;
ch->loc_hp[3] = 0;
ch->loc_hp[4] = 0;
ch->loc_hp[5] = 0;
ch->loc_hp[6] = 0;
}
}
break;
case 12:
xprintf(buf,
"#0Solinari appreciates your sacrifice of #w$p#n");
if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING))
act(buf, ch, obj, NULL, TO_CHAR);
if (number_range(1, 5) == 1)
{
if (IS_CLASS(ch, CLASS_MAGE) && (ch->alignment > 700))
{
send_to_char("#0Solinari rewards Mages of the White Robes.\n\r", ch);
send_to_char("#0You get a Full Restore.\n\r", ch);
ch->hit = ch->max_hit;
ch->mana = ch->max_mana;
ch->move = ch->max_move;
ch->loc_hp[0] = 0;
ch->loc_hp[1] = 0;
ch->loc_hp[2] = 0;
ch->loc_hp[3] = 0;
ch->loc_hp[4] = 0;
ch->loc_hp[5] = 0;
ch->loc_hp[6] = 0;
}
break;
case 13:
xprintf(buf,
"#0Chislev appreciates your sacrifice of #w$p#n");
if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING))
act(buf, ch, obj, NULL, TO_CHAR);
if (IS_RACE(ch, RACE_HOBBIT) || IS_CLASS(ch, CLASS_ELEMENTAL)
|| IS_CLASS(ch, CLASS_FAE) || IS_CLASS(ch, CLASS_MONK))
{
send_to_char("#0Chislev rewards those who respect Nature.\n\r", ch);
send_to_char("#0You get a Full Restore.\n\r", ch);
ch->hit = ch->max_hit;
ch->mana = ch->max_mana;
ch->move = ch->max_move;
ch->loc_hp[0] = 0;
ch->loc_hp[1] = 0;
ch->loc_hp[2] = 0;
ch->loc_hp[3] = 0;
ch->loc_hp[4] = 0;
ch->loc_hp[5] = 0;
ch->loc_hp[6] = 0;
}}
break;
case 14:
xprintf(buf,
"#0Gilean appreciates your sacrifice of #w$p#n");
if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING))
act(buf, ch, obj, NULL, TO_CHAR);
if (number_range(1, 5) == 1)
{
if (ch->alignment == 0)
{
send_to_char("#0Gilean rewards those who respect Neutrality.\n\r", ch);
send_to_char("#0250 Bones appear in your Money Purse.\n\r", ch);
ch->bones += 250;
}}
break;
case 15:
xprintf(buf,
"#0Lunitari appreciates your sacrifice of #w$p#n");
if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING))
act(buf, ch, obj, NULL, TO_CHAR);
if (number_range(1, 5) == 1)
{
if (IS_CLASS(ch, CLASS_MAGE) || IS_CLASS(ch, CLASS_LICH))
{
send_to_char("#0Lunitari Favors Mages of the Red Robes.\n\r", ch);
send_to_char("#0500 Bones appear in your Money Purse.\n\r", ch);
ch->bones += 500;
}}
break;
case 16:
xprintf(buf,
"#0Reorx appreciates your sacrifice of #w$p#n");
if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING))
act(buf, ch, obj, NULL, TO_CHAR);
if (number_range(1, 5) == 1)
{
if (IS_RACE(ch, RACE_GULLYDWARF) || IS_RACE(ch, RACE_HILLDWARF)
|| IS_RACE(ch, RACE_DUERGARDWARF) || IS_RACE(ch, RACE_MTDWARF))
{
send_to_char("#0Reorx patron God of Dwarves looks kindly upon you.\n\r", ch);
send_to_char("#0500 Bones appear in your Money Purse.\n\r", ch);
ch->bones += 500;
}}
break;
case 17:
xprintf(buf,
"#0Shinare appreciates your sacrifice of #w$p#n");
if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING))
act(buf, ch, obj, NULL, TO_CHAR);
if (number_range(1, 5) == 1)
{
if (IS_RACE(ch, RACE_GNOME))
{
send_to_char("#0Shinare is a friend of the Gnome, a people of Trade.\n\r", ch);
send_to_char("#0250 Bones appear in your Money Purse.\n\r", ch);
ch->bones += 250;
}}
break;
case 18:
xprintf(buf,
"#0Sirrion #Ra#7ppreciate#Rs#0 your sacrifice of #w$p#n");
if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING))
act(buf, ch, obj, NULL, TO_CHAR);
if (number_range(1, 5) == 1)
{
if (IS_CLASS(ch, CLASS_ELEMENTAL))
{
send_to_char("#0Sirrion Favors children of the #RF#Yl#Ra#Ym#Re#n!!\n\r", ch);
send_to_char("#0250 Bones appear in your Money Purse.\n\r", ch);
ch->bones += 250;
}}
break;
case 19:
xprintf(buf,
"#0Zivilyn appreciates your sacrifice of #w$p#n");
if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING))
act(buf, ch, obj, NULL, TO_CHAR);
if (number_range(1, 5) == 1)
{
if (get_curr_wis(ch) >= 100)
{
send_to_char("Zivilyn #0rewards those of high Wisdom!!\n\r", ch);
send_to_char("#0250 Bones appear in your Money Purse.\n\r", ch);
ch->bones += 250;
}}
break;
case 20:
xprintf(buf,
"#0Takhisis appreciates your sacrifice of #w$p#n");
if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING))
act(buf, ch, obj, NULL, TO_CHAR);
if (number_range(1, 5) == 1)
{
if (ch->alignment <= -250)
{
send_to_char("#RT#ra#wk#7h#Wi#rs#Ri#7s#n #0rewards the Ruthless!!\n\r", ch);
send_to_char("#0250 Bones appear in your Money Purse.\n\r", ch);
ch->bones += 250;
}}
break;
case 21:
xprintf(buf,
"#0Paladine appreciates your sacrifice of #w$p#n");
if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING))
act(buf, ch, obj, NULL, TO_CHAR);
if (number_range(1, 5) == 1)
{
if (ch->alignment > 900 || IS_CLASS(ch, CLASS_ANGEL) || IS_CLASS(ch, CLASS_PALADIN)
|| IS_CLASS(ch, CLASS_PRIEST))
{
send_to_char("#LP#7aladin#Le #0rewards those with a #Lkind #Rh#7ear#Rt#n.\n\r", ch);
send_to_char("#0250 Bones appear in your Money Purse.\n\r", ch);
ch->bones += 250;
}}
break;
}
break;
}
else
{
xprintf(buf,
"$p disintegrates into a fine powder");
act(buf, ch, obj, NULL, TO_CHAR);
}
//if(!IS_SET(ch->act, PLR_BRIEF5) || ( ch->position != POS_FIGHTING ))
//act( buf, ch, obj, NULL, TO_CHAR );
act("$p disintegrates into a fine powder.", ch, obj,
NULL, TO_ROOM);
extract_obj(obj);
}
if (i == 0)
send_to_char("Nothing found.\n\r", ch);
else
act("$n destroys most of the items in the room.", ch,
NULL, NULL, TO_ROOM);
return;
}
obj = get_obj_list(ch, arg, ch->in_room->contents);
if (obj == NULL)
{
send_to_char("You can't find it.\n\r", ch);
return;
}
if (!CAN_WEAR(obj, ITEM_TAKE) || obj->item_type == ITEM_QUEST ||
obj->item_type == ITEM_MONEY || obj->item_type == ITEM_TREASURE
|| IS_SET(obj->quest, QUEST_ARTIFACT)
|| (obj->questowner != NULL && strlen(obj->questowner) > 1
&& str_cmp(ch->name, obj->questowner)))
{
act("You are unable to drain any energy from $p.", ch, obj, 0,
TO_CHAR);
return;
}
else if (obj->chobj != NULL && !IS_NPC(obj->chobj) &&
obj->chobj->pcdata->obj_vnum != 0)
{
act("You are unable to drain any energy from $p.", ch, obj, 0,
TO_CHAR);
return;
}
ereward = number_range(1, 50000);
if (obj->item_type == ITEM_CORPSE_NPC)
{
switch( number_range(1, 21) )
{
default:
xprintf(buf,
"#0Paladine appreciates your sacrifice of #w$p#n");
if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING))
act(buf, ch, obj, NULL, TO_CHAR);
if (ch->alignment > 900)
send_to_char("#0Paladine rewards those with a kind heart.\n\r", ch);
send_to_char("#0250 Bones appear in your Money Purse.\n\r", ch);
ch->bones += 250;
break;
case 1:
xprintf(buf,
"#0Astinus appreciates your sacrifice of #w$p#n");
if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING))
act(buf, ch, obj, NULL, TO_CHAR);
if (number_range(1, 5) == 1)
{
if (get_curr_int(ch) >= 100)
{
send_to_char("Astinus #0rewards those of high Intellegence!!\n\r", ch);
send_to_char("#0250 Bones appear in your Money Purse.\n\r", ch);
ch->bones += 250;
}
}
break;
case 2:
xprintf(buf,
"#0Chemosh appreciates your sacrifice of #w$p#n");
if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING))
act(buf, ch, obj, NULL, TO_CHAR);
if (number_range(1, 5) == 1)
{
if (IS_CLASS(ch, CLASS_UNDEAD_KNIGHT) || IS_CLASS(ch, CLASS_GHOUL)
|| IS_CLASS(ch, CLASS_ZOMBIE))
{
send_to_char("#0The God of the UnDead dropps a pile of bones before you!\n\r", ch);
send_to_char("#0250 Bones appear in your Money Purse.\n\r", ch);
ch->bones += 250;
}
}
break;
case 3:
xprintf(buf,
"#0Hiddukel appreciates your sacrifice of #w$p#n");
if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING))
act(buf, ch, obj, NULL, TO_CHAR);
if (number_range(1, 5) == 1)
{
if (IS_CLASS(ch, CLASS_THIEF))
{
send_to_char("#0The God of Thieves rewards you!\n\r", ch);
send_to_char("#0250 Bones appear in your Money Purse.\n\r", ch);
ch->bones += 250;
}
}
break;
case 4:
xprintf(buf,
"#0Nuitari appreciates your sacrifice of #w$p#n");
if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING))
act(buf, ch, obj, NULL, TO_CHAR);
