/***************************************************************************
* 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. *
* *
* Envy Diku Mud improvements copyright (C) 1994 by Michael Quan, David *
* Love, Guilherme 'Willie' Arnold, and Mitchell Tse. *
* *
* EnvyMud 2.0 improvements copyright (C) 1995 by Michael Quan and *
* Mitchell Tse. *
* *
* In order to use any part of this Envy Diku Mud, you must comply with *
* the original Diku license in 'license.doc', the Merc license in *
* 'license.txt', as well as the Envy license in 'license.nvy'. *
* In particular, you may not remove either of these copyright notices. *
* *
* Much time and thought has gone into this software and you are *
* benefitting. We hope that you share your changes too. What goes *
* around, comes around. *
***************************************************************************/
#if defined( macintosh )
#include <types.h>
#else
#include <sys/types.h>
#endif
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#include "merc.h"
/*
* Local functions.
*/
#define CD CHAR_DATA
void get_obj args( ( CHAR_DATA *ch, OBJ_DATA *obj,
OBJ_DATA *container ) );
void wear_obj args( ( CHAR_DATA *ch, OBJ_DATA *obj,
bool fReplace ) );
CD * find_keeper args( ( CHAR_DATA *ch, char *argument ) );
int get_cost args( ( CHAR_DATA *keeper, OBJ_DATA *obj,
bool fBuy ) );
#undef CD
void get_obj( CHAR_DATA *ch, OBJ_DATA *obj, OBJ_DATA *container )
{
if ( !CAN_WEAR( obj, ITEM_TAKE ) )
{
send_to_char( "You can't take that.\r\n", ch );
return;
}
if ( !( obj->item_type == ITEM_MONEY ) )
{
if ( ch->carry_number + get_obj_number( obj ) > can_carry_n( ch ) )
{
act( "$d: you can't carry that many items.",
ch, NULL, obj->name, TO_CHAR );
return;
}
if ( ch->carry_weight + get_obj_weight( obj ) > can_carry_w( ch ) )
{
act( "$d: you can't carry that much weight.",
ch, NULL, obj->name, TO_CHAR );
return;
}
}
if ( container )
{
act( "You get $p from $P.", ch, obj, container, TO_CHAR );
act( "$n gets $p from $P.", ch, obj, container, TO_ROOM );
obj_from_obj( obj );
}
else
{
act( "You get $p.", ch, obj, container, TO_CHAR );
act( "$n gets $p.", ch, obj, container, TO_ROOM );
obj_from_room( obj );
}
if ( IS_OBJ_STAT( obj, ITEM_HOLY ) )
{
act( "You are burned by HOLY FIRE from $p. Ouch!", ch, obj, NULL,
TO_CHAR );
act( "$n is burned by HOLY FIRE from $p!", ch, obj, NULL, TO_ROOM );
damage( ch, ch, 50, gsn_burning_hands, WEAR_NONE );
}
if ( obj->item_type == ITEM_MONEY )
{
char buf [ MAX_STRING_LENGTH ];
int amount;
amount = obj->value[0];
ch->gold += amount;
if ( amount > 1 )
{
sprintf( buf, "You counted %d coins.\r\n", amount );
send_to_char( buf, ch );
}
extract_obj( obj );
}
else
{
obj_to_char( obj, ch );
}
return;
}
void do_get( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj;
OBJ_DATA *container;
char arg1 [ MAX_INPUT_LENGTH ];
char arg2 [ MAX_INPUT_LENGTH ];
bool found;
argument = one_argument( argument, arg1 );
one_argument( argument, arg2 );
/* Get type. */
if ( arg1[0] == '\0' )
{
send_to_char( "Get what?\r\n", 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 )
{
act( "I see no $T here.", ch, NULL, arg1, TO_CHAR );
return;
}
get_obj( ch, obj, NULL );
}
else
{
/* 'get all' or 'get all.obj' */
OBJ_DATA *obj_next;
found = FALSE;
for ( obj = ch->in_room->contents; obj; 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.\r\n", 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.\r\n", ch );
return;
}
if ( !( container = get_obj_here( ch, arg2 ) ) )
{
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.\r\n", ch );
return;
case ITEM_CONTAINER:
case ITEM_CORPSE_NPC:
break;
case ITEM_CORPSE_PC:
{
CHAR_DATA *gch;
char *pd;
char name [ MAX_INPUT_LENGTH ];
if ( IS_NPC( ch ) )
{
send_to_char( "You can't do that.\r\n", ch );
return;
}
pd = container->short_descr;
pd = one_argument( pd, name );
pd = one_argument( pd, name );
pd = one_argument( pd, name );
if ( str_cmp( name, ch->name ) && !IS_IMMORTAL( ch ) )
{
bool fGroup;
fGroup = FALSE;
for ( gch = char_list; gch; gch = gch->next )
{
if ( !IS_NPC( gch )
&& is_same_group( ch, gch )
&& !str_cmp( name, gch->name ) )
{
fGroup = TRUE;
break;
}
}
if ( !fGroup )
{
send_to_char( "You can't do that.\r\n", ch );
return;
}
}
}
}
if ( IS_SET( container->value[1], CONT_CLOSED ) )
{
act( "The $d is closed.", ch, NULL, container->name, TO_CHAR );
return;
}
if ( str_cmp( arg1, "all" ) && str_prefix( "all.", arg1 ) )
{
/* 'get obj container' */
obj = get_obj_list( ch, arg1, container->contains );
if ( !obj )
{
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' */
OBJ_DATA *obj_next;
found = FALSE;
for ( obj = container->contains; obj; 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
act( "I see nothing like that in the $T.",
ch, NULL, arg2, TO_CHAR );
}
}
}
return;
}
void do_put( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *container;
OBJ_DATA *obj;
char arg1 [ MAX_INPUT_LENGTH ];
char arg2 [ MAX_INPUT_LENGTH ];
argument = one_argument( argument, arg1 );
one_argument( argument, arg2 );
if ( arg1[0] == '\0' || arg2[0] == '\0' )
{
send_to_char( "Put what in what?\r\n", ch );
return;
}
if ( !str_cmp( arg2, "all" ) || !str_prefix( "all.", arg2 ) )
{
send_to_char( "You can't do that.\r\n", ch );
return;
}
if ( !( container = get_obj_here( ch, arg2 ) ) )
{
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.\r\n", 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 ) ) )
{
send_to_char( "You do not have that item.\r\n", ch );
return;
}
if ( obj == container )
{
send_to_char( "You can't fold it into itself.\r\n", ch );
return;
}
if ( !can_drop_obj( ch, obj ) )
{
send_to_char( "You can't let go of it.\r\n", ch );
return;
}
if ( get_obj_weight( obj ) + get_obj_weight( container )
> container->value[0] )
{
send_to_char( "It won't fit.\r\n", ch );
return;
}
obj_from_char( obj );
obj_to_obj( obj, container );
act( "You put $p in $P.", ch, obj, container, TO_CHAR );
act( "$n puts $p in $P.", ch, obj, container, TO_ROOM );
}
else
{
/* 'put all container' or 'put all.obj container' */
OBJ_DATA *obj_next;
for ( obj = ch->carrying; obj; 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
&& can_drop_obj( ch, obj )
&& get_obj_weight( obj ) + get_obj_weight( container )
<= container->value[0] )
{
obj_from_char( obj );
obj_to_obj( obj, container );
act( "You put $p in $P.", ch, obj, container, TO_CHAR );
act( "$n puts $p in $P.", ch, obj, container, TO_ROOM );
}
}
}
return;
}
void do_drop( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj;
char arg [ MAX_INPUT_LENGTH ];
bool found;
argument = one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Drop what?\r\n", ch );
return;
}
if ( is_number( arg ) )
{
/* 'drop NNNN coins' */
OBJ_DATA *obj_next;
int amount;
amount = atoi( arg );
one_argument( argument, arg );
if ( amount <= 0 || str_prefix( arg, "coins" ) )
{
send_to_char( "Sorry, you can't do that.\r\n", ch );
return;
}
if ( ch->gold < amount )
{
send_to_char( "You haven't got that many coins.\r\n", ch );
return;
}
ch->gold -= amount;
for ( obj = ch->in_room->contents; obj; obj = obj_next )
{
obj_next = obj->next_content;
if ( obj->deleted )
continue;
switch ( obj->pIndexData->vnum )
{
case OBJ_VNUM_MONEY_ONE:
amount += 1;
extract_obj( obj );
break;
case OBJ_VNUM_MONEY_SOME:
amount += obj->value[0];
extract_obj( obj );
break;
}
}
obj_to_room( create_money( amount ), ch->in_room );
send_to_char( "OK.\r\n", ch );
act( "$n drops some gold.", ch, NULL, NULL, TO_ROOM );
return;
}
if ( str_cmp( arg, "all" ) && str_prefix( "all.", arg ) )
{
/* 'drop obj' */
if ( !( obj = get_obj_carry( ch, arg ) ) )
{
send_to_char( "You do not have that item.\r\n", ch );
return;
}
if ( !can_drop_obj( ch, obj ) )
{
send_to_char( "You can't let go of it.\r\n", ch );