if (number_range(1, 5) == 1)
{
if (ch->alignment <= -250 && (IS_CLASS(ch, CLASS_MAGE) || IS_CLASS(ch, CLASS_LICH)))
{
send_to_char("#0Nuitari #0rewards Black Robed Mages!\n\r", ch);
send_to_char("#0You Revieve 50,000,000 EXP.\n\r", ch);
ch->exp += 50000000;
}
}
break;
case 5:
xprintf(buf,
"#0Sargonnas appreciates your sacrifice of #w$p#n");
if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING))
act(buf, ch, obj, NULL, TO_CHAR);
if (number_range(1, 5) == 1)
{
if (IS_RACE(ch, RACE_MINOTAUR))
{
send_to_char("#0Sargonnas Rewards his children the Minotaurs\n\r", ch);
send_to_char("#0250 Bones appear in your Money Purse.\n\r", ch);
ch->bones += 250;
}}
break;
case 6:
xprintf(buf,
"#0Zeboim appreciates your sacrifice of #w$p#n");
if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING))
act(buf, ch, obj, NULL, TO_CHAR);
if (number_range(1, 5) == 1)
{
if (IS_CLASS(ch, CLASS_UNDEAD_KNIGHT))
{
send_to_char("#0Zeboim Rewards knights of EVIL!\n\r", ch);
send_to_char("#0250 Bones appear in your Money Purse.\n\r", ch);
ch->bones += 250;
}}
break;
case 7:
xprintf(buf,
"#0Branchala appreciates your sacrifice of #w$p#n");
if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING))
act(buf, ch, obj, NULL, TO_CHAR);
if (number_range(1, 5) == 1)
{
if (IS_RACE(ch, RACE_ELF) || IS_RACE(ch, RACE_HALFELF)
|| IS_RACE(ch, RACE_DROW) || IS_CLASS(ch, CLASS_DROW)
|| IS_RACE(ch, RACE_KENDER) || IS_RACE(ch, RACE_WILDELF))
{
send_to_char("#0The god reveared by kender and elves rewards you.\n\r", ch);
send_to_char("#0250 Bones appear in your Money Purse.\n\r", ch);
ch->bones += 250;
}}
break;
case 8:
xprintf(buf,
"#0Habbakuk appreciates your sacrifice of #w$p#n");
if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING))
act(buf, ch, obj, NULL, TO_CHAR);
if (number_range(1, 5) == 1)
{
if (IS_RACE(ch, RACE_MINOTAUR) || IS_CLASS(ch, CLASS_GIANT)
|| IS_CLASS(ch, CLASS_DRACONIAN) || IS_CLASS(ch, CLASS_DEMON)
|| IS_CLASS(ch, CLASS_WEREWOLF) || IS_CLASS(ch, CLASS_VAMPIRE)
|| IS_CLASS(ch, CLASS_GHOUL) || IS_CLASS(ch, CLASS_TANARRI)
|| IS_RACE(ch, RACE_TROLL) || IS_RACE(ch, RACE_HALFTROLL)
|| IS_RACE(ch, RACE_OGRE) || IS_RACE(ch, RACE_HALFOGRE)
|| IS_RACE(ch, RACE_ORC) || IS_RACE(ch, RACE_HALFORC))
{
send_to_char("#0The lord of Beasts smiles upon you.\n\r", ch);
send_to_char("#0250 Bones appear in your Money Purse.\n\r", ch);
ch->bones += 250;
}}
break;
case 9:
xprintf(buf,
"#0Kiri-Jolith appreciates your sacrifice of #w$p#n");
if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING))
act(buf, ch, obj, NULL, TO_CHAR);
if (number_range(1, 5) == 1)
{
if (IS_RACE(ch, RACE_MINOTAUR) || IS_CLASS(ch, CLASS_PALADIN))
{
send_to_char("#0Kiri-Jolith looks kindly upon you.\n\r", ch);
send_to_char("#0250 Bones appear in your Money Purse.\n\r", ch);
ch->bones += 250;
}}
break;
case 10:
xprintf(buf,
"#0Majere appreciates your sacrifice of #w$p#n");
if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING))
act(buf, ch, obj, NULL, TO_CHAR);
if (number_range(1, 5) == 1)
{
if (IS_CLASS(ch, CLASS_BLADE_MASTER) || IS_CLASS(ch, CLASS_PALADIN)
|| IS_CLASS(ch, CLASS_MONK) || IS_CLASS(ch, CLASS_SAMURAI)
|| IS_CLASS(ch, CLASS_NINJA))
{
send_to_char("#0Majere Favors those of Discipline.\n\r", ch);
send_to_char("#0You Revieve 50,000,000 EXP.\n\r", ch);
ch->exp += 50000000;
}}
break;
case 11:
xprintf(buf,
"#0Mishakal appreciates your sacrifice of #w$p#n");
if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING))
act(buf, ch, obj, NULL, TO_CHAR);
if (number_range(1, 5) == 1)
{
if (ch->sex == SEX_FEMALE)
{
send_to_char("#0The Godess of Motherhood looks kindly upon Women.\n\r", ch);
send_to_char("#0You get a Full Restore.\n\r", ch);
ch->hit = ch->max_hit;
ch->mana = ch->max_mana;
ch->move = ch->max_move;
ch->loc_hp[0] = 0;
ch->loc_hp[1] = 0;
ch->loc_hp[2] = 0;
ch->loc_hp[3] = 0;
ch->loc_hp[4] = 0;
ch->loc_hp[5] = 0;
ch->loc_hp[6] = 0;
}
}
break;
case 12:
xprintf(buf,
"#0Solinari appreciates your sacrifice of #w$p#n");
if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING))
act(buf, ch, obj, NULL, TO_CHAR);
if (number_range(1, 5) == 1)
{
if (IS_CLASS(ch, CLASS_MAGE) && (ch->alignment > 700))
{
send_to_char("#0Solinari rewards Mages of the White Robes.\n\r", ch);
send_to_char("#0You get a Full Restore.\n\r", ch);
ch->hit = ch->max_hit;
ch->mana = ch->max_mana;
ch->move = ch->max_move;
ch->loc_hp[0] = 0;
ch->loc_hp[1] = 0;
ch->loc_hp[2] = 0;
ch->loc_hp[3] = 0;
ch->loc_hp[4] = 0;
ch->loc_hp[5] = 0;
ch->loc_hp[6] = 0;
}
break;
case 13:
xprintf(buf,
"#0Chislev appreciates your sacrifice of #w$p#n");
if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING))
act(buf, ch, obj, NULL, TO_CHAR);
if (IS_RACE(ch, RACE_HOBBIT) || IS_CLASS(ch, CLASS_ELEMENTAL)
|| IS_CLASS(ch, CLASS_FAE) || IS_CLASS(ch, CLASS_MONK))
{
send_to_char("#0Chislev rewards those who respect Nature.\n\r", ch);
send_to_char("#0You get a Full Restore.\n\r", ch);
ch->hit = ch->max_hit;
ch->mana = ch->max_mana;
ch->move = ch->max_move;
ch->loc_hp[0] = 0;
ch->loc_hp[1] = 0;
ch->loc_hp[2] = 0;
ch->loc_hp[3] = 0;
ch->loc_hp[4] = 0;
ch->loc_hp[5] = 0;
ch->loc_hp[6] = 0;
}}
break;
case 14:
xprintf(buf,
"#0Gilean appreciates your sacrifice of #w$p#n");
if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING))
act(buf, ch, obj, NULL, TO_CHAR);
if (number_range(1, 5) == 1)
{
if (ch->alignment == 0)
{
send_to_char("#0Gilean rewards those who respect Neutrality.\n\r", ch);
send_to_char("#0250 Bones appear in your Money Purse.\n\r", ch);
ch->bones += 250;
}}
break;
case 15:
xprintf(buf,
"#0Lunitari appreciates your sacrifice of #w$p#n");
if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING))
act(buf, ch, obj, NULL, TO_CHAR);
if (number_range(1, 5) == 1)
{
if (IS_CLASS(ch, CLASS_MAGE) || IS_CLASS(ch, CLASS_LICH))
{
send_to_char("#0Lunitari Favors Mages of the Red Robes.\n\r", ch);
send_to_char("#0500 Bones appear in your Money Purse.\n\r", ch);
ch->bones += 500;
}}
break;
case 16:
xprintf(buf,
"#0Reorx appreciates your sacrifice of #w$p#n");
if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING))
act(buf, ch, obj, NULL, TO_CHAR);
if (number_range(1, 5) == 1)
{
if (IS_RACE(ch, RACE_GULLYDWARF) || IS_RACE(ch, RACE_HILLDWARF)
|| IS_RACE(ch, RACE_DUERGARDWARF) || IS_RACE(ch, RACE_MTDWARF))
{
send_to_char("#0Reorx patron God of Dwarves looks kindly upon you.\n\r", ch);
send_to_char("#0500 Bones appear in your Money Purse.\n\r", ch);
ch->bones += 500;
}}
break;
case 17:
xprintf(buf,
"#0Shinare appreciates your sacrifice of #w$p#n");
if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING))
act(buf, ch, obj, NULL, TO_CHAR);
if (number_range(1, 5) == 1)
{
if (IS_RACE(ch, RACE_GNOME))
{
send_to_char("#0Shinare is a friend of the Gnome, a people of Trade.\n\r", ch);
send_to_char("#0250 Bones appear in your Money Purse.\n\r", ch);
ch->bones += 250;
}}
break;
case 18:
xprintf(buf,
"#0Sirrion #Ra#7ppreciate#Rs#0 your sacrifice of #w$p#n");
if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING))
act(buf, ch, obj, NULL, TO_CHAR);
if (number_range(1, 5) == 1)
{
if (IS_CLASS(ch, CLASS_ELEMENTAL))
{
send_to_char("#0Sirrion Favors children of the #RF#Yl#Ra#Ym#Re#n!!\n\r", ch);
send_to_char("#0250 Bones appear in your Money Purse.\n\r", ch);
ch->bones += 250;
}}
break;
case 19:
xprintf(buf,
"#0Zivilyn appreciates your sacrifice of #w$p#n");
if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING))
act(buf, ch, obj, NULL, TO_CHAR);
if (number_range(1, 5) == 1)
{
if (get_curr_wis(ch) >= 100)
{
send_to_char("Zivilyn #0rewards those of high Wisdom!!\n\r", ch);
send_to_char("#0250 Bones appear in your Money Purse.\n\r", ch);
ch->bones += 250;
}}
break;
case 20:
xprintf(buf,
"#0Takhisis appreciates your sacrifice of #w$p#n");