return;
}
obj_from_char( obj );
obj_to_room( obj, ch->in_room );
act( "You drop $p.", ch, obj, NULL, TO_CHAR );
act( "$n drops $p.", ch, obj, NULL, TO_ROOM );
}
else
{
/* 'drop all' or 'drop all.obj' */
OBJ_DATA *obj_next;
found = FALSE;
for ( obj = ch->carrying; obj; obj = obj_next )
{
obj_next = obj->next_content;
if ( ( arg[3] == '\0' || is_name( &arg[4], obj->name ) )
&& can_see_obj( ch, obj )
&& obj->wear_loc == WEAR_NONE
&& can_drop_obj( ch, obj ) )
{
found = TRUE;
obj_from_char( obj );
obj_to_room( obj, ch->in_room );
act( "You drop $p.", ch, obj, NULL, TO_CHAR );
act( "$n drops $p.", ch, obj, NULL, TO_ROOM );
}
}
if ( !found )
{
if ( arg[3] == '\0' )
send_to_char( "You are not carrying anything.", ch );
else
act( "You are not carrying any $T.",
ch, NULL, &arg[4], TO_CHAR );
}
}
return;
}
void do_give( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
OBJ_DATA *obj;
char arg1 [ MAX_INPUT_LENGTH ];
char arg2 [ MAX_INPUT_LENGTH ];
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if ( arg1[0] == '\0' || arg2[0] == '\0' )
{
send_to_char( "Give what to whom?\r\n", ch );
return;
}
if ( is_number( arg1 ) )
{
/* 'give NNNN coins victim' */
char buf[ MAX_STRING_LENGTH ];
int amount;
amount = atoi( arg1 );
if ( amount <= 0 || str_prefix( arg2, "coins" ) )
{
send_to_char( "Sorry, you can't do that.\r\n", ch );
return;
}
one_argument( argument, arg2 );
if ( arg2[0] == '\0' )
{
send_to_char( "Give what to whom?\r\n", ch );
return;
}
if ( !( victim = get_char_room( ch, arg2 ) ) )
{
send_to_char( "They aren't here.\r\n", ch );
return;
}
if ( ch->gold < amount )
{
send_to_char( "You haven't got that much gold.\r\n", ch );
return;
}
ch->gold -= amount;
victim->gold += amount;
act( "You give $N some gold.", ch, NULL, victim, TO_CHAR );
sprintf( buf, "$n gives you %d gold.", amount );
act( buf, ch, NULL, victim, TO_VICT );
act( "$n gives $N some gold.", ch, NULL, victim, TO_NOTVICT );
return;
}
if ( !( obj = get_obj_carry( ch, arg1 ) ) )
{
send_to_char( "You do not have that item.\r\n", ch );
return;
}
if ( obj->wear_loc != WEAR_NONE )
{
send_to_char( "You must remove it first.\r\n", ch );
return;
}
if ( !( victim = get_char_room( ch, arg2 ) ) )
{
send_to_char( "They aren't here.\r\n", ch );
return;
}
if ( !can_drop_obj( ch, obj ) )
{
send_to_char( "You can't let go of it.\r\n", ch );
return;
}
if ( IS_OBJ_STAT( obj, ITEM_HOLY )
&& victim->race == race_lookup( "Vampire" ) )
{
act( "$N refuses the $p.", ch, obj, victim, TO_CHAR );
act( "$n tries to give $N a $p but $E refuses.",
ch, obj, victim, TO_ROOM );
act( "You refuse to accept the $p from $n.",
ch, obj, victim, TO_VICT );
return;
}
if ( victim->carry_number + get_obj_number( obj ) > can_carry_n( victim ) )
{
act( "$N has $S hands full.", ch, NULL, victim, TO_CHAR );
return;
}
if ( victim->carry_weight + get_obj_weight( obj ) > can_carry_w( victim ) )
{
act( "$N can't carry that much weight.", ch, NULL, victim, TO_CHAR );
return;
}
if ( !can_see_obj( victim, obj ) )
{
act( "$N can't see it.", ch, NULL, victim, TO_CHAR );
return;
}
obj_from_char( obj );
obj_to_char( obj, victim );
act( "You give $p to $N.", ch, obj, victim, TO_CHAR );
act( "$n gives you $p.", ch, obj, victim, TO_VICT );
act( "$n gives $p to $N.", ch, obj, victim, TO_NOTVICT );
return;
}
void do_fill( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj;
OBJ_DATA *fountain;
char arg [ MAX_INPUT_LENGTH ];
bool found;
if ( !check_blind( ch ) )
return;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Fill what?\r\n", ch );
return;
}
if ( !( obj = get_obj_carry( ch, arg ) ) )
{
send_to_char( "You do not have that item.\r\n", ch );
return;
}
found = FALSE;
for ( fountain = ch->in_room->contents; fountain;
fountain = fountain->next_content )
{
if ( fountain->item_type == ITEM_FOUNTAIN )
{
found = TRUE;
break;
}
}
if ( !found )
{
send_to_char( "There is no fountain here!\r\n", ch );
return;
}
if ( obj->item_type != ITEM_DRINK_CON )
{
send_to_char( "You can't fill that.\r\n", ch );
return;
}
if ( obj->value[1] != 0 && obj->value[2] != 0 )
{
send_to_char( "There is already another liquid in it.\r\n", ch );
return;
}
if ( obj->value[1] >= obj->value[0] )
{
send_to_char( "Your container is full.\r\n", ch );
return;
}
act( "You fill $p.", ch, obj, NULL, TO_CHAR );
obj->value[2] = 0;
obj->value[1] = obj->value[0];
return;
}
void do_drink( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj;
char arg [ MAX_INPUT_LENGTH ];
int amount;
int liquid;
if ( !check_blind( ch ) )
return;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
for ( obj = ch->in_room->contents; obj; obj = obj->next_content )
{
if ( obj->item_type == ITEM_FOUNTAIN )
break;
}
if ( !obj )
{
send_to_char( "Drink what?\r\n", ch );
return;
}
}
else
{
if ( !( obj = get_obj_here( ch, arg ) ) )
{
send_to_char( "You can't find it.\r\n", ch );
return;
}
}
if ( !IS_NPC( ch ) && ch->pcdata->condition[COND_DRUNK] > 10 )
{
send_to_char( "You fail to reach your mouth. *Hic*\r\n", ch );
return;
}
switch ( obj->item_type )
{
default:
send_to_char( "You can't drink from that.\r\n", ch );
break;
case ITEM_FOUNTAIN:
if ( ch->race == race_lookup( "vampire" ) )
{
send_to_char( "You can't drink from that.\r\n", ch );
break;
}
if ( !IS_NPC( ch ) )
ch->pcdata->condition[COND_THIRST] = 48;
send_to_char( "You drink from the fountain.\r\n", ch );
send_to_char( "You are not thirsty.\r\n", ch );
act( "$n drinks from the fountain.", ch, NULL, NULL, TO_ROOM );
break;
case ITEM_DRINK_CON:
if ( obj->value[1] <= 0 )
{
send_to_char( "It is already empty.\r\n", ch );
return;
}
if ( ( liquid = obj->value[2] ) >= LIQ_MAX )
{
bug( "Do_drink: bad liquid number %d.", liquid );
liquid = obj->value[2] = 0;
}
act( "You drink $T from $p.",
ch, obj, liq_table[liquid].liq_name, TO_CHAR );
act( "$n drinks $T from $p.",
ch, obj, liq_table[liquid].liq_name, TO_ROOM );
amount = number_range( 3, 10 );
amount = UMIN( amount, obj->value[1] );
gain_condition( ch, COND_DRUNK,
amount * liq_table[liquid].liq_affect[COND_DRUNK ] );
if ( ch->race != race_lookup( "vampire" ) )
{
gain_condition( ch, COND_FULL,
amount * liq_table[liquid].liq_affect[COND_FULL ] );
gain_condition( ch, COND_THIRST,
amount * liq_table[liquid].liq_affect[COND_THIRST ] );
}
else
/* If blood */
if ( liquid == 13 )
{
gain_condition( ch, COND_FULL, amount * 2 );
gain_condition( ch, COND_THIRST, amount );
}
if ( !IS_NPC( ch ) && ch->pcdata->condition[COND_DRUNK ] > 10 )
send_to_char( "You feel drunk.\r\n", ch );
if ( !IS_NPC( ch ) && ch->pcdata->condition[COND_FULL ] > 40 )
send_to_char( "You are full.\r\n", ch );
if ( !IS_NPC( ch ) && ch->pcdata->condition[COND_THIRST] > 40 )
send_to_char( "You do not feel thirsty.\r\n", ch );
if ( obj->value[3] != 0
&& ( ch->race != race_lookup( "Vampire" )
&& ch->race != race_lookup( "Undead" ) ) )
{
/* The shit was poisoned ! */
AFFECT_DATA af;
send_to_char( "You choke and gag.\r\n", ch );
act( "$n chokes and gags.", ch, NULL, NULL, TO_ROOM );
af.type = gsn_poison;
af.duration = 3 * amount;
af.location = APPLY_STR;
af.modifier = -2;
af.bitvector = AFF_POISON;
affect_join( ch, &af );
}
obj->value[1] -= amount;
if ( obj->value[1] <= 0 )
{
send_to_char( "The empty container vanishes.\r\n", ch );
extract_obj( obj );
}
break;
}
return;
}
void do_eat( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj;
char arg [ MAX_INPUT_LENGTH ];
if ( !check_blind( ch ) )
return;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Eat what?\r\n", ch );
return;
}
if ( !( obj = get_obj_carry( ch, arg ) ) )
{
send_to_char( "You do not have that item.\r\n", ch );
return;
}
if ( !IS_IMMORTAL( ch ) )
{
if ( obj->item_type != ITEM_FOOD && obj->item_type != ITEM_PILL )
{
send_to_char( "That's not edible.\r\n", ch );
return;
}
if ( !IS_NPC( ch ) && ch->pcdata->condition[COND_FULL] > 40 )
{
send_to_char( "You are too full to eat more.\r\n", ch );
return;
}
}
act( "You eat $p.", ch, obj, NULL, TO_CHAR );
act( "$n eats $p.", ch, obj, NULL, TO_ROOM );
switch ( obj->item_type )
{
case ITEM_FOOD:
if ( !IS_NPC( ch ) )
{
int condition;
condition = ch->pcdata->condition[COND_FULL];
if ( ch->race != race_lookup( "vampire" ) )
gain_condition( ch, COND_FULL, obj->value[0] );
if ( ch->pcdata->condition[COND_FULL] > 40 )
send_to_char( "You are full.\r\n", ch );
else if ( condition == 0 && ch->pcdata->condition[COND_FULL] > 0 )
send_to_char( "You are no longer hungry.\r\n", ch );
}
if ( obj->value[3] != 0
&& ( ch->race != race_lookup( "Vampire" )
&& ch->race != race_lookup( "Undead" ) ) )
{
/* The shit was poisoned! */
AFFECT_DATA af;
act( "$n chokes and gags.", ch, 0, 0, TO_ROOM );
send_to_char( "You choke and gag.\r\n", ch );
af.type = gsn_poison;
af.duration = 2 * obj->value[0];
af.location = APPLY_STR;
af.modifier = -2;
af.bitvector = AFF_POISON;
affect_join( ch, &af );
}
break;
case ITEM_PILL:
if ( obj->level > ch->level )
act( "$p is too high level for you.", ch, obj, NULL, TO_CHAR );
else
{
obj_cast_spell( obj->value[1], obj->value[0], ch, ch, NULL );
obj_cast_spell( obj->value[2], obj->value[0], ch, ch, NULL );
obj_cast_spell( obj->value[3], obj->value[0], ch, ch, NULL );
}
break;
}
if ( !IS_NPC( ch )
|| ( IS_NPC( ch ) && is_affected( ch, gsn_charm_person ) ) )
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 ) ) )
return TRUE;
if ( !fReplace )
return FALSE;
if ( IS_SET( obj->extra_flags, ITEM_NOREMOVE ) )
{
act( "You can't remove $p.", ch, obj, NULL, TO_CHAR );
return FALSE;
}
unequip_char( ch, obj );
act( "$n stops using $p.", ch, obj, NULL, TO_ROOM );
act( "You stop using $p.", ch, obj, NULL, TO_CHAR );
return TRUE;
}
/*
* Wear one object.
* Optional replacement of existing objects.
* Big repetitive code, ick.
*/
void wear_obj( CHAR_DATA *ch, OBJ_DATA *obj, bool fReplace )
{
char buf [ MAX_STRING_LENGTH ];
if ( ch->level < obj->level )
{
sprintf( buf, "You must be level %d to use this object.\r\n",
obj->level );
send_to_char( buf, ch );
act( "$n tries to use $p, but is too inexperienced.",
ch, obj, NULL, TO_ROOM );
return;
}
if ( obj->item_type == ITEM_LIGHT )
{
if ( !remove_obj( ch, WEAR_LIGHT, fReplace ) )
return;
act( "You light $p and hold it.", ch, obj, NULL, TO_CHAR );
act( "$n lights $p and holds it.", ch, obj, NULL, TO_ROOM );
equip_char( ch, obj, WEAR_LIGHT );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_FINGER ) )
{
if ( get_eq_char( ch, WEAR_FINGER_L )
&& get_eq_char( ch, WEAR_FINGER_R )
&& !remove_obj( ch, WEAR_FINGER_L, fReplace )
&& !remove_obj( ch, WEAR_FINGER_R, fReplace ) )
return;
if ( !get_eq_char( ch, WEAR_FINGER_L ) )
{
act( "You wear $p on your left finger.", ch, obj, NULL, TO_CHAR );
act( "$n wears $p on $s left finger.", ch, obj, NULL, TO_ROOM );
equip_char( ch, obj, WEAR_FINGER_L );
return;
}
if ( !get_eq_char( ch, WEAR_FINGER_R ) )
{
act( "You wear $p on your right finger.", ch, obj, NULL, TO_CHAR );
act( "$n wears $p on $s right finger.", ch, obj, NULL, TO_ROOM );
equip_char( ch, obj, WEAR_FINGER_R );
return;
}
bug( "Wear_obj: no free finger.", 0 );
send_to_char( "You already wear two rings.\r\n", ch );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_NECK ) )
{
if ( get_eq_char( ch, WEAR_NECK_1 )
&& get_eq_char( ch, WEAR_NECK_2 )
&& !remove_obj( ch, WEAR_NECK_1, fReplace )
&& !remove_obj( ch, WEAR_NECK_2, fReplace ) )
return;
if ( !get_eq_char( ch, WEAR_NECK_1 ) )
{
act( "You wear $p around your neck.", ch, obj, NULL, TO_CHAR );
act( "$n wears $p around $s neck.", ch, obj, NULL, TO_ROOM );
equip_char( ch, obj, WEAR_NECK_1 );
return;
}
if ( !get_eq_char( ch, WEAR_NECK_2 ) )
{
act( "You wear $p around your neck.", ch, obj, NULL, TO_CHAR );
act( "$n wears $p around $s neck.", ch, obj, NULL, TO_ROOM );
equip_char( ch, obj, WEAR_NECK_2 );
return;
}
bug( "Wear_obj: no free neck.", 0 );
send_to_char( "You already wear two neck items.\r\n", ch );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_BODY ) )
{
if ( !remove_obj( ch, WEAR_BODY, fReplace ) )
return;
act( "You wear $p on your body.", ch, obj, NULL, TO_CHAR );
act( "$n wears $p on $s body.", ch, obj, NULL, TO_ROOM );
equip_char( ch, obj, WEAR_BODY );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_HEAD ) )
{
if ( !remove_obj( ch, WEAR_HEAD, fReplace ) )
return;
act( "You wear $p on your head.", ch, obj, NULL, TO_CHAR );
act( "$n wears $p on $s head.", ch, obj, NULL, TO_ROOM );
equip_char( ch, obj, WEAR_HEAD );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_LEGS ) )
{
if ( !remove_obj( ch, WEAR_LEGS, fReplace ) )
return;
act( "You wear $p on your legs.", ch, obj, NULL, TO_CHAR );
act( "$n wears $p on $s legs.", ch, obj, NULL, TO_ROOM );
equip_char( ch, obj, WEAR_LEGS );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_FEET ) )
{
if ( !remove_obj( ch, WEAR_FEET, fReplace ) )
return;
act( "You wear $p on your feet.", ch, obj, NULL, TO_CHAR );
act( "$n wears $p on $s feet.", ch, obj, NULL, TO_ROOM );
equip_char( ch, obj, WEAR_FEET );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_HANDS ) )
{
if ( !remove_obj( ch, WEAR_HANDS, fReplace ) )
return;
act( "You wear $p on your hands.", ch, obj, NULL, TO_CHAR );
act( "$n wears $p on $s hands.", ch, obj, NULL, TO_ROOM );
equip_char( ch, obj, WEAR_HANDS );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_ARMS ) )
{
if ( !remove_obj( ch, WEAR_ARMS, fReplace ) )
return;
act( "You wear $p on your arms.", ch, obj, NULL, TO_CHAR );
act( "$n wears $p on $s arms.", ch, obj, NULL, TO_ROOM );
equip_char( ch, obj, WEAR_ARMS );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_ABOUT ) )
{
if ( !remove_obj( ch, WEAR_ABOUT, fReplace ) )
return;
act( "You wear $p about your body.", ch, obj, NULL, TO_CHAR );
act( "$n wears $p about $s body.", ch, obj, NULL, TO_ROOM );
equip_char( ch, obj, WEAR_ABOUT );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_WAIST ) )
{
if ( !remove_obj( ch, WEAR_WAIST, fReplace ) )
return;
act( "You wear $p about your waist.", ch, obj, NULL, TO_CHAR );
act( "$n wears $p about $s waist.", ch, obj, NULL, TO_ROOM );
equip_char( ch, obj, WEAR_WAIST );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_WRIST ) )
{
if ( get_eq_char( ch, WEAR_WRIST_L )
&& get_eq_char( ch, WEAR_WRIST_R )
&& !remove_obj( ch, WEAR_WRIST_L, fReplace )
&& !remove_obj( ch, WEAR_WRIST_R, fReplace ) )
return;
if ( !get_eq_char( ch, WEAR_WRIST_L ) )
{
act( "You wear $p around your left wrist.",
ch, obj, NULL, TO_CHAR );
act( "$n wears $p around $s left wrist.",
ch, obj, NULL, TO_ROOM );
equip_char( ch, obj, WEAR_WRIST_L );
return;
}
if ( !get_eq_char( ch, WEAR_WRIST_R ) )
{
act( "You wear $p around your right wrist.",
ch, obj, NULL, TO_CHAR );
act( "$n wears $p around $s right wrist.",
ch, obj, NULL, TO_ROOM );
equip_char( ch, obj, WEAR_WRIST_R );
return;
}
bug( "Wear_obj: no free wrist.", 0 );
send_to_char( "You already wear two wrist items.\r\n", ch );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_SHIELD ) )
{
if ( !remove_obj( ch, WEAR_WIELD_2, fReplace ) )
return;
if ( !remove_obj( ch, WEAR_SHIELD, fReplace ) )
return;
act( "$n wears $p as a shield.", ch, obj, NULL, TO_ROOM );
act( "You wear $p as a shield.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_SHIELD );
return;
}
if ( CAN_WEAR( obj, ITEM_WIELD ) )
{
if( IS_NPC( ch )
|| ch->level >= skill_table[gsn_dual].skill_level[ch->class] )
{
/*
* If you think this looks ugly now, just imagine how
* I felt trying to write it! --- Thelonius (Monk)
* Now, it will attempt to wear in 1 if open, then 2 if
* open, else replace 2, else replace 1.