if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING))
act(buf, ch, obj, NULL, TO_CHAR);
if (number_range(1, 5) == 1)
{
if (ch->alignment <= -250)
{
send_to_char("#RT#ra#wk#7h#Wi#rs#Ri#7s#n #0rewards the Ruthless!!\n\r", ch);
send_to_char("#0250 Bones appear in your Money Purse.\n\r", ch);
ch->bones += 250;
}}
break;
case 21:
xprintf(buf,
"#0Paladine appreciates your sacrifice of #w$p#n");
if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING))
act(buf, ch, obj, NULL, TO_CHAR);
if (number_range(1, 5) == 1)
{
if (ch->alignment > 900 || IS_CLASS(ch, CLASS_ANGEL) || IS_CLASS(ch, CLASS_PALADIN)
|| IS_CLASS(ch, CLASS_PRIEST))
{
send_to_char("#LP#7aladin#Le #0rewards those with a #Lkind #Rh#7ear#Rt#n.\n\r", ch);
send_to_char("#0250 Bones appear in your Money Purse.\n\r", ch);
ch->bones += 250;
}}
break;
}
// break;
}
else
{
xprintf(buf, "$p disintegrates into a fine powder");
act(buf, ch, obj, NULL, TO_CHAR);
}
//if((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING) )
//act( buf, ch, obj, NULL, TO_CHAR );
act("$n drains the energy from $p.", ch, obj, NULL, TO_ROOM);
act("$p disintegrates into a fine powder.", ch, obj, NULL, TO_ROOM);
if (obj->points > 0 && !IS_NPC(ch) && obj->item_type != ITEM_PAGE)
{
xprintf(buf, "You receive a refund of %d bones from $p.",
obj->points);
act(buf, ch, obj, NULL, TO_CHAR);
ch->bones += obj->points;
}
if (obj->pIndexData->vnum > 813 && obj->pIndexData->vnum < 826)
{
ch->pcdata->rune_count--;
send_to_char("you get 50K bones from the rune eq.\n\r", ch);
ch->bones += 50000;
}
extract_obj(obj);
return;
}
void do_quaff(CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
int level;
one_argument(argument, arg);
if (IS_NPC(ch))
return;
if (arg[0] == '\0')
{
send_to_char("Quaff what?\n\r", ch);
return;
}
if ((obj = get_obj_carry(ch, arg, ch)) == NULL)
{
send_to_char("You do not have that potion.\n\r", ch);
return;
}
if (obj->item_type != ITEM_POTION)
{
send_to_char("You can quaff only potions.\n\r", ch);
return;
}
if (IS_NPC(ch))
return;
act("$n quaffs $p.", ch, obj, NULL, TO_ROOM);
act("You quaff $p.", ch, obj, NULL, TO_CHAR);
level = obj->value[0];
if (level < 1)
level = 1;
if (level > MAX_SPELL)
level = MAX_SPELL;
obj_cast_spell(obj->value[1], level, ch, ch, NULL);
obj_cast_spell(obj->value[2], level, ch, ch, NULL);
obj_cast_spell(obj->value[3], level, ch, ch, NULL);
extract_obj(obj);
if (ch->position == POS_FIGHTING)
{
if (!IS_IMMORTAL(ch))
WAIT_STATE(ch, 6);
}
return;
}
void do_recite(CHAR_DATA * ch, char *argument)
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *scroll;
OBJ_DATA *obj;
int level;
argument = one_argument(argument, arg1);
argument = one_argument(argument, arg2);
if (IS_NPC(ch))
return;
if ((scroll = get_obj_carry(ch, arg1, ch)) == NULL)
{
send_to_char("You do not have that scroll.\n\r", ch);
return;
}
if (scroll->item_type != ITEM_SCROLL)
{
send_to_char("You can recite only scrolls.\n\r", ch);
return;
}
obj = NULL;
if (arg2[0] == '\0')
{
victim = ch;
}
else
{
if ((victim = get_char_room(ch, NULL, arg2)) == NULL
&& (obj = get_obj_here(ch, NULL, arg2)) == NULL)
{
send_to_char("You can't find it.\n\r", ch);
return;
}
}
if (IS_NPC(ch))
return;
act("$n recites $p.", ch, scroll, NULL, TO_ROOM);
act("You recite $p.", ch, scroll, NULL, TO_CHAR);
level = scroll->value[0];
if (level < 1)
level = 1;
if (level > MAX_SPELL)
level = MAX_SPELL;
obj_cast_spell(scroll->value[1], level, ch, victim, obj);
obj_cast_spell(scroll->value[2], level, ch, victim, obj);
obj_cast_spell(scroll->value[3], level, ch, victim, obj);
extract_obj(scroll);
if (ch->position == POS_FIGHTING)
{
if (!IS_IMMORTAL(ch))
WAIT_STATE(ch, 6);
}
return;
}
void do_brandish(CHAR_DATA * ch, char *argument)
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
OBJ_DATA *staff;
char arg[MAX_INPUT_LENGTH];
int sn, level;
if (IS_NPC(ch))
return;
one_argument(argument, arg);
if ((staff = get_obj_carry(ch, arg, ch)) == NULL)
{
send_to_char("You do not have that staff.\n\r", ch);
return;
}
if (staff->item_type != ITEM_STAFF)
{
send_to_char("You can brandish only with a staff.\n\r", ch);
return;
}
if ((sn = staff->value[3]) < 0 || sn >= MAX_SKILL
|| skill_table[sn].spell_fun == 0)
{
bug("Do_brandish: Bad Staff [obj vnum %d].",
staff->pIndexData->vnum);
send_to_char("Something is wrong with this staff.\n\r", ch);
return;
}
if (staff->value[2] > 0)
{
act("$n brandishes $p.", ch, staff, NULL, TO_ROOM);
act("You brandish $p.", ch, staff, NULL, TO_CHAR);
for (vch = ch->in_room->people; vch; vch = vch_next)
{
vch_next = vch->next_in_room;
switch (skill_table[sn].target)
{
default:
bug("Do_brandish: bad spelltype for vnum %d.",
staff->pIndexData->vnum);
return;
case TAR_CHAR_OFFENSIVE:
case TAR_CHAR_DEFENSIVE:
break;
}
level = staff->value[0];
if (level < 1)
level = 1;
if (level > MAX_SPELL)
level = MAX_SPELL;
obj_cast_spell(staff->value[3], level, ch, vch, NULL);
}
}
if (--staff->value[2] <= 0)
{
act("$n's $p blazes bright and is gone.", ch, staff, NULL,
TO_ROOM);
act("Your $p blazes bright and is gone.", ch, staff, NULL,
TO_CHAR);
extract_obj(staff);
}
WAIT_STATE(ch, 18);
return;
}
void do_zap(CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
char arg1[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *wand;
OBJ_DATA *obj;
int level;
argument = one_argument(argument, arg1);
argument = one_argument(argument, arg);
if (IS_NPC(ch))
return;
if (arg[0] == '\0' || arg1[0] == '\0')
{
send_to_char("Zap whom with what?\n\r", ch);
return;
}
if ((wand = get_obj_carry(ch, arg1, ch)) == NULL)
{
send_to_char("You do not have that wand.\n\r", ch);
return;
}
if (wand->item_type != ITEM_WAND)
{
send_to_char("You can zap only with a wand.\n\r", ch);
return;
}
obj = NULL;
if ((victim = get_char_room(ch, NULL, arg)) == NULL
&& (obj = get_obj_here(ch, NULL, arg)) == NULL)
{
send_to_char("You can't find it.\n\r", ch);
return;
}
WAIT_STATE(ch, 2 * PULSE_VIOLENCE);
if (wand->value[2] > 0)
{
if (victim != NULL)
{
act("$n zaps $N with $p.", ch, wand, victim, TO_ROOM);
act("You zap $N with $p.", ch, wand, victim, TO_CHAR);
}
else
{
act("$n zaps $P with $p.", ch, wand, obj, TO_ROOM);
act("You zap $P with $p.", ch, wand, obj, TO_CHAR);
}
level = wand->value[0];
if (level < 1)
level = 1;
if (level > MAX_SPELL)
level = MAX_SPELL;
obj_cast_spell(wand->value[3], level, ch, victim, obj);
}
if (--wand->value[2] <= 0)
{
act("$n's $p explodes into fragments.", ch, wand, NULL,
TO_ROOM);
act("Your $p explodes into fragments.", ch, wand, NULL,
TO_CHAR);
extract_obj(wand);
}
return;
}
void do_steal(CHAR_DATA * ch, char *argument)
{
char buf[MAX_STRING_LENGTH];
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *obj;
int percent;
argument = one_argument(argument, arg1);
argument = one_argument(argument, arg2);
if (arg1[0] == '\0' || arg2[0] == '\0')
{
send_to_char("Steal what from whom?\n\r", ch);
return;
}
if ((victim = get_char_room(ch, NULL, arg2)) == NULL)
{
send_to_char("They aren't here.\n\r", ch);
return;
}
if (victim == ch)
{
send_to_char("That's pointless.\n\r", ch);
return;
}
if (victim->shop_fun)
{
send_to_char("You must have a deathwish!.\n\r", ch);
return;
}
if (IS_IMMORTAL(victim))
{
send_to_char("Steal from an immortal are you crazy!\n\r", ch);
return;
}
if (!IS_IMMORTAL(ch))
WAIT_STATE(ch, skill_table[gsn_steal].beats);
percent = number_percent() + (IS_AWAKE(victim) ? 10 : -50);
if ((ch->level + number_range(1, 20) < victim->level)
|| (!IS_NPC(ch) && !IS_NPC(victim) && ch->level < 3)
|| (!IS_NPC(ch) && !IS_NPC(victim) && victim->level < 3)
|| (victim->position == POS_FIGHTING)
|| (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_STEAL))
|| (!IS_NPC(victim) && IS_IMMORTAL(victim))
|| (!IS_NPC(ch) && percent > ch->pcdata->learned[gsn_steal]))
{
/*
* Failure.