*/
if ( get_eq_char( ch, WEAR_WIELD )
&& ( ( get_eq_char( ch, WEAR_WIELD_2 )
&& !remove_obj( ch, WEAR_WIELD_2, fReplace ) )
|| !remove_obj( ch, WEAR_HOLD, fReplace )
|| !remove_obj( ch, WEAR_SHIELD, fReplace ) )
&& !remove_obj( ch, WEAR_WIELD, fReplace ) )
return;
if ( !get_eq_char( ch, WEAR_WIELD ) )
{
OBJ_DATA *other_weapon;
int weight = 0;
if ( ( other_weapon = get_eq_char( ch, WEAR_WIELD_2 ) ) )
weight = get_obj_weight( other_weapon );
if ( weight + get_obj_weight( obj )
> str_app[get_curr_str( ch )].wield )
{
send_to_char( "It is too heavy for you to wield.\r\n",
ch );
return;
}
act( "You wield $p.", ch, obj, NULL, TO_CHAR );
act( "$n wields $p.", ch, obj, NULL, TO_ROOM );
equip_char( ch, obj, WEAR_WIELD );
return;
}
if ( !get_eq_char( ch, WEAR_WIELD_2 ) )
{
OBJ_DATA *primary_weapon;
int weight;
primary_weapon = get_eq_char( ch, WEAR_WIELD );
weight = get_obj_weight( primary_weapon );
if ( weight + get_obj_weight( obj )
> str_app[get_curr_str( ch )].wield )
{
send_to_char( "It is too heavy for you to wield.\r\n",
ch );
return;
}
act( "You wield $p.", ch, obj, NULL, TO_CHAR );
act( "$n wields $p.", ch, obj, NULL, TO_ROOM );
equip_char( ch, obj, WEAR_WIELD_2 );
return;
}
bug( "Wear_obj: no free weapon slot.", 0 );
send_to_char( "You already wield two weapons.\r\n", ch );
return;
}
else /* can only wield one weapon */
{
if ( !remove_obj( ch, WEAR_WIELD, fReplace ) )
return;
if ( get_obj_weight( obj ) > str_app[get_curr_str( ch )].wield )
{
send_to_char( "It is too heavy for you to wield.\r\n", ch );
return;
}
act( "You wield $p.", ch, obj, NULL, TO_CHAR );
act( "$n wields $p.", ch, obj, NULL, TO_ROOM );
equip_char( ch, obj, WEAR_WIELD );
return;
}
}
if ( CAN_WEAR( obj, ITEM_HOLD ) )
{
if ( !remove_obj( ch, WEAR_WIELD_2, fReplace ) )
return;
if ( !remove_obj( ch, WEAR_HOLD, fReplace ) )
return;
act( "You hold $p in your hands.", ch, obj, NULL, TO_CHAR );
act( "$n holds $p in $s hands.", ch, obj, NULL, TO_ROOM );
equip_char( ch, obj, WEAR_HOLD );
return;
}
if ( fReplace )
send_to_char( "You can't wear, wield, or hold that.\r\n", ch );
return;
}
void do_wear( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj;
char arg [ MAX_INPUT_LENGTH ];
if ( !IS_NPC( ch ) && IS_AFFECTED( ch, AFF_GHOUL ) )
{
send_to_char(
"You may not wear, wield, or hold anything in ghoul form.\r\n",
ch );
return;
}
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Wear, wield, or hold what?\r\n", ch );
return;
}
if ( !str_cmp( arg, "all" ) )
{
OBJ_DATA *obj_next;
for ( obj = ch->carrying; obj; obj = obj_next )
{
obj_next = obj->next_content;
if ( obj->wear_loc != WEAR_NONE || !can_see_obj( ch, obj ) )
continue;
if ( CAN_WEAR( obj, ITEM_WIELD )
&& !IS_SET( race_table[ ch->race ].race_abilities,
RACE_WEAPON_WIELD ) )
continue;
wear_obj( ch, obj, FALSE );
}
return;
}
else
{
if ( !( obj = get_obj_carry( ch, arg ) ) )
{
send_to_char( "You do not have that item.\r\n", ch );
return;
}
if ( CAN_WEAR( obj, ITEM_WIELD )
&& !IS_SET( race_table[ ch->race ].race_abilities,
RACE_WEAPON_WIELD ) )
{
send_to_char( "You are not able to wield a weapon.\r\n", ch );
return;
}
wear_obj( ch, obj, TRUE );
}
return;
}
void do_remove( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj;
char arg [ MAX_INPUT_LENGTH ];
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Remove what?\r\n", ch );
return;
}
if ( !( obj = get_obj_wear( ch, arg ) ) )
{
send_to_char( "You do not have that item.\r\n", ch );
return;
}
remove_obj( ch, obj->wear_loc, TRUE );
return;
}
void do_sacrifice( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj;
char arg [ MAX_INPUT_LENGTH ];
one_argument( argument, arg );
if ( arg[0] == '\0' || !str_cmp( arg, ch->name ) )
{
send_to_char(
"God appreciates your offer and may accept it later.", ch );
act( "$n offers $mself to God, who graciously declines.",
ch, NULL, NULL, TO_ROOM );
return;
}
obj = get_obj_list( ch, arg, ch->in_room->contents );
if ( !obj )
{
send_to_char( "You can't find it.\r\n", ch );
return;
}
if ( !CAN_WEAR( obj, ITEM_TAKE ) )
{
act( "$p is not an acceptable sacrifice.", ch, obj, NULL, TO_CHAR );
return;
}
send_to_char( "God gives you one gold coin for your sacrifice.\r\n", ch );
ch->gold += 1;
act( "$n sacrifices $p to God.", ch, obj, NULL, TO_ROOM );
extract_obj( obj );
return;
}
void do_quaff( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj;
char arg [ MAX_INPUT_LENGTH ];
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Quaff what?\r\n", ch );
return;
}
if ( !( obj = get_obj_carry( ch, arg ) ) )
{
send_to_char( "You do not have that potion.\r\n", ch );
return;
}
if ( obj->item_type != ITEM_POTION )
{
send_to_char( "You can quaff only potions.\r\n", ch );
return;
}
act( "You quaff $p.", ch, obj, NULL ,TO_CHAR );
act( "$n quaffs $p.", ch, obj, NULL, TO_ROOM );
if ( obj->level > ch->level )
act( "$p is too high level for you.", ch, obj, NULL, TO_CHAR );
else
{
/* obj->value[0] is not used for potions */
obj_cast_spell( obj->value[1], obj->level, ch, ch, NULL );
obj_cast_spell( obj->value[2], obj->level, ch, ch, NULL );
obj_cast_spell( obj->value[3], obj->level, ch, ch, NULL );
}
if ( !IS_NPC( ch )
|| ( IS_NPC( ch ) && is_affected( ch, gsn_charm_person ) ) )
extract_obj( obj );
return;
}
void do_recite( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *scroll;
OBJ_DATA *obj;
CHAR_DATA *victim;
char arg1 [ MAX_INPUT_LENGTH ];
char arg2 [ MAX_INPUT_LENGTH ];
argument = one_argument( argument, arg1 );
one_argument( argument, arg2 );
if ( !( scroll = get_obj_carry( ch, arg1 ) ) )
{
send_to_char( "You do not have that scroll.\r\n", ch );
return;
}
if ( scroll->item_type != ITEM_SCROLL )
{
send_to_char( "You can recite only scrolls.\r\n", ch );
return;
}
obj = NULL;
if ( arg2[0] == '\0' )
{
victim = ch;
if ( ch->fighting )
victim = ch->fighting;
}
else
{
if ( !( victim = get_char_room ( ch, arg2 ) )
&& !( obj = get_obj_here ( ch, arg2 ) ) )
{
send_to_char( "You can't find it.\r\n", ch );
return;
}
}
if ( IS_AFFECTED( ch, AFF_MUTE )
|| IS_SET( ch->in_room->room_flags, ROOM_CONE_OF_SILENCE ) )
{
send_to_char( "You can't seem to break the silence.\r\n", ch );
return;
}
if ( IS_SET( ch->act , ACT_PET ) || IS_AFFECTED( ch, AFF_CHARM ) )
{
act( "You try to recite $p, but you have no free will.",
ch, scroll, NULL, TO_CHAR );
act( "$n tries to recite $p, but has no free will.",
ch, scroll, NULL, TO_ROOM );
return;
}
act( "You recite $p.", ch, scroll, NULL, TO_CHAR );
act( "$n recites $p.", ch, scroll, NULL, TO_ROOM );
/* Scrolls skill by Binky for EnvyMud, modified by Thelonius */
if ( !IS_NPC( ch )
&& !( number_percent( ) < ch->pcdata->learned[gsn_scrolls] ) )
{
switch ( number_bits( 3 ) )
{
case 0:
case 1:
case 2:
case 3:
act( "You can't understand $p at all.",
ch, scroll, NULL, TO_CHAR );
act( "$n can't understand $p at all.",
ch, scroll, NULL, TO_ROOM );
return;
case 4:
case 5:
case 6:
send_to_char( "You must have said something incorrectly.\r\n",
ch );
act( "$n must have said something incorrectly.",
ch, NULL, NULL, TO_ROOM );
act( "$p blazes brightly, then is gone.",
ch, scroll, NULL, TO_CHAR );
act( "$p blazes brightly and disappears.",
ch, scroll, NULL, TO_ROOM );
extract_obj( scroll );
return;
case 7:
act(
"You completely botch the recitation, and $p bursts into flames!!",
ch, scroll, NULL, TO_CHAR );
act( "$p glows and then bursts into flame!",
ch, scroll, NULL, TO_ROOM );
/*
* damage( ) call after extract_obj in case the damage would
* have extracted ch. This is okay because we merely mark
* obj->deleted; it still retains all values until list_update.
* Sloppy? Okay, create another integer variable. ---Thelonius
*/
extract_obj( scroll );
damage( ch, ch, scroll->level, gsn_scrolls, WEAR_NONE );
return;
}
}
if ( scroll->level > ch->level )
act( "$p is too high level for you.", ch, scroll, NULL, TO_CHAR );
else
{
/* scroll->value[0] is not used for scrolls */
obj_cast_spell( scroll->value[1], scroll->level, ch, victim, obj );
obj_cast_spell( scroll->value[2], scroll->level, ch, victim, obj );
obj_cast_spell( scroll->value[3], scroll->level, ch, victim, obj );
}
if ( !IS_NPC( ch )
|| ( IS_NPC( ch ) && is_affected( ch, gsn_charm_person ) ) )
extract_obj( scroll );
return;
}
void do_brandish( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *staff;
CHAR_DATA *vch;
int sn;
if ( !( staff = get_eq_char( ch, WEAR_HOLD ) ) )
{
send_to_char( "You hold nothing in your hand.\r\n", ch );
return;
}
if ( staff->item_type != ITEM_STAFF )
{
send_to_char( "You can brandish only with a staff.\r\n", ch );
return;
}
if ( IS_SET( ch->act , ACT_PET ) || IS_AFFECTED( ch, AFF_CHARM ) )
{
act( "You try to brandish $p, but you have no free will.",
ch, staff, NULL, TO_CHAR );
act( "$n tries to brandish $p, but has no free will.",
ch, staff, NULL, TO_ROOM );
return;
}
if ( ( sn = staff->value[3] ) < 0
|| sn >= MAX_SKILL
|| skill_table[sn].spell_fun == 0 )
{
bug( "Do_brandish: bad sn %d.", sn );
return;
}
WAIT_STATE( ch, 2 * PULSE_VIOLENCE );
if ( staff->value[2] > 0 )
{
CHAR_DATA *vch_next;
act( "You brandish $p.", ch, staff, NULL, TO_CHAR );
act( "$n brandishes $p.", ch, staff, NULL, TO_ROOM );
/* Staves skill by Binky for EnvyMud, modified by Thelonius */
if ( !IS_NPC( ch )
&& !( number_percent( ) < ch->pcdata->learned[gsn_staves] ) )
{
switch ( number_bits( 3 ) )
{
case 0:
case 1:
case 2:
case 3:
act( "You are unable to invoke the power of $p.",
ch, staff, NULL, TO_CHAR );
act( "$n is unable to invoke the power of $p.",
ch, staff, NULL, TO_ROOM );
return;
case 4:
case 5:
case 6:
act( "You summon the power of $p, but it fizzles away.",
ch, staff, NULL, TO_CHAR );
act( "$n summons the power of $p, but it fizzles away.",
ch, staff, NULL, TO_ROOM );
if ( --staff->value[2] <= 0 )
{
act( "$p blazes bright and is gone.",
ch, staff, NULL, TO_CHAR );
act( "$p blazes bright and is gone.",
ch, staff, NULL, TO_ROOM );
extract_obj( staff );
}
return;
case 7:
act( "You can't control the power of $p, and it shatters!",
ch, staff, NULL, TO_CHAR );
act( "$p shatters into tiny pieces!",
ch, staff, NULL, TO_ROOM );
/*
* damage( ) call after extract_obj in case the damage would
* have extracted ch. This is okay because we merely mark
* obj->deleted; it still retains all values until list_update.
* Sloppy? Okay, create another integer variable. ---Thelonius
*/
extract_obj( staff );
damage( ch, ch, staff->level, gsn_staves, WEAR_NONE );
return;
}
}
for ( vch = ch->in_room->people; vch; vch = vch_next )
{
vch_next = vch->next_in_room;
if ( vch->deleted )
continue;
switch ( skill_table[sn].target )
{
default:
bug( "Do_brandish: bad target for sn %d.", sn );
return;
case TAR_IGNORE:
if ( vch != ch )
continue;
break;
case TAR_CHAR_OFFENSIVE:
if ( IS_NPC( ch ) ? IS_NPC( vch ) : !IS_NPC( vch ) )
continue;
break;
case TAR_CHAR_DEFENSIVE:
if ( IS_NPC( ch ) ? !IS_NPC( vch ) : IS_NPC( vch ) )
continue;
break;
case TAR_CHAR_SELF:
if ( vch != ch )
continue;
break;
}
/* staff->value[0] is not used for staves */
obj_cast_spell( staff->value[3], staff->level, ch, vch, NULL );
}
}
if ( !IS_NPC( ch )
|| ( IS_NPC( ch ) && is_affected( ch, gsn_charm_person ) ) )
if ( --staff->value[2] <= 0 )
{
act( "$p blazes bright and is gone.", ch, staff, NULL, TO_CHAR );
act( "$p blazes bright and is gone.", ch, staff, NULL, TO_ROOM );
extract_obj( staff );
}
return;
}
void do_zap( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *wand;
OBJ_DATA *obj;
CHAR_DATA *victim;
char arg [ MAX_INPUT_LENGTH ];
int sn;
one_argument( argument, arg );
if ( arg[0] == '\0' && !ch->fighting )
{
send_to_char( "Zap whom or what?\r\n", ch );
return;
}
if ( !( wand = get_eq_char( ch, WEAR_HOLD ) ) )
{
send_to_char( "You hold nothing in your hand.\r\n", ch );
return;
}
if ( wand->item_type != ITEM_WAND )
{
send_to_char( "You can zap only with a wand.\r\n", ch );
return;
}
obj = NULL;
if ( arg[0] == '\0' )
{
if ( ch->fighting )
{
victim = ch->fighting;
}
else
{
send_to_char( "Zap whom or what?\r\n", ch );
return;
}
}
else
{
if ( !( victim = get_char_room ( ch, arg ) )
&& !( obj = get_obj_here ( ch, arg ) ) )
{
send_to_char( "You can't find it.\r\n", ch );
return;
}
}
if ( IS_SET( ch->act , ACT_PET ) || IS_AFFECTED( ch, AFF_CHARM ) )
{
act( "You try to zap $p, but you have no free will.",
ch, wand, NULL, TO_CHAR );
act( "$n tries to zap $p, but has no free will.",
ch, wand, NULL, TO_ROOM );
return;
}
if ( ( sn = wand->value[3] ) < 0
|| sn >= MAX_SKILL
|| skill_table[sn].spell_fun == 0 )
{
bug( "Do_zap: bad sn %d.", sn );
return;
}
WAIT_STATE( ch, 2 * PULSE_VIOLENCE );
if ( wand->value[2] > 0 )
{
if ( victim )
if ( victim == ch )
{
act( "You zap yourself with $p.", ch, wand, NULL, TO_CHAR );
act( "$n zaps $mself with $p.", ch, wand, NULL, TO_ROOM );
}
else
{
act( "You zap $N with $p.", ch, wand, victim, TO_CHAR );
act( "$n zaps $N with $p.", ch, wand, victim, TO_ROOM );
}
else
{
act( "You zap $P with $p.", ch, wand, obj, TO_CHAR );
act( "$n zaps $P with $p.", ch, wand, obj, TO_ROOM );
}
/* Wands skill by Binky for EnvyMud, modified by Thelonius */
if ( !IS_NPC( ch )
&& !( number_percent( ) < ch->pcdata->learned[gsn_wands] ) )
{
switch ( number_bits( 3 ) )
{
case 0:
case 1:
case 2:
case 3:
act( "You are unable to invoke the power of $p.",
ch, wand, NULL, TO_CHAR );
act( "$n is unable to invoke the power of $p.",
ch, wand, NULL, TO_ROOM );
return;
case 4:
case 5:
case 6:
act( "You summon the power of $p, but it fizzles away.",
ch, wand, NULL, TO_CHAR );
act( "$n summons the power of $p, but it fizzles away.",
ch, wand, NULL, TO_ROOM );
if ( --wand->value[2] <= 0 )
{
act( "$p blazes bright and is gone.",
ch, wand, NULL, TO_CHAR );
act( "$p blazes bright and is gone.",
ch, wand, NULL, TO_ROOM );
extract_obj( wand );
}
return;
case 7:
act( "You can't control the power of $p, and it explodes!",
ch, wand, NULL, TO_CHAR );
act( "$p explodes into fragments!",
ch, wand, NULL, TO_ROOM );
/*
* damage( ) call after extract_obj in case the damage would
* have extracted ch. This is okay because we merely mark
* obj->deleted; it still retains all values until list_update.