*/
send_to_char("Oops.\n\r", ch);
act("$n tried to steal from you.\n\r", ch, NULL, victim,
TO_VICT);
act("$n tried to steal from $N.\n\r", ch, NULL, victim,
TO_NOTVICT);
xprintf(buf, "%s is a bloody thief!", ch->name);
do_yell(victim, buf);
if (!IS_NPC(ch))
{
if (IS_NPC(victim))
{
multi_hit(victim, ch, TYPE_UNDEFINED);
}
else
{
// log_string( buf );
save_char_obj(ch);
}
}
return;
}
if (!str_cmp(arg1, "bone")
|| !str_cmp(arg1, "bones") || !str_cmp(arg1, "money"))
{
int amount;
amount = victim->bones * number_range(1, 10) / 100;
if (amount <= 0)
{
send_to_char("You couldn't get any bones.\n\r", ch);
return;
}
ch->bones += amount;
victim->bones -= amount;
if (victim->bones < 0)
victim->bones = 0;
xprintf(buf, "Bingo! You got %d bones.\n\r", amount);
send_to_char(buf, ch);
do_autosave(ch, "");
do_autosave(victim, "");
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_LOYAL)
|| IS_SET(obj->extra_flags, ITEM_INVENTORY))
{
send_to_char("You can't pry it away.\n\r", ch);
return;
}
if (ch->carry_number + 1 > can_carry_n(ch))
{
send_to_char("You have your hands full.\n\r", ch);
return;
}
if (ch->carry_weight + get_obj_weight(obj) > can_carry_w(ch))
{
send_to_char("You can't carry that much weight.\n\r", ch);
return;
}
obj_from_char(obj);
obj_to_char(obj, ch);
send_to_char("You got it!\n\r", ch);
do_autosave(ch, "");
do_autosave(victim, "");
return;
}
void do_activate(CHAR_DATA * ch, char *argument)
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
OBJ_DATA *obj2;
CHAR_DATA *victim;
CHAR_DATA *victim_next;
CHAR_DATA *mount;
CHAR_DATA *mob;
ROOM_INDEX_DATA *pRoomIndex;
argument = one_argument(argument, arg1);
argument = one_argument(argument, arg2);
if (IS_NPC(ch))
return;
if (IS_SET(ch->in_room->room_flags, ROOM_NO_OTRANS))
{
send_to_char
("A strange force is preventing the item from working.\n\r",
ch);
return;
}
if (arg1[0] == '\0')
{
send_to_char("Which item do you wish to activate?\n\r", ch);
return;
}
if ((obj = get_obj_wear(ch, arg1, TRUE)) == NULL)
{
if ((obj = get_obj_here(ch, NULL, arg1)) == NULL)
{
send_to_char("You can't find that item.\n\r", ch);
return;
}
/*
* You should only be able to use nontake items on floor
*/
if (CAN_WEAR(obj, ITEM_TAKE))
{
send_to_char("But you are not wearing it!\n\r", ch);
return;
}
}
/* if (obj == NULL || !IS_SET(obj->spectype, SITEM_ACTIVATE))
{
send_to_char("This item cannot be activated.\n\r", ch);
return;
}
*/
if (IS_SET(obj->spectype, SITEM_TARGET) && arg2[0] == '\0')
{
send_to_char("Who do you wish to activate it on?\n\r", ch);
return;
}
if (IS_SET(obj->spectype, SITEM_TARGET))
{
if ((victim = get_char_room(ch, NULL, arg2)) == NULL)
{
send_to_char("Nobody here by that name.\n\r", ch);
return;
}
}
else
victim = ch;
if (obj->chpoweruse != NULL && obj->chpoweruse != '\0'
&& str_cmp(obj->chpoweruse, "(null)"))
kavitem(obj->chpoweruse, ch, obj, NULL, TO_CHAR);
if (obj->victpoweruse != NULL && obj->victpoweruse != '\0'
&& str_cmp(obj->victpoweruse, "(null)"))
kavitem(obj->victpoweruse, ch, obj, NULL, TO_ROOM);
if (IS_SET(obj->spectype, SITEM_SPELL))
{
int castlevel = obj->level;
if (castlevel < 1)
castlevel = 1;
else if (castlevel > 60)
castlevel = 60;
obj_cast_spell(obj->specpower, castlevel, ch, victim, NULL);
if (!IS_IMMORTAL(ch))
WAIT_STATE(ch, 6);
if (IS_SET(obj->spectype, SITEM_DELAY1))
WAIT_STATE(ch, 6);
if (IS_SET(obj->spectype, SITEM_DELAY2))
WAIT_STATE(ch, 12);
return;
}
else if (IS_SET(obj->spectype, SITEM_TRANSPORTER))
{
if (obj->chpoweron != NULL && obj->chpoweron != '\0'
&& str_cmp(obj->chpoweron, "(null)"))
kavitem(obj->chpoweron, ch, obj, NULL, TO_CHAR);
if (obj->victpoweron != NULL && obj->victpoweron != '\0'
&& str_cmp(obj->victpoweron, "(null)"))
kavitem(obj->victpoweron, ch, obj, NULL, TO_ROOM);
pRoomIndex = get_room_index(obj->specpower);
obj->specpower = ch->in_room->vnum;
if (pRoomIndex == NULL)
return;
char_from_room(ch);
char_to_room(ch, pRoomIndex);
do_look(ch, "auto");
if (obj->chpoweroff != NULL && obj->chpoweroff != '\0'
&& str_cmp(obj->chpoweroff, "(null)"))
kavitem(obj->chpoweroff, ch, obj, NULL, TO_CHAR);
if (obj->victpoweroff != NULL && obj->victpoweroff != '\0'
&& str_cmp(obj->victpoweroff, "(null)"))
kavitem(obj->victpoweroff, ch, obj, NULL, TO_ROOM);
if (!IS_SET(obj->quest, QUEST_ARTIFACT)
&& (IS_SET(ch->in_room->room_flags, ROOM_NO_TELEPORT)
|| ch->in_room->vnum == 30000
|| IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
&& CAN_WEAR(obj, ITEM_TAKE))
{
send_to_char
("A powerful force hurls you from the room.\n\r",
ch);
act("$n is hurled from the room by a powerful force.",
ch, NULL, NULL, TO_ROOM);
ch->position = POS_STUNNED;
char_from_room(ch);
char_to_room(ch, get_room_index(ROOM_VNUM_TEMPLE));
act("$n appears in the room, and falls to the ground stunned.", ch, NULL, NULL, TO_ROOM);
}
if ((mount = ch->mount) == NULL)
return;
char_from_room(mount);
char_to_room(mount, ch->in_room);
do_look(mount, "auto");
return;
}
else if (IS_SET(obj->spectype, SITEM_TELEPORTER))
{
if (obj->chpoweron != NULL && obj->chpoweron != '\0'
&& str_cmp(obj->chpoweron, "(null)"))
kavitem(obj->chpoweron, ch, obj, NULL, TO_CHAR);
if (obj->victpoweron != NULL && obj->victpoweron != '\0'
&& str_cmp(obj->victpoweron, "(null)"))
kavitem(obj->victpoweron, ch, obj, NULL, TO_ROOM);
pRoomIndex = get_room_index(obj->specpower);
if (pRoomIndex == NULL)
return;
char_from_room(ch);
char_to_room(ch, pRoomIndex);
do_look(ch, "auto");
if (obj->chpoweroff != NULL && obj->chpoweroff != '\0'
&& str_cmp(obj->chpoweroff, "(null)"))
kavitem(obj->chpoweroff, ch, obj, NULL, TO_CHAR);
if (obj->victpoweroff != NULL && obj->victpoweroff != '\0'
&& str_cmp(obj->victpoweroff, "(null)"))
kavitem(obj->victpoweroff, ch, obj, NULL, TO_ROOM);
if (!IS_SET(obj->quest, QUEST_ARTIFACT) &&
(IS_SET(ch->in_room->room_flags, ROOM_NO_TELEPORT)
|| IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
&& CAN_WEAR(obj, ITEM_TAKE))
{
send_to_char
("A powerful force hurls you from the room.\n\r",
ch);
act("$n is hurled from the room by a powerful force.",
ch, NULL, NULL, TO_ROOM);
ch->position = POS_STUNNED;
char_from_room(ch);
char_to_room(ch, get_room_index(ROOM_VNUM_TEMPLE));
act("$n appears in the room, and falls to the ground stunned.", ch, NULL, NULL, TO_ROOM);
}
if ((mount = ch->mount) == NULL)
return;
char_from_room(mount);
char_to_room(mount, ch->in_room);
do_look(mount, "auto");
return;
}
else if (IS_SET(obj->spectype, SITEM_OBJECT))
{
if (get_obj_index(obj->specpower) == NULL)
return;
obj2 = create_object(get_obj_index(obj->specpower),
ch->level);
if (CAN_WEAR(obj2, ITEM_TAKE))
obj_to_char(obj2, ch);
else
obj_to_room(obj2, ch->in_room);
}
else if (IS_SET(obj->spectype, SITEM_MOBILE))
{
if (get_mob_index(obj->specpower) == NULL)
return;
mob = create_mobile(get_mob_index(obj->specpower));
char_to_room(mob, ch->in_room);
}
else if (IS_SET(obj->spectype, SITEM_ACTION))
{
interpret(ch, obj->victpoweron);
if (obj->victpoweroff != NULL
&& str_cmp(obj->victpoweroff, "(null)")
&& obj->victpoweroff != '\0')
{
for (victim = char_list; victim != NULL;
victim = victim_next)
{
victim_next = victim->next;
if (victim->in_room == NULL)
continue;
if (victim == ch)
continue;
if (victim->in_room == ch->in_room)
{
interpret(victim, obj->victpoweroff);
continue;
}
}
}
}
return;
}
void do_press(CHAR_DATA * ch, char *argument)
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
OBJ_DATA *obj2;
CHAR_DATA *victim;
CHAR_DATA *victim_next;
CHAR_DATA *mount;
CHAR_DATA *mob;
ROOM_INDEX_DATA *pRoomIndex;
argument = one_argument(argument, arg1);
argument = one_argument(argument, arg2);
if (IS_NPC(ch))
return;
if (IS_SET(ch->in_room->room_flags, ROOM_NO_OTRANS))
{
send_to_char
("A strange force is preventing the item from working.\n\r",
ch);
return;
}
if (arg1[0] == '\0')
{
send_to_char("Which item do you wish to press?\n\r", ch);
return;
}
if ((obj = get_obj_wear(ch, arg1, TRUE)) == NULL)
{
if ((obj = get_obj_here(ch, NULL, arg1)) == NULL)
{
send_to_char("You can't find that item.\n\r", ch);
return;
}
/*
* You should only be able to use nontake items on floor
*/