* Sloppy? Okay, create another integer variable. ---Thelonius
*/
extract_obj( wand );
damage( ch, ch, wand->level, gsn_wands, WEAR_NONE );
return;
}
}
/* wand->value[0] is not used for wands */
obj_cast_spell( wand->value[3], wand->level, ch, victim, obj );
}
if ( !IS_NPC( ch )
|| ( IS_NPC( ch ) && is_affected( ch, gsn_charm_person ) ) )
if ( --wand->value[2] <= 0 )
{
act( "$p explodes into fragments.", ch, wand, NULL, TO_CHAR );
act( "$p explodes into fragments.", ch, wand, NULL, TO_ROOM );
extract_obj( wand );
}
return;
}
void do_steal( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj;
CHAR_DATA *victim;
char buf [ MAX_STRING_LENGTH ];
char arg1 [ MAX_INPUT_LENGTH ];
char arg2 [ MAX_INPUT_LENGTH ];
char arg [ MAX_INPUT_LENGTH ];
int number;
int count;
int percent;
if ( IS_NPC( ch ) )
{
send_to_char( "That, you cannot do.\r\n", ch );
return;
}
argument = one_argument( argument, arg1 );
one_argument( argument, arg2 );
if ( arg1[0] == '\0' || arg2[0] == '\0' )
{
send_to_char( "Steal what from whom?\r\n", ch );
return;
}
if ( !( victim = get_char_room( ch, arg2 ) ) )
{
send_to_char( "They aren't here.\r\n", ch );
return;
}
if ( victim == ch )
{
send_to_char( "That's pointless.\r\n", ch );
return;
}
if ( is_safe( ch, victim ) )
return;
obj = NULL;
WAIT_STATE( ch, skill_table[gsn_steal].beats );
/* Modified chances for stealing by Morpheus */
percent = ch->level; /* Base value */
percent += number_range( -10, 10 ); /* Luck */
percent -= victim->level; /* Character level vs victim's */
if ( !IS_AWAKE( victim ) )
percent += 25; /* Sleeping characters are easier */
percent += ch->pcdata->learned[gsn_steal]; /* Character ability */
if ( IS_AFFECTED( ch, AFF_SNEAK ) )
percent += 5; /* Quiet characters steal better */
if ( !can_see( ch, victim ) )
percent += 10; /* Unseen characters steal better */
if ( !str_prefix( arg1, "coins" ) || !str_cmp( arg1, "gold" ) )
percent *= 1.2; /* Gold is fairly easy to steal */
else
{
number = number_argument( arg1, arg );
count = 0;
for ( obj = victim->carrying; obj; obj = obj->next_content )
{
if ( obj->wear_loc == WEAR_NONE
&& can_see_obj( ch, obj )
&& is_name( arg, obj->name ) )
{
if ( ++count == number )
break;
}
}
if ( !obj )
{
send_to_char( "You can't find it.\r\n", ch );
return;
}
if ( obj->wear_loc == WEAR_NONE )
/* Items in inventory are harder */
percent *= .8;
else
percent *= .4;
}
if ( ( !IS_NPC( victim )
&& ( ( !IS_SET( victim->act, PLR_KILLER )
&& !IS_SET( victim->act, PLR_THIEF )
&& !IS_SET( victim->act, PLR_REGISTER )
&& victim->race != race_lookup( "Vampire" ) )
|| ch->level - victim->level > 5 ) )
|| percent > number_percent( ) )
{
/*
* Failure.
*/
send_to_char( "Oops.\r\n", ch );
act( "$n tried to steal from you.\r\n", ch, NULL, victim, TO_VICT );
act( "$n tried to steal from $N.\r\n", ch, NULL, victim, TO_NOTVICT );
sprintf( buf, "%s is a bloody thief!", ch->name );
do_shout( victim, buf );
if ( IS_NPC( victim ) )
{
multi_hit( victim, ch, TYPE_UNDEFINED );
}
else
{
if ( !licensed( ch ) )
{
send_to_char(
"You are not licensed! You lose 400 exps.\r\n", ch );
gain_exp( ch, -400 );
if ( registered( ch, victim )
&& ch->level - victim->level < 6 )
{
return;
}
}
if ( ch->level - victim->level > 5
|| !registered( ch, victim ) )
{
log_string( buf );
if ( !IS_SET( ch->act, PLR_THIEF ) )
{
SET_BIT( ch->act, PLR_THIEF );
send_to_char( "*** You are now a THIEF!! ***\r\n", ch );
save_char_obj( ch );
}
}
}
return;
}
if ( !str_prefix( arg1, "coins" )
|| !str_cmp ( arg1, "gold" ) )
{
int amount;
amount = victim->gold * number_range( 1, 10 ) / 100;
if ( amount <= 0 )
{
send_to_char( "You couldn't get any gold.\r\n", ch );
return;
}
ch->gold += amount;
victim->gold -= amount;
sprintf( buf, "Bingo! You got %d gold coins.\r\n", amount );
send_to_char( buf, ch );
return;
}
if ( !can_drop_obj( ch, obj )
|| IS_SET( obj->extra_flags, ITEM_INVENTORY )
|| obj->level > ch->level )
{
send_to_char( "You can't pry it away.\r\n", ch );
return;
}
if ( ch->carry_number + get_obj_number( obj ) > can_carry_n( ch ) )
{
send_to_char( "You have your hands full.\r\n", ch );
return;
}
if ( ch->carry_weight + get_obj_weight( obj ) > can_carry_w( ch ) )
{
send_to_char( "You can't carry that much weight.\r\n", ch );
return;
}
if ( obj->wear_loc != WEAR_NONE )
{
send_to_char( "Very daring, and you got it!\r\n", ch );
unequip_char( victim, obj );
}
obj_from_char( obj );
obj_to_char( obj, ch );
send_to_char( "Ok.\r\n", ch );
return;
}
/*
* Shopping commands.
*/
CHAR_DATA *find_keeper( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *keeper;
SHOP_DATA *pShop;
char buf [ MAX_STRING_LENGTH ];
pShop = NULL;
for ( keeper = ch->in_room->people; keeper; keeper = keeper->next_in_room )
{
if ( IS_NPC( keeper ) && ( pShop = keeper->pIndexData->pShop )
&& ( argument[0] == '\0' || is_name( argument, keeper->name ) ) )
break;
}
if ( !keeper || !pShop || ( keeper && IS_AFFECTED( keeper, AFF_CHARM ) ) )
{
send_to_char( "You can't do that here.\r\n", ch );
return NULL;
}
/*
* Undesirables.
*/
if ( !IS_NPC( ch ) && IS_SET( ch->act, PLR_KILLER ) )
{
do_say( keeper, "Killers are not welcome!" );
sprintf( buf, "%s the KILLER is over here!\r\n", ch->name );
do_shout( keeper, buf );
return NULL;
}
if ( !IS_NPC( ch ) && IS_SET( ch->act, PLR_THIEF ) )
{
do_say( keeper, "Thieves are not welcome!" );
sprintf( buf, "%s the THIEF is over here!\r\n", ch->name );
do_shout( keeper, buf );
return NULL;
}
/*
* Shop hours.
*/
if ( time_info.hour < pShop->open_hour )
{
do_say( keeper, "Sorry, come back later." );
return NULL;
}
if ( time_info.hour > pShop->close_hour )
{
do_say( keeper, "Sorry, come back tomorrow." );
return NULL;
}
/*
* Invisible or hidden people.
*/
if ( !can_see( keeper, ch ) )
{
do_say( keeper, "I don't trade with folks I can't see." );
return NULL;
}
return keeper;
}
int get_cost( CHAR_DATA *keeper, OBJ_DATA *obj, bool fBuy )
{
SHOP_DATA *pShop;
int cost;
if ( !obj || !( pShop = keeper->pIndexData->pShop ) )
return 0;
if ( fBuy )
{
cost = obj->cost * pShop->profit_buy / 100;
}
else
{
OBJ_DATA *obj2;
int itype;
cost = 0;
for ( itype = 0; itype < MAX_TRADE; itype++ )
{
if ( obj->item_type == pShop->buy_type[itype] )
{
cost = obj->cost * pShop->profit_sell / 100;
break;
}
}
for ( obj2 = keeper->carrying; obj2; obj2 = obj2->next_content )
{
if ( obj->pIndexData == obj2->pIndexData )
cost /= 2;
}
}
if ( obj->item_type == ITEM_STAFF || obj->item_type == ITEM_WAND )
cost = cost * obj->value[2] / obj->value[1];
return cost;
}
void do_buy( CHAR_DATA *ch, char *argument )
{
char arg [ MAX_INPUT_LENGTH ];
char arg2 [ MAX_INPUT_LENGTH ];
argument = one_argument( argument, arg );
one_argument( argument, arg2 );
if ( arg[0] == '\0' )
{
send_to_char( "Buy what?\r\n", ch );
return;
}
if ( IS_SET( ch->in_room->room_flags, ROOM_PET_SHOP ) )
{
CHAR_DATA *pet;
ROOM_INDEX_DATA *pRoomIndexNext;
ROOM_INDEX_DATA *in_room;
char buf [ MAX_STRING_LENGTH ];
if ( IS_NPC( ch ) )
return;
pRoomIndexNext = get_room_index( ch->in_room->vnum + 1 );
if ( !pRoomIndexNext )
{
bug( "Do_buy: bad pet shop at vnum %d.", ch->in_room->vnum );
send_to_char( "Sorry, you can't buy that here.\r\n", ch );
return;
}
in_room = ch->in_room;
ch->in_room = pRoomIndexNext;
pet = get_char_room( ch, arg );
ch->in_room = in_room;
if ( !pet || !IS_SET( pet->act, ACT_PET ) )
{
send_to_char( "Sorry, you can't buy that here.\r\n", ch );
return;
}
if ( IS_SET( ch->act, PLR_BOUGHT_PET ) )
{
send_to_char( "You already bought one pet this level.\r\n", ch );
return;
}
if ( ch->gold < 10 * pet->level * pet->level )
{
send_to_char( "You can't afford it.\r\n", ch );
return;
}
if ( ch->level < pet->level )
{
send_to_char( "You're not ready for this pet.\r\n", ch );
return;
}
ch->gold -= 10 * pet->level * pet->level;
pet = create_mobile( pet->pIndexData );
SET_BIT( ch->act, PLR_BOUGHT_PET );
SET_BIT( pet->act, ACT_PET );
SET_BIT( pet->affected_by, AFF_CHARM );
one_argument( argument, arg );
if ( arg[0] != '\0' )
{
sprintf( buf, "%s %s", pet->name, arg );
free_string( pet->name );
pet->name = str_dup( buf );
}
sprintf( buf, "%sA neck tag says 'I belong to %s'.\r\n",
pet->description, ch->name );
free_string( pet->description );
pet->description = str_dup( buf );
char_to_room( pet, ch->in_room );
add_follower( pet, ch );
send_to_char( "Enjoy your pet.\r\n", ch );
act( "$n bought $N as a pet.", ch, NULL, pet, TO_ROOM );
return;
}
else
{
OBJ_DATA *obj;
CHAR_DATA *keeper;
int cost;
if ( !( keeper = find_keeper( ch, arg2 ) ) )
return;
obj = get_obj_carry( keeper, arg );
cost = get_cost( keeper, obj, TRUE );
if ( cost <= 0 || !can_see_obj( ch, obj ) )
{
act( "$n tells you 'I don't sell that -- try 'list''.",
keeper, NULL, ch, TO_VICT );
ch->reply = keeper;
return;
}
if ( ch->gold < cost )
{
act( "$n tells you 'You can't afford to buy $p'.",
keeper, obj, ch, TO_VICT );
ch->reply = keeper;
return;
}
if ( obj->level > ch->level )
{
act( "$n tells you 'You can't use $p yet'.",
keeper, obj, ch, TO_VICT );
ch->reply = keeper;
return;
}
if ( ch->carry_number + get_obj_number( obj ) > can_carry_n( ch ) )
{
send_to_char( "You can't carry that many items.\r\n", ch );
return;
}
if ( ch->carry_weight + get_obj_weight( obj ) > can_carry_w( ch ) )
{
send_to_char( "You can't carry that much weight.\r\n", ch );
return;
}
act( "You buy $p.", ch, obj, NULL, TO_CHAR );
act( "$n buys $p.", ch, obj, NULL, TO_ROOM );
ch->gold -= cost;
if ( IS_SET( obj->extra_flags, ITEM_INVENTORY ) )
obj = create_object( obj->pIndexData, obj->level );
else
obj_from_char( obj );
obj_to_char( obj, ch );
return;
}
}
void do_list( CHAR_DATA *ch, char *argument )
{
char buf [ MAX_STRING_LENGTH ];
char buf1 [ MAX_STRING_LENGTH*4 ];
buf1[0] = '\0';
if ( IS_SET( ch->in_room->room_flags, ROOM_PET_SHOP ) )
{
CHAR_DATA *pet;
ROOM_INDEX_DATA *pRoomIndexNext;
bool found;
pRoomIndexNext = get_room_index( ch->in_room->vnum + 1 );
if ( !pRoomIndexNext )
{
bug( "Do_list: bad pet shop at vnum %d.", ch->in_room->vnum );
send_to_char( "You can't do that here.\r\n", ch );
return;
}
found = FALSE;
for ( pet = pRoomIndexNext->people; pet; pet = pet->next_in_room )
{
if ( IS_SET( pet->act, ACT_PET ) )
{
if ( !found )
{
found = TRUE;
strcat( buf1, "Pets for sale:\r\n" );
}
sprintf( buf, "[%2d] %8d - %s\r\n",
pet->level,
10 * pet->level * pet->level,
pet->short_descr );
strcat( buf1, buf );
}
}
if ( !found )
send_to_char( "Sorry, we're out of pets right now.\r\n", ch );
send_to_char( buf1, ch );
return;
}
else
{
OBJ_DATA *obj;
CHAR_DATA *keeper;
char arg [ MAX_INPUT_LENGTH ];
char arg2 [ MAX_INPUT_LENGTH ];
int cost;
bool found;
argument = one_argument( argument, arg );
one_argument( argument, arg2 );
if ( !( keeper = find_keeper( ch, arg2 ) ) )
return;
found = FALSE;
for ( obj = keeper->carrying; obj; obj = obj->next_content )
{
if ( obj->wear_loc != WEAR_NONE
|| ( cost = get_cost( keeper, obj, TRUE ) ) < 0 )
continue;
if ( can_see_obj( ch, obj )
&& ( arg[0] == '\0'
|| !str_cmp( arg, "all" )
|| is_name( arg, obj->name ) ) )
{
if ( !found )
{
found = TRUE;
strcat( buf1, "[Lv Price] Item\r\n" );
}
sprintf( buf, "[%2d %5d] %s.\r\n",
obj->level, cost, capitalize( obj->short_descr ) );
strcat( buf1, buf );
}
}
if ( !found )
{
if ( arg[0] == '\0' )
send_to_char( "You can't buy anything here.\r\n", ch );
else
send_to_char( "You can't buy that here.\r\n", ch );
return;
}
send_to_char( buf1, ch );
return;
}
}
void do_sell( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj;
CHAR_DATA *keeper;
char buf [ MAX_STRING_LENGTH ];
char arg [ MAX_INPUT_LENGTH ];
char arg2 [ MAX_INPUT_LENGTH ];
int cost;
argument = one_argument( argument, arg );
one_argument( argument, arg2 );
if ( arg[0] == '\0' )
{
send_to_char( "Sell what?\r\n", ch );
return;
}
if ( !( keeper = find_keeper( ch, arg2 ) ) )
return;
if ( !( obj = get_obj_carry( ch, arg ) ) )
{
act( "$n tells you 'You don't have that item'.",
keeper, NULL, ch, TO_VICT );
ch->reply = keeper;
return;
}
if ( !can_drop_obj( ch, obj ) )
{
send_to_char( "You can't let go of it.\r\n", ch );
return;
}
if ( !can_see_obj( keeper, obj ) )
{
act( "$n tells you 'I can't see that item'.",
keeper, NULL, ch, TO_VICT );
ch->reply = keeper;
return;
}
if ( ( cost = get_cost( keeper, obj, FALSE ) ) <= 0
|| obj->level > LEVEL_HERO )
{
act( "$n looks uninterested in $p.", keeper, obj, ch, TO_VICT );
return;
}
if ( IS_SET( obj->extra_flags, ITEM_POISONED ) )
{
act( "$n tells you 'I won't buy that! It's poisoned!'",
keeper, NULL, ch, TO_VICT );
ch->reply = keeper;
return;
}
sprintf( buf, "You sell $p for %d gold piece%s.",
cost, cost == 1 ? "" : "s" );
act( buf, ch, obj, NULL, TO_CHAR );
act( "$n sells $p.", ch, obj, NULL, TO_ROOM );
ch->gold += cost;
if ( obj->item_type == ITEM_TRASH )
{
extract_obj( obj );
}
else
{
obj_from_char( obj );
obj_to_char( obj, keeper );
}
return;
}
void do_value( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj;
CHAR_DATA *keeper;
char buf [ MAX_STRING_LENGTH ];
char arg [ MAX_INPUT_LENGTH ];
char arg2 [ MAX_INPUT_LENGTH ];