if (CAN_WEAR(obj, ITEM_TAKE))
{
send_to_char("But you are not wearing it!\n\r", ch);
return;
}
}
/* if (obj == NULL || !IS_SET(obj->spectype, SITEM_PRESS))
{
send_to_char("There is nothing on this item to press.\n\r",
ch);
return;
}
*/
if (IS_SET(obj->spectype, SITEM_TARGET) && arg2[0] == '\0')
{
send_to_char("Who do you wish to use it on?\n\r", ch);
return;
}
if (IS_SET(obj->spectype, SITEM_TARGET))
{
if ((victim = get_char_room(ch, NULL, arg2)) == NULL)
{
send_to_char("Nobody here by that name.\n\r", ch);
return;
}
}
else
victim = ch;
if (obj->chpoweruse != NULL && obj->chpoweruse != '\0'
&& str_cmp(obj->chpoweruse, "(null)"))
kavitem(obj->chpoweruse, ch, obj, NULL, TO_CHAR);
if (obj->victpoweruse != NULL && obj->victpoweruse != '\0'
&& str_cmp(obj->victpoweruse, "(null)"))
kavitem(obj->victpoweruse, ch, obj, NULL, TO_ROOM);
if (IS_SET(obj->spectype, SITEM_SPELL))
{
int castlevel = obj->level;
if (castlevel < 1)
castlevel = 1;
else if (castlevel > 60)
castlevel = 60;
obj_cast_spell(obj->specpower, castlevel, ch, victim, NULL);
if (!IS_IMMORTAL(ch))
WAIT_STATE(ch, 6);
if (IS_SET(obj->spectype, SITEM_DELAY1))
{
if (!IS_IMMORTAL(ch))
WAIT_STATE(ch, 6);
}
if (IS_SET(obj->spectype, SITEM_DELAY2))
{
if (!IS_IMMORTAL(ch))
WAIT_STATE(ch, 12);
}
return;
}
else if (IS_SET(obj->spectype, SITEM_TRANSPORTER))
{
if (obj->chpoweron != NULL && obj->chpoweron != '\0'
&& str_cmp(obj->chpoweron, "(null)"))
kavitem(obj->chpoweron, ch, obj, NULL, TO_CHAR);
if (obj->victpoweron != NULL && obj->victpoweron != '\0'
&& str_cmp(obj->victpoweron, "(null)"))
kavitem(obj->victpoweron, ch, obj, NULL, TO_ROOM);
pRoomIndex = get_room_index(obj->specpower);
obj->specpower = ch->in_room->vnum;
if (pRoomIndex == NULL)
return;
char_from_room(ch);
char_to_room(ch, pRoomIndex);
do_look(ch, "auto");
if (obj->chpoweroff != NULL && obj->chpoweroff != '\0'
&& str_cmp(obj->chpoweroff, "(null)"))
kavitem(obj->chpoweroff, ch, obj, NULL, TO_CHAR);
if (obj->victpoweroff != NULL && obj->victpoweroff != '\0'
&& str_cmp(obj->victpoweroff, "(null)"))
kavitem(obj->victpoweroff, ch, obj, NULL, TO_ROOM);
if (!IS_SET(obj->quest, QUEST_ARTIFACT) &&
(IS_SET(ch->in_room->room_flags, ROOM_NO_TELEPORT)
|| IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
&& CAN_WEAR(obj, ITEM_TAKE))
{
send_to_char
("A powerful force hurls you from the room.\n\r",
ch);
act("$n is hurled from the room by a powerful force.",
ch, NULL, NULL, TO_ROOM);
ch->position = POS_STUNNED;
char_from_room(ch);
char_to_room(ch, get_room_index(ROOM_VNUM_TEMPLE));
act("$n appears in the room, and falls to the ground stunned.", ch, NULL, NULL, TO_ROOM);
}
if ((mount = ch->mount) == NULL)
return;
char_from_room(mount);
char_to_room(mount, ch->in_room);
do_look(mount, "auto");
return;
}
else if (IS_SET(obj->spectype, SITEM_TELEPORTER))
{
if (obj->chpoweron != NULL && obj->chpoweron != '\0'
&& str_cmp(obj->chpoweron, "(null)"))
kavitem(obj->chpoweron, ch, obj, NULL, TO_CHAR);
if (obj->victpoweron != NULL && obj->victpoweron != '\0'
&& str_cmp(obj->victpoweron, "(null)"))
kavitem(obj->victpoweron, ch, obj, NULL, TO_ROOM);
pRoomIndex = get_room_index(obj->specpower);
if (pRoomIndex == NULL)
return;
char_from_room(ch);
char_to_room(ch, pRoomIndex);
do_look(ch, "auto");
if (obj->chpoweroff != NULL && obj->chpoweroff != '\0'
&& str_cmp(obj->chpoweroff, "(null)"))
kavitem(obj->chpoweroff, ch, obj, NULL, TO_CHAR);
if (obj->victpoweroff != NULL && obj->victpoweroff != '\0'
&& str_cmp(obj->victpoweroff, "(null)"))
kavitem(obj->victpoweroff, ch, obj, NULL, TO_ROOM);
if (!IS_SET(obj->quest, QUEST_ARTIFACT) &&
(IS_SET(ch->in_room->room_flags, ROOM_NO_TELEPORT)
|| IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
&& CAN_WEAR(obj, ITEM_TAKE))
{
send_to_char
("A powerful force hurls you from the room.\n\r",
ch);
act("$n is hurled from the room by a powerful force.",
ch, NULL, NULL, TO_ROOM);
ch->position = POS_STUNNED;
char_from_room(ch);
char_to_room(ch, get_room_index(ROOM_VNUM_TEMPLE));
act("$n appears in the room, and falls to the ground stunned.", ch, NULL, NULL, TO_ROOM);
}
if ((mount = ch->mount) == NULL)
return;
char_from_room(mount);
char_to_room(mount, ch->in_room);
do_look(mount, "auto");
return;
}
else if (IS_SET(obj->spectype, SITEM_OBJECT))
{
if (get_obj_index(obj->specpower) == NULL)
return;
obj2 = create_object(get_obj_index(obj->specpower),
ch->level);
if (CAN_WEAR(obj2, ITEM_TAKE))
obj_to_char(obj2, ch);
else
obj_to_room(obj2, ch->in_room);
}
else if (IS_SET(obj->spectype, SITEM_MOBILE))
{
if (get_mob_index(obj->specpower) == NULL)
return;
mob = create_mobile(get_mob_index(obj->specpower));
char_to_room(mob, ch->in_room);
}
else if (IS_SET(obj->spectype, SITEM_ACTION))
{
interpret(ch, obj->victpoweron);
if (obj->victpoweroff != NULL
&& str_cmp(obj->victpoweroff, "(null)")
&& obj->victpoweroff != '\0')
{
for (victim = char_list; victim != NULL;
victim = victim_next)
{
victim_next = victim->next;
if (victim->in_room == NULL)
continue;
if (victim == ch)
continue;
if (victim->in_room == ch->in_room)
{
interpret(victim, obj->victpoweroff);
continue;
}
}
}
}
return;
}
void do_twist(CHAR_DATA * ch, char *argument)
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
OBJ_DATA *obj2;
CHAR_DATA *victim;
CHAR_DATA *victim_next;
CHAR_DATA *mount;
CHAR_DATA *mob;
ROOM_INDEX_DATA *pRoomIndex;
argument = one_argument(argument, arg1);
argument = one_argument(argument, arg2);
if (IS_NPC(ch))
return;
if (IS_SET(ch->in_room->room_flags, ROOM_NO_OTRANS))
{
send_to_char
("A strange force is preventing the item from working.\n\r",
ch);
return;
}
if (arg1[0] == '\0')
{
send_to_char("Which item do you wish to twist?\n\r", ch);
return;
}
if ((obj = get_obj_wear(ch, arg1, TRUE)) == NULL)
{
if ((obj = get_obj_here(ch, NULL, arg1)) == NULL)
{
send_to_char("You can't find that item.\n\r", ch);
return;
}
/*
* You should only be able to use nontake items on floor
*/
if (CAN_WEAR(obj, ITEM_TAKE))
{
send_to_char("But you are not wearing it!\n\r", ch);
return;
}
}
/* if (obj == NULL || !IS_SET(obj->spectype, SITEM_TWIST))
{
send_to_char("This item cannot be twisted.\n\r", ch);
return;
}
*/
if (IS_SET(obj->spectype, SITEM_TARGET) && arg2[0] == '\0')
{
send_to_char("Who do you wish to use it on?\n\r", ch);
return;
}
if (IS_SET(obj->spectype, SITEM_TARGET))
{
if ((victim = get_char_room(ch, NULL, arg2)) == NULL)
{
send_to_char("Nobody here by that name.\n\r", ch);
return;
}
}
else
victim = ch;
if (obj->chpoweruse != NULL && obj->chpoweruse != '\0'
&& str_cmp(obj->chpoweruse, "(null)"))
kavitem(obj->chpoweruse, ch, obj, NULL, TO_CHAR);
if (obj->victpoweruse != NULL && obj->victpoweruse != '\0'
&& str_cmp(obj->victpoweruse, "(null)"))
kavitem(obj->victpoweruse, ch, obj, NULL, TO_ROOM);
if (IS_SET(obj->spectype, SITEM_SPELL))
{
int castlevel = obj->level;
if (castlevel < 1)
castlevel = 1;
else if (castlevel > 60)
castlevel = 60;
obj_cast_spell(obj->specpower, castlevel, ch, victim, NULL);
if (!IS_IMMORTAL(ch))
WAIT_STATE(ch, 6);
if (IS_SET(obj->spectype, SITEM_DELAY1))
{
if (!IS_IMMORTAL(ch))
WAIT_STATE(ch, 6);
}
if (IS_SET(obj->spectype, SITEM_DELAY2))
{
if (!IS_IMMORTAL(ch))
WAIT_STATE(ch, 12);
}
return;
}
else if (IS_SET(obj->spectype, SITEM_TRANSPORTER))
{
if (obj->chpoweron != NULL && obj->chpoweron != '\0'
&& str_cmp(obj->chpoweron, "(null)"))
kavitem(obj->chpoweron, ch, obj, NULL, TO_CHAR);
if (obj->victpoweron != NULL && obj->victpoweron != '\0'
&& str_cmp(obj->victpoweron, "(null)"))
kavitem(obj->victpoweron, ch, obj, NULL, TO_ROOM);
pRoomIndex = get_room_index(obj->specpower);
obj->specpower = ch->in_room->vnum;
if (pRoomIndex == NULL)
return;
char_from_room(ch);
char_to_room(ch, pRoomIndex);
do_look(ch, "auto");
if (obj->chpoweroff != NULL && obj->chpoweroff != '\0'
&& str_cmp(obj->chpoweroff, "(null)"))
kavitem(obj->chpoweroff, ch, obj, NULL, TO_CHAR);
if (obj->victpoweroff != NULL && obj->victpoweroff != '\0'
&& str_cmp(obj->victpoweroff, "(null)"))
kavitem(obj->victpoweroff, ch, obj, NULL, TO_ROOM);
if (!IS_SET(obj->quest, QUEST_ARTIFACT) &&
(IS_SET(ch->in_room->room_flags, ROOM_NO_TELEPORT)
|| IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
&& CAN_WEAR(obj, ITEM_TAKE))
{
send_to_char
("A powerful force hurls you from the room.\n\r",
ch);
act("$n is hurled from the room by a powerful force.",
ch, NULL, NULL, TO_ROOM);
ch->position = POS_STUNNED;
char_from_room(ch);
char_to_room(ch, get_room_index(ROOM_VNUM_TEMPLE));
act("$n appears in the room, and falls to the ground stunned.", ch, NULL, NULL, TO_ROOM);
}
if ((mount = ch->mount) == NULL)
return;
char_from_room(mount);
char_to_room(mount, ch->in_room);
do_look(mount, "auto");
return;
}
else if (IS_SET(obj->spectype, SITEM_TELEPORTER))
{
if (obj->chpoweron != NULL && obj->chpoweron != '\0'
&& str_cmp(obj->chpoweron, "(null)"))
kavitem(obj->chpoweron, ch, obj, NULL, TO_CHAR);
if (obj->victpoweron != NULL && obj->victpoweron != '\0'
&& str_cmp(obj->victpoweron, "(null)"))
kavitem(obj->victpoweron, ch, obj, NULL, TO_ROOM);
pRoomIndex = get_room_index(obj->specpower);
if (pRoomIndex == NULL)
return;
char_from_room(ch);
char_to_room(ch, pRoomIndex);
do_look(ch, "auto");
if (obj->chpoweroff != NULL && obj->chpoweroff != '\0'
&& str_cmp(obj->chpoweroff, "(null)"))
kavitem(obj->chpoweroff, ch, obj, NULL, TO_CHAR);
if (obj->victpoweroff != NULL && obj->victpoweroff != '\0'
&& str_cmp(obj->victpoweroff, "(null)"))
kavitem(obj->victpoweroff, ch, obj, NULL, TO_ROOM);
if (!IS_SET(obj->quest, QUEST_ARTIFACT) &&
(IS_SET(ch->in_room->room_flags, ROOM_NO_TELEPORT)
|| IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
&& CAN_WEAR(obj, ITEM_TAKE))
{
send_to_char
("A powerful force hurls you from the room.\n\r",
ch);
act("$n is hurled from the room by a powerful force.",
ch, NULL, NULL, TO_ROOM);
ch->position = POS_STUNNED;
char_from_room(ch);
char_to_room(ch, get_room_index(ROOM_VNUM_TEMPLE));
act("$n appears in the room, and falls to the ground stunned.", ch, NULL, NULL, TO_ROOM);
}
if ((mount = ch->mount) == NULL)
return;
char_from_room(mount);
char_to_room(mount, ch->in_room);
do_look(mount, "auto");
return;
}
else if (IS_SET(obj->spectype, SITEM_OBJECT))
{
if (get_obj_index(obj->specpower) == NULL)
return;
obj2 = create_object(get_obj_index(obj->specpower),
ch->level);
if (CAN_WEAR(obj2, ITEM_TAKE))
obj_to_char(obj2, ch);
else
obj_to_room(obj2, ch->in_room);
}
else if (IS_SET(obj->spectype, SITEM_MOBILE))
{
if (get_mob_index(obj->specpower) == NULL)
return;
mob = create_mobile(get_mob_index(obj->specpower));
char_to_room(mob, ch->in_room);
}
else if (IS_SET(obj->spectype, SITEM_ACTION))
{
interpret(ch, obj->victpoweron);
if (obj->victpoweroff != NULL
&& str_cmp(obj->victpoweroff, "(null)")
&& obj->victpoweroff != '\0')
{
for (victim = char_list; victim != NULL;
victim = victim_next)
{
victim_next = victim->next;
if (victim->in_room == NULL)
continue;
if (victim == ch)
continue;
if (victim->in_room == ch->in_room)
{
interpret(victim, obj->victpoweroff);
continue;
}
}
}
}
return;
}
void do_pull(CHAR_DATA * ch, char *argument)
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
OBJ_DATA *obj2;
CHAR_DATA *victim;
CHAR_DATA *victim_next;
CHAR_DATA *mount;
CHAR_DATA *mob;
ROOM_INDEX_DATA *pRoomIndex;
argument = one_argument(argument, arg1);
argument = one_argument(argument, arg2);
if (IS_NPC(ch))
return;
if (IS_SET(ch->in_room->room_flags, ROOM_NO_OTRANS))
{
send_to_char
("A strange force is preventing the item from working.\n\r",
ch);
return;
}
if (arg1[0] == '\0')
{
send_to_char("What do you wish to pull?\n\r", ch);
return;
}
if ((obj = get_obj_wear(ch, arg1, TRUE)) == NULL)
{
if ((obj = get_obj_here(ch, NULL, arg1)) == NULL)
{
send_to_char("You can't find that item.\n\r", ch);
return;
}
/*
* You should only be able to use nontake items on floor
*/
if (CAN_WEAR(obj, ITEM_TAKE))
{
send_to_char("But you are not wearing it!\n\r", ch);
return;
}
}
/* if (obj == NULL || !IS_SET(obj->spectype, SITEM_PULL))
{
send_to_char("This item cannot be pulled.\n\r", ch);
return;
}*/
if (IS_SET(obj->spectype, SITEM_TARGET) && arg2[0] == '\0')
{
send_to_char("Who do you wish to use it on?\n\r", ch);
return;
}
if (IS_SET(obj->spectype, SITEM_TARGET))
{
if ((victim = get_char_room(ch, NULL, arg2)) == NULL)
{
send_to_char("Nobody here by that name.\n\r", ch);
return;
}
}
else
victim = ch;
if (obj->chpoweruse != NULL && obj->chpoweruse != '\0'
&& str_cmp(obj->chpoweruse, "(null)"))
kavitem(obj->chpoweruse, ch, obj, NULL, TO_CHAR);
if (obj->victpoweruse != NULL && obj->victpoweruse != '\0'
&& str_cmp(obj->victpoweruse, "(null)"))
kavitem(obj->victpoweruse, ch, obj, NULL, TO_ROOM);
if (IS_SET(obj->spectype, SITEM_SPELL))
{
int castlevel = obj->level;
if (castlevel < 1)
castlevel = 1;
else if (castlevel > 60)
castlevel = 60;
obj_cast_spell(obj->specpower, castlevel, ch, victim, NULL);
if (!IS_IMMORTAL(ch))
WAIT_STATE(ch, 6);
if (IS_SET(obj->spectype, SITEM_DELAY1))
{
if (!IS_IMMORTAL(ch))
WAIT_STATE(ch, 6);
}
if (IS_SET(obj->spectype, SITEM_DELAY2))
{
if (!IS_IMMORTAL(ch))
WAIT_STATE(ch, 12);
}
return;
}
else if (IS_SET(obj->spectype, SITEM_TRANSPORTER))
{
if (obj->chpoweron != NULL && obj->chpoweron != '\0'
&& str_cmp(obj->chpoweron, "(null)"))
kavitem(obj->chpoweron, ch, obj, NULL, TO_CHAR);
if (obj->victpoweron != NULL && obj->victpoweron != '\0'
&& str_cmp(obj->victpoweron, "(null)"))
kavitem(obj->victpoweron, ch, obj, NULL, TO_ROOM);
pRoomIndex = get_room_index(obj->specpower);
obj->specpower = ch->in_room->vnum;
if (pRoomIndex == NULL)
return;
char_from_room(ch);
char_to_room(ch, pRoomIndex);
do_look(ch, "auto");
if (obj->chpoweroff != NULL && obj->chpoweroff != '\0'
&& str_cmp(obj->chpoweroff, "(null)"))
kavitem(obj->chpoweroff, ch, obj, NULL, TO_CHAR);
if (obj->victpoweroff != NULL && obj->victpoweroff != '\0'
&& str_cmp(obj->victpoweroff, "(null)"))
kavitem(obj->victpoweroff, ch, obj, NULL, TO_ROOM);
if (!IS_SET(obj->quest, QUEST_ARTIFACT) &&
(IS_SET(ch->in_room->room_flags, ROOM_NO_TELEPORT)
|| IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
&& CAN_WEAR(obj, ITEM_TAKE))
{
send_to_char
("A powerful force hurls you from the room.\n\r",
ch);
act("$n is hurled from the room by a powerful force.",
ch, NULL, NULL, TO_ROOM);
ch->position = POS_STUNNED;
char_from_room(ch);
char_to_room(ch, get_room_index(ROOM_VNUM_TEMPLE));
act("$n appears in the room, and falls to the ground stunned.", ch, NULL, NULL, TO_ROOM);
}
if ((mount = ch->mount) == NULL)
return;
char_from_room(mount);
char_to_room(mount, ch->in_room);
do_look(mount, "auto");
return;
}
else if (IS_SET(obj->spectype, SITEM_TELEPORTER))
{
if (obj->chpoweron != NULL && obj->chpoweron != '\0'
&& str_cmp(obj->chpoweron, "(null)"))
kavitem(obj->chpoweron, ch, obj, NULL, TO_CHAR);
if (obj->victpoweron != NULL && obj->victpoweron != '\0'
&& str_cmp(obj->victpoweron, "(null)"))
kavitem(obj->victpoweron, ch, obj, NULL, TO_ROOM);
pRoomIndex = get_room_index(obj->specpower);
if (pRoomIndex == NULL)
return;
char_from_room(ch);
char_to_room(ch, pRoomIndex);
do_look(ch, "auto");
if (obj->chpoweroff != NULL && obj->chpoweroff != '\0'
&& str_cmp(obj->chpoweroff, "(null)"))
kavitem(obj->chpoweroff, ch, obj, NULL, TO_CHAR);
if (obj->victpoweroff != NULL && obj->victpoweroff != '\0'
&& str_cmp(obj->victpoweroff, "(null)"))
kavitem(obj->victpoweroff, ch, obj, NULL, TO_ROOM);
if (!IS_SET(obj->quest, QUEST_ARTIFACT) &&
(IS_SET(ch->in_room->room_flags, ROOM_NO_TELEPORT)
|| IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
&& CAN_WEAR(obj, ITEM_TAKE))
{
send_to_char
("A powerful force hurls you from the room.\n\r",
ch);
act("$n is hurled from the room by a powerful force.",
ch, NULL, NULL, TO_ROOM);
ch->position = POS_STUNNED;
char_from_room(ch);
char_to_room(ch, get_room_index(ROOM_VNUM_TEMPLE));
act("$n appears in the room, and falls to the ground stunned.", ch, NULL, NULL, TO_ROOM);
}
if ((mount = ch->mount) == NULL)
return;
char_from_room(mount);
char_to_room(mount, ch->in_room);
do_look(mount, "auto");
return;
}
else if (IS_SET(obj->spectype, SITEM_OBJECT))
{
if (get_obj_index(obj->specpower) == NULL)
return;
obj2 = create_object(get_obj_index(obj->specpower),