int cost;
argument = one_argument( argument, arg );
one_argument( argument, arg2 );
if ( arg[0] == '\0' )
{
send_to_char( "Value what?\r\n", ch );
return;
}
if ( !( keeper = find_keeper( ch, arg2 ) ) )
return;
if ( !( obj = get_obj_carry( ch, arg ) ) )
{
act( "$n tells you 'You don't have that item'.",
keeper, NULL, ch, TO_VICT );
ch->reply = keeper;
return;
}
if ( !can_drop_obj( ch, obj ) )
{
send_to_char( "You can't let go of it.\r\n", ch );
return;
}
if ( !can_see_obj( keeper, obj ) )
{
act( "$n tells you 'You are offering me an imaginary object!?!?'.",
keeper, NULL, ch, TO_VICT );
ch->reply = keeper;
return;
}
if ( ( cost = get_cost( keeper, obj, FALSE ) ) <= 0 )
{
act( "$n looks uninterested in $p.", keeper, obj, ch, TO_VICT );
return;
}
if ( IS_SET( obj->extra_flags, ITEM_POISONED ) )
{
act( "$n tells you 'I won't buy that! It's poisoned!'",
keeper, NULL, ch, TO_VICT );
ch->reply = keeper;
return;
}
sprintf( buf, "$n tells you 'I'll give you %d gold coins for $p'.", cost );
act( buf, keeper, obj, ch, TO_VICT );
ch->reply = keeper;
return;
}
/* Poison weapon by Thelonius for EnvyMud */
void do_poison_weapon( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj;
OBJ_DATA *pobj;
OBJ_DATA *wobj;
char arg [ MAX_INPUT_LENGTH ];
if ( !IS_NPC( ch )
&& ch->level < skill_table[gsn_poison_weapon].skill_level[ch->class] )
{
send_to_char( "What do you think you are, a thief?\r\n", ch );
return;
}
one_argument( argument, arg );
if ( arg[0] == '\0' )
{ send_to_char( "What are you trying to poison?\r\n", ch ); return; }
if ( ch->fighting )
{ send_to_char( "While you're fighting? Nice try.\r\n", ch ); return; }
if ( !( obj = get_obj_carry( ch, arg ) ) )
{ send_to_char( "You do not have that weapon.\r\n", ch ); return; }
if ( obj->item_type != ITEM_WEAPON )
{ send_to_char( "That item is not a weapon.\r\n", ch ); return; }
if ( IS_OBJ_STAT( obj, ITEM_POISONED ) )
{ send_to_char( "That weapon is already poisoned.\r\n", ch ); return; }
/* Now we have a valid weapon...check to see if we have the powder. */
for ( pobj = ch->carrying; pobj; pobj = pobj->next_content )
{
if ( pobj->pIndexData->vnum == OBJ_VNUM_BLACK_POWDER )
break;
}
if ( !pobj )
{
send_to_char( "You do not have the black poison powder.\r\n", ch );
return;
}
/* Okay, we have the powder...do we have water? */
for ( wobj = ch->carrying; wobj; wobj = wobj->next_content )
{
if ( wobj->item_type == ITEM_DRINK_CON
&& wobj->value[1] > 0
&& wobj->value[2] == 0 )
break;
}
if ( !wobj )
{
send_to_char( "You have no water to mix with the powder.\r\n", ch );
return;
}
/* Great, we have the ingredients...but is the thief smart enough? */
if ( !IS_NPC( ch ) && get_curr_wis( ch ) < 19 )
{
send_to_char( "You can't quite remember what to do...\r\n", ch );
return;
}
/* And does the thief have steady enough hands? */
if ( !IS_NPC( ch )
&& ( get_curr_dex( ch ) < 20
|| ch->pcdata->condition[COND_DRUNK] > 0 ) )
{
send_to_char(
"Your hands aren't steady enough to properly mix the poison.\r\n",
ch );
return;
}
WAIT_STATE( ch, skill_table[gsn_poison_weapon].beats );
/* Check the skill percentage */
if ( !IS_NPC( ch )
&& number_percent( ) > ch->pcdata->learned[gsn_poison_weapon] )
{
send_to_char( "You failed and spill some on yourself. Ouch!\r\n",
ch );
damage( ch, ch, ch->level, gsn_poison_weapon, WEAR_NONE );
act( "$n spills the poison all over!", ch, NULL, NULL, TO_ROOM );
extract_obj( pobj );
extract_obj( wobj );
return;
}
/* Well, I'm tired of waiting. Are you? */
act( "You mix $p in $P, creating a deadly poison!",
ch, pobj, wobj, TO_CHAR );
act( "$n mixes $p in $P, creating a deadly poison!",
ch, pobj, wobj, TO_ROOM );
act( "You pour the poison over $p, which glistens wickedly!",
ch, obj, NULL, TO_CHAR );
act( "$n pours the poison over $p, which glistens wickedly!",
ch, obj, NULL, TO_ROOM );
SET_BIT( obj->extra_flags, ITEM_POISONED );
obj->cost *= ch->level;
/* Set an object timer. Dont want proliferation of poisoned weapons */
obj->timer = 10 + ch->level;
if ( IS_OBJ_STAT( obj, ITEM_BLESS ) )
obj->timer *= 2;
if ( IS_OBJ_STAT( obj, ITEM_MAGIC ) )
obj->timer *= 2;
/* WHAT? All of that, just for that one bit? How lame. ;) */
act( "The remainder of the poison eats through $p.",
ch, wobj, NULL, TO_CHAR );
act( "The remainder of the poison eats through $p.",
ch, wobj, NULL, TO_ROOM );
extract_obj( pobj );
extract_obj( wobj );
return;
}
/* Contributed by BoneCrusher of EnvyMud. */
void do_donate( CHAR_DATA *ch, char *arg )
{
OBJ_DATA *container;
OBJ_DATA *obj;
OBJ_DATA *obj_next;
char arg1[MAX_INPUT_LENGTH];
arg = one_argument( arg, arg1 );
if ( arg1[0] == '\0' )
{
send_to_char( "Donate what?\r\n", ch );
return;
}
if ( ( container = get_obj_world( ch, "donation" ) ) == NULL )
{
send_to_char( "The donation pit is missing from the world.\r\n", ch );
return;
}
if ( str_cmp( arg1, "all" ) && str_prefix( "all.", arg1 ) )
{
if ( ( obj = get_obj_carry( ch, arg1 ) ) == NULL )
{
send_to_char( "You do not have that item.\r\n", ch );
return;
}
if ( !can_drop_obj( ch, obj ) )
{
send_to_char( "You can't let go of it.\r\n", ch );
return;
}
if ( get_obj_weight( obj ) + get_obj_weight( container )
> container->value[0] )
{
send_to_char( "It won't fit.\r\n", ch );
return;
}
if ( obj->item_type == ITEM_TRASH
|| obj->item_type == ITEM_FOOD
|| obj->item_type == ITEM_KEY
|| obj->item_type == ITEM_PILL )
{
act( "You send $p flying to the $P.", ch, obj, container,
TO_CHAR );
extract_obj( obj );
return;
}
obj_from_char( obj );
obj_to_obj( obj, container );
act( "$n sends $p flying to the $P.", ch, obj, container, TO_ROOM );
act( "You send $p flying to the $P.", ch, obj, container, TO_CHAR );
send_to_room( "A loud clank is heard from the pit!",
container->in_room );
}
else
{
for ( obj = ch->carrying; obj; 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
&& can_drop_obj( ch, obj )
&& get_obj_weight( obj ) + get_obj_weight( container )
<= container->value[0] )
{
if ( obj->item_type == ITEM_TRASH
|| obj->item_type == ITEM_FOOD
|| obj->item_type == ITEM_KEY
|| obj->item_type == ITEM_PILL )
{
act( "You send $p flying to the $P.", ch, obj, container,
TO_CHAR );
extract_obj( obj );
continue;
}
obj_from_char( obj);
obj_to_obj( obj, container );
act( "$n sends $p flying to the $P.", ch, obj, container,
TO_ROOM );
act( "You send $p flying to the $P.", ch, obj, container,
TO_CHAR );
send_to_room( "A loud clank is heard from the pit!\r\n",
container->in_room );
}
}
}
return;
}
void do_register( CHAR_DATA *ch, char *arg )
{
CHAR_DATA *mob;
int cost = ch->level * 1000;
char buf[MAX_STRING_LENGTH];
if ( IS_NPC( ch ) )
return;
mob = NULL;
for ( mob = ch->in_room->people; mob; mob = mob->next_in_room )
{
if ( IS_NPC( mob ) && mob->pIndexData->vnum == MOB_VNUM_SECRETARY )
break;
}
if ( !mob )
{
send_to_char( "You may not register to kill here.\r\n", ch );
return;
}
if ( ch->level < 16 )
{
do_say( mob, "You are too young to participate in pkilling." );
return;
}
if ( ch->level >= LEVEL_HERO )
{
do_say( mob, "Heros and Immortals may not register to pkill" );
return;
}
if ( ch->gold < cost )
{
sprintf( buf, "You do not have %d gold.", cost );
do_say( mob, buf );
return;
}
sprintf( buf, "Thank you for your %d gold.", cost );
do_say( mob, buf );
ch->gold -= cost;
SET_BIT( ch->act, PLR_REGISTER );
return;
}