ch->level);
if (CAN_WEAR(obj2, ITEM_TAKE))
obj_to_char(obj2, ch);
else
obj_to_room(obj2, ch->in_room);
}
else if (IS_SET(obj->spectype, SITEM_MOBILE))
{
if (get_mob_index(obj->specpower) == NULL)
return;
mob = create_mobile(get_mob_index(obj->specpower));
char_to_room(mob, ch->in_room);
}
else if (IS_SET(obj->spectype, SITEM_ACTION))
{
interpret(ch, obj->victpoweron);
if (obj->victpoweroff != NULL
&& str_cmp(obj->victpoweroff, "(null)")
&& obj->victpoweroff != '\0')
{
for (victim = char_list; victim != NULL;
victim = victim_next)
{
victim_next = victim->next;
if (victim->in_room == NULL)
continue;
if (victim == ch)
continue;
if (victim->in_room == ch->in_room)
{
interpret(victim, obj->victpoweroff);
continue;
}
}
}
}
return;
}
bool is_ok_to_wear(CHAR_DATA * ch, bool wolf_ok, char *argument)
{
char arg[MAX_INPUT_LENGTH];
int count;
argument = one_argument(argument, arg);
if (!str_cmp(arg, "head"))
{
if (IS_HEAD(ch, LOST_HEAD))
return FALSE;
}
else if (!str_cmp(arg, "face"))
{
if (IS_HEAD(ch, LOST_HEAD))
return FALSE;
}
else if (!str_cmp(arg, "left_hand"))
{
if (!IS_NPC(ch) && IS_SET(ch->special, SPC_WOLFMAN)
&& !wolf_ok && !IS_CLASS(ch, CLASS_VAMPIRE))
return FALSE;
if (IS_ARM_L(ch, LOST_ARM))
return FALSE;
else if (IS_ARM_L(ch, BROKEN_ARM))
return FALSE;
else if (IS_ARM_L(ch, LOST_HAND))
return FALSE;
else if (IS_ARM_L(ch, BROKEN_THUMB))
return FALSE;
else if (IS_ARM_L(ch, LOST_THUMB))
return FALSE;
count = 0;
if (IS_ARM_L(ch, LOST_FINGER_I)
|| IS_ARM_L(ch, BROKEN_FINGER_I))
count += 1;
if (IS_ARM_L(ch, LOST_FINGER_M)
|| IS_ARM_L(ch, BROKEN_FINGER_M))
count += 1;
if (IS_ARM_L(ch, LOST_FINGER_R)
|| IS_ARM_L(ch, BROKEN_FINGER_R))
count += 1;
if (IS_ARM_L(ch, LOST_FINGER_L)
|| IS_ARM_L(ch, BROKEN_FINGER_L))
count += 1;
if (count > 2)
return FALSE;
}
else if (!str_cmp(arg, "right_hand"))
{
if (!IS_NPC(ch) && IS_SET(ch->special, SPC_WOLFMAN)
&& !wolf_ok && !IS_CLASS(ch, CLASS_VAMPIRE))
return FALSE;
if (IS_ARM_R(ch, LOST_ARM))
return FALSE;
else if (IS_ARM_R(ch, BROKEN_ARM))
return FALSE;
else if (IS_ARM_R(ch, LOST_HAND))
return FALSE;
else if (IS_ARM_R(ch, BROKEN_THUMB))
return FALSE;
else if (IS_ARM_R(ch, LOST_THUMB))
return FALSE;
count = 0;
if (IS_ARM_R(ch, LOST_FINGER_I)
|| IS_ARM_R(ch, BROKEN_FINGER_I))
count += 1;
if (IS_ARM_R(ch, LOST_FINGER_M)
|| IS_ARM_R(ch, BROKEN_FINGER_M))
count += 1;
if (IS_ARM_R(ch, LOST_FINGER_R)
|| IS_ARM_R(ch, BROKEN_FINGER_R))
count += 1;
if (IS_ARM_R(ch, LOST_FINGER_L)
|| IS_ARM_R(ch, BROKEN_FINGER_L))
count += 1;
if (count > 2)
return FALSE;
}
else if (!str_cmp(arg, "third_hand"))
{
if (!IS_SET(ch->newbits, THIRD_HAND))
return FALSE;
if (!IS_NPC(ch) && IS_SET(ch->special, SPC_WOLFMAN)
&& !wolf_ok && !IS_CLASS(ch, CLASS_VAMPIRE))
return FALSE;
}
else if (!str_cmp(arg, "fourth_hand"))
{
if (!IS_SET(ch->newbits, FOURTH_HAND))
return FALSE;
if (!IS_NPC(ch) && IS_SET(ch->special, SPC_WOLFMAN)
&& !wolf_ok && !IS_CLASS(ch, CLASS_VAMPIRE))
return FALSE;
}
else if (!str_cmp(arg, "left_wrist"))
{
if (IS_ARM_L(ch, LOST_ARM))
return FALSE;
else if (IS_ARM_L(ch, LOST_HAND))
return FALSE;
}
else if (!str_cmp(arg, "right_wrist"))
{
if (IS_ARM_R(ch, LOST_ARM))
return FALSE;
else if (IS_ARM_R(ch, LOST_HAND))
return FALSE;
}
else if (!str_cmp(arg, "left_finger"))
{
if (IS_ARM_L(ch, LOST_ARM))
return FALSE;
else if (IS_ARM_L(ch, LOST_HAND))
return FALSE;
else if (IS_ARM_L(ch, LOST_FINGER_R))
return FALSE;
}
else if (!str_cmp(arg, "right_finger"))
{
if (IS_ARM_R(ch, LOST_ARM))
return FALSE;
else if (IS_ARM_R(ch, LOST_HAND))
return FALSE;
else if (IS_ARM_R(ch, LOST_FINGER_R))
return FALSE;
}
else if (!str_cmp(arg, "arms"))
{
if (IS_ARM_L(ch, LOST_ARM) && IS_ARM_R(ch, LOST_ARM))
return FALSE;
}
else if (!str_cmp(arg, "hands"))
{
if (IS_ARM_L(ch, LOST_ARM) && IS_ARM_R(ch, LOST_ARM))
return FALSE;
if (IS_ARM_L(ch, LOST_HAND) || IS_ARM_R(ch, LOST_HAND))
return FALSE;
}
else if (!str_cmp(arg, "legs"))
{
if (IS_LEG_L(ch, LOST_LEG) && IS_LEG_R(ch, LOST_LEG))
return FALSE;
}
else if (!str_cmp(arg, "feet"))
{
if (IS_LEG_L(ch, LOST_LEG) && IS_LEG_R(ch, LOST_LEG))
return FALSE;
if (IS_LEG_L(ch, LOST_FOOT) || IS_LEG_R(ch, LOST_FOOT))
return FALSE;
}
return TRUE;
}
void do_sheath(CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
one_argument(argument, arg);
if (arg[0] == '\0')
send_to_char("Which hand, left or right?\n\r", ch);
else if (!str_cmp(arg, "all") || !str_cmp(arg, "both"))
{
sheath(ch, TRUE);
sheath(ch, FALSE);
}
else if (!str_cmp(arg, "l") || !str_cmp(arg, "left"))
sheath(ch, FALSE);
else if (!str_cmp(arg, "r") || !str_cmp(arg, "right"))
sheath(ch, TRUE);
else
send_to_char("Which hand, left or right?\n\r", ch);
return;
}
void do_draw(CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
one_argument(argument, arg);
if (arg[0] == '\0')
send_to_char("Which hand, left or right?\n\r", ch);
else if (!str_cmp(arg, "all") || !str_cmp(arg, "both"))
{
if (IS_ARM_L(ch, LOST_ARM) || IS_ARM_R(ch, LOST_ARM))
{
send_to_char("You don't have both of your arms.\n\r",
ch);
return;
}
draw(ch, TRUE);
draw(ch, FALSE);
}
else if (!str_cmp(arg, "l") || !str_cmp(arg, "left"))
{
if (IS_ARM_L(ch, LOST_ARM))
{
send_to_char("You have lost your left arm.\n\r", ch);
return;
}
draw(ch, FALSE);
}
else if (!str_cmp(arg, "r") || !str_cmp(arg, "right"))
{
if (IS_ARM_R(ch, LOST_ARM))
{
send_to_char("You have lost your right arm.\n\r", ch);
return;
}
draw(ch, TRUE);
}
else
send_to_char("Which hand, left or right?\n\r", ch);
return;
}
void sheath(CHAR_DATA * ch, bool right)
{
OBJ_DATA *obj;
OBJ_DATA *obj2;
int scabbard;
int sn;
if (right)
{
scabbard = WEAR_SCABBARD_R;
if ((obj = get_eq_char(ch, WEAR_WIELD)) == NULL)
{
send_to_char
("You are not holding anything in your right hand.\n\r",
ch);
return;
}
else if ((obj2 = get_eq_char(ch, scabbard)) != NULL)
{
act("You already have $p in your right scabbard.", ch,
obj2, NULL, TO_CHAR);
return;
}
act("You slide $p into your right scabbard.", ch, obj, NULL,
TO_CHAR);
act("$n slides $p into $s right scabbard.", ch, obj, NULL,
TO_ROOM);
}
else
{
scabbard = WEAR_SCABBARD_L;
if ((obj = get_eq_char(ch, WEAR_HOLD)) == NULL)
{
send_to_char
("You are not holding anything in your left hand.\n\r",
ch);
return;
}
else if ((obj2 = get_eq_char(ch, scabbard)) != NULL)
{
act("You already have $p in your left scabbard.", ch,
obj2, NULL, TO_CHAR);
return;
}
act("You slide $p into your left scabbard.", ch, obj, NULL,
TO_CHAR);
act("$n slides $p into $s left scabbard.", ch, obj, NULL,
TO_ROOM);
}
if (obj->item_type == ITEM_ARMOR)
sn = obj->value[3];
else
sn = obj->value[0] / 1000;
if (sn == 25)
{
stc("You can't sheath a rage weapon.\n\r", ch);
return;
}
if (obj->item_type != ITEM_WEAPON)
{
act("$p is not a weapon.", ch, obj, NULL, TO_CHAR);
return;
}
unequip_char(ch, obj);
obj->wear_loc = scabbard;
return;
}
void draw(CHAR_DATA * ch, bool right)
{
OBJ_DATA *obj;
OBJ_DATA *obj2;
int scabbard;
int worn;
if (right)
{
scabbard = WEAR_SCABBARD_R;
worn = WEAR_WIELD;
if ((obj = get_eq_char(ch, scabbard)) == NULL)
{
send_to_char("Your right scabbard is empty.\n\r", ch);
return;
}
else if ((obj2 = get_eq_char(ch, WEAR_WIELD)) != NULL)
{
act("You already have $p in your right hand.", ch,
obj2, NULL, TO_CHAR);
return;
}
act("You draw $p from your right scabbard.", ch, obj, NULL,
TO_CHAR);
act("$n draws $p from $s right scabbard.", ch, obj, NULL,
TO_ROOM);
}
else
{
scabbard = WEAR_SCABBARD_L;
worn = WEAR_HOLD;
if ((obj = get_eq_char(ch, scabbard)) == NULL)
{
send_to_char("Your left scabbard is empty.\n\r", ch);
return;
}
else if ((obj2 = get_eq_char(ch, WEAR_HOLD)) != NULL)
{
act("You already have $p in your left hand.", ch,
obj2, NULL, TO_CHAR);
return;
}
act("You draw $p from your left scabbard.", ch, obj, NULL,
TO_CHAR);
act("$n draws $p from $s left scabbard.", ch, obj, NULL,
TO_ROOM);
}
obj->wear_loc = -1;
equip_char(ch, obj, worn);
return;
}
void do_thirdeye(CHAR_DATA * ch, char *argument)
{
CHAR_DATA *victim;
DESCRIPTOR_DATA *d;
char buf[MAX_STRING_LENGTH];
if (IS_NPC(ch))
return;
if (!IS_ITEMAFF(ch, ITEMA_AFFEYE))
{
send_to_char("Huh?\n\r", ch);
return;
}
send_to_char
("#CYou experience the world through your third eye.#n\n\r",
ch);
for (d = descriptor_list; d != NULL; d = d->next)
{
if (d->connected != CON_PLAYING)
continue;
if ((victim = d->character) == NULL)
continue;
if (IS_NPC(victim) || victim->in_room == NULL)
continue;
if (victim == ch)
continue;
if (!can_see(ch, victim))
continue;
if (victim->level > 6)
continue;
xprintf(buf, "#n%-14s - %s\n\r", victim->name,
victim->in_room->name);
send_to_char(buf, ch);
}
}
void do_connect(CHAR_DATA * ch, char *argument)
{
OBJ_DATA *first_ob;
OBJ_DATA *second_ob;
OBJ_DATA *new_ob;
char arg1[MAX_STRING_LENGTH], arg2[MAX_STRING_LENGTH];
char buf[MAX_STRING_LENGTH];
argument = one_argument(argument, arg1);
argument = one_argument(argument, arg2);
if (arg1[0] == '\0' || arg2[0] == '\0')
{
send_to_char("Syntax: Connect <firstobj> <secondobj>.\n\r",
ch);
return;
}
if ((first_ob = get_obj_carry(ch, arg1, ch)) == NULL)
{
xprintf(buf, "You must be holding both parts!!\n\r");
send_to_char(buf, ch);
return;
}
if ((second_ob = get_obj_carry(ch, arg2, ch)) == NULL)
{
xprintf(buf, "You must be holding both parts!!\n\r");
send_to_char(buf, ch);
return;
}
if (first_ob->item_type != ITEM_PIECE
|| second_ob->item_type != ITEM_PIECE)
{
send_to_char("Both items must be pieces of another item!\n\r",
ch);
return;
}
/*
* check for bad pieces
*/
if (first_ob->value[2] == 0)
{
xprintf(buf,
"Piece Object %d does not have a valid v2 value\n\r",
first_ob->pIndexData->vnum);
bug(buf, 0);
xprintf(buf, "Your obj %s has a bad value, tell an imm.\n\r",
first_ob->name);
send_to_char(buf, ch);
return;
}
if (second_ob->value[2] == 0)
{
xprintf(buf,
"Piece Object %d does not have a valid v2 value\n\r",
second_ob->pIndexData->vnum);
bug(buf, 0);
xprintf(buf, "Your obj %s has a bad value, tell an imm.\n\r",
second_ob->name);
send_to_char(buf, ch);
return;
}
/*
* check to see if the pieces connect
*/
if ((first_ob->value[0] == second_ob->pIndexData->vnum)
|| (first_ob->value[1] == second_ob->pIndexData->vnum)
|| (second_ob->value[0] == first_ob->pIndexData->vnum)
|| (second_ob->value[1] == first_ob->pIndexData->vnum))
/*
* good connection
*/
{
new_ob = create_object(get_obj_index(first_ob->value[2]),
ch->level);
extract_obj(first_ob);
extract_obj(second_ob);
obj_to_char(new_ob, ch);
act("$n jiggles some pieces together...\r\n ...suddenly they snap in place, creating $p!", ch, new_ob, NULL, TO_ROOM);
act("You jiggle the pieces together...\r\n ...suddenly they snap into place, creating $p!", ch, new_ob, NULL, TO_CHAR);
}
else
{
act("$n jiggles some pieces together, but can't seem to make them connect.", ch, NULL, NULL, TO_ROOM);
act("You try to fit them together every which way, but they just don't want to fit together.", ch, NULL, NULL, TO_CHAR);
return;
}
return;
}
/*
void do_claim(CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
one_argument(argument, arg);
if (IS_NPC(ch))
{
send_to_char("Not while switched.\n\r", ch);
return;
}
if (ch->exp < 500)
{
send_to_char
("It costs 500 exp to claim ownership of an item.\n\r",
ch);
return;
}
if (arg[0] == '\0')
{
send_to_char
("What object do you wish to claim ownership of?\n\r",
ch);
return;
}
if ((obj = get_obj_carry(ch, arg, ch)) == NULL)
{
send_to_char("You are not carrying that item.\n\r", ch);
return;
}
if (IS_OBJ_STAT(obj, ITEM_NOCLAIM))
{
send_to_char("You cannot claim this item.\n\r", ch);
return;
}
if (obj->item_type == ITEM_QUEST || obj->item_type == ITEM_AMMO ||
obj->item_type == ITEM_EGG || obj->item_type == ITEM_VOODOO ||
obj->item_type == ITEM_MONEY || obj->item_type == ITEM_TREASURE
|| obj->item_type == ITEM_PAGE
|| IS_SET(obj->quest, QUEST_ARTIFACT))
{
send_to_char("You cannot claim that item.\n\r", ch);
return;
}
else if (obj->chobj != NULL && !IS_NPC(obj->chobj)
&& obj->chobj->pcdata->obj_vnum != 0)
{
send_to_char("You cannot claim that item.\n\r", ch);
return;
}
if (obj->ownerid != 0)
{
if (obj->ownerid == ch->pcdata->playerid)
send_to_char("But you already own it.\n\r", ch);
else
send_to_char("Someone else already own it.\n\r", ch);
return;
}
if (obj->questowner != NULL && strlen(obj->questowner) > 1)
{
if (!str_cmp(ch->pcdata->switchname, obj->questowner))
{
if (obj->ownerid != 0)
send_to_char("But you already own it!\n\r",
ch);
else
{
send_to_char
("You #Creclaim#n the object.\n\r",
ch);
obj->ownerid = ch->pcdata->playerid;
}
}
else
send_to_char
("Someone else has already claimed ownership to it.\n\r",
ch);
return;
}
ch->exp -= 500;
if (obj->questowner != NULL)
free_string(obj->questowner);
obj->questowner = str_dup(ch->pcdata->switchname);
obj->ownerid = ch->pcdata->playerid;
act("You are now the owner of $p.", ch, obj, NULL, TO_CHAR);
act("$n is now the owner of $p.", ch, obj, NULL, TO_ROOM);
return;
}
*/
void do_claim( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
one_argument( argument, arg );
if (IS_NPC(ch)) {send_to_char("Not while switched.\n\r",ch); return;}
if ( ch->exp < 500 ) {send_to_char("It costs 500 exp to claim ownership of an item.\n\r",ch); return;}
if ( arg[0] == '\0' )
{
send_to_char( "What object do you wish to claim ownership of?\n\r", ch );
return;
}
if ((obj = get_obj_carry(ch, arg, ch)) == NULL)
// if ( ( obj = get_obj_carry(ch, arg) ) == NULL )
{send_to_char("You are not carrying that item.\n\r",ch); return;}
if (obj->item_type == ITEM_QUEST || obj->item_type == ITEM_AMMO ||
obj->item_type == ITEM_EGG || obj->item_type == ITEM_VOODOO ||
obj->item_type == ITEM_MONEY || obj->item_type == ITEM_TREASURE ||
obj->item_type == ITEM_PAGE)
{
send_to_char( "You cannot claim that item.\n\r", ch );
return;
}
/*
if (!IS_SET(obj->spectype, SITEM_ADAMANTITE) &&
!IS_SET(obj->spectype, SITEM_COPPER) &&
!IS_SET(obj->spectype, SITEM_IRON) &&
!IS_SET(obj->spectype, SITEM_STEEL))
{
send_to_char("You can only claim items forged from a rare metal.\n\r",ch);
return;
}
*/
else if (obj->chobj != NULL && !IS_NPC(obj->chobj) &&
obj->chobj->pcdata->obj_vnum != 0)
{
send_to_char( "You cannot claim that item.\n\r", ch );
return;
}
if ( obj->questowner != NULL && strlen(obj->questowner) > 1 )
{
if (!str_cmp(ch->pcdata->switchname,obj->questowner))
send_to_char("But you already own it!\n\r",ch);
else
send_to_char("Someone else has already claimed ownership to it.\n\r",ch);
return;
}
ch->exp -= 500;
if (obj->questowner != NULL) free_string(obj->questowner);
obj->questowner = str_dup(ch->pcdata->switchname);
obj->ownerid = ch->pcdata->playerid;
act("You are now the owner of $p.",ch,obj,NULL,TO_CHAR);
act("$n is now the owner of $p.",ch,obj,NULL,TO_ROOM);
return;
}
void do_gift(CHAR_DATA * ch, char *argument)
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
CHAR_DATA *victim;
argument = one_argument(argument, arg1);
argument = one_argument(argument, arg2);
if (IS_NPC(ch))
{
send_to_char("Not while switched.\n\r", ch);
return;
}
if (ch->exp < 500)
{
send_to_char
("It costs 500 exp to make a gift of an item.\n\r",
ch);
return;
}
if (arg1[0] == '\0' || arg2[0] == '\0')
{
send_to_char("Make a gift of which object to whom?\n\r", ch);
return;
}
if ((obj = get_obj_carry(ch, arg1, ch)) == NULL)
{
send_to_char("You are not carrying that item.\n\r", ch);
return;
}
if ((victim = get_char_room(ch, NULL, arg2)) == NULL)
{
send_to_char("Nobody here by that name.\n\r", ch);
return;
}
if (IS_NPC(victim))
{
send_to_char("Not on NPC's.\n\r", ch);
return;
}
if (obj->ownerid == 0)
{
send_to_char("That item has not yet been claimed.\n\r", ch);
return;
}
if (obj->ownerid != ch->pcdata->playerid && ch->level < 7)
{
send_to_char("But you don't own it!\n\r", ch);
return;
}
if (IS_SET(obj->quest, QUEST_RELIC) && ch->level < 7)
{
send_to_char("You can't gift relics.\n\r", ch);
return;
}
ch->exp -= 500;
if (obj->questowner != NULL)
free_string(obj->questowner);
obj->questowner = str_dup(victim->pcdata->switchname);
obj->ownerid = victim->pcdata->playerid;
act("You grant ownership of $p to $N.", ch, obj, victim, TO_CHAR);
act("$n grants ownership of $p to $N.", ch, obj, victim, TO_NOTVICT);
act("$n grants ownership of $p to you.", ch, obj, victim, TO_VICT);
return;
}