#include <sys/types.h>
#include <stdio.h>
#include <string.h>
#include <time.h>
#include "mud.h"
extern int top_exit;
void do_buyhome( CHAR_DATA *ch, char *argument )
{
ROOM_INDEX_DATA *room;
AREA_DATA *pArea;
if ( !ch->in_room )
return;
if ( IS_NPC(ch) || !ch->pcdata )
return;
if ( ch->plr_home != NULL )
{
send_to_char( "&RYou already have a home!\n\r&w", ch);
return;
}
room = ch->in_room;
for ( pArea = first_bsort; pArea; pArea = pArea->next_sort )
{
if ( room->area == pArea )
{
send_to_char( "&RThis area isn't installed yet!\n\r&w", ch);
return;
}
}
if ( !IS_SET( room->room_flags , ROOM_EMPTY_HOME ) )
{
send_to_char( "&RThis room isn't for sale!\n\r&w", ch);
return;
}
if ( ch->gold < 25000 )
{
send_to_char( "&RThis room costs 25000 credits you don't have enough!\n\r&w", ch);
return;
}
if ( argument[0] == '\0' )
{
send_to_char( "Set the room name. A very brief single line room description.\n\r", ch );
send_to_char( "Usage: Buyhome <Room Name>\n\r", ch );
return;
}
STRFREE( room->name );
room->name = STRALLOC( argument );
ch->gold -= 25000;
REMOVE_BIT( room->room_flags , ROOM_EMPTY_HOME );
SET_BIT( room->room_flags , ROOM_PLR_HOME );
fold_area( room->area, room->area->filename, FALSE );
ch->plr_home = room;
do_save( ch , "" );
send_to_char("&GYou buy your home for 25000 credits.\n\r", ch);
}
void do_sellhome( CHAR_DATA *ch, char *argument )
{
ROOM_INDEX_DATA *room = ch->plr_home;
AREA_DATA *pArea;
if ( !ch->in_room )
return;
if ( IS_NPC(ch) || !ch->pcdata )
return;
room = ch->in_room;
if ( ch->plr_home != room )
{
send_to_char( "&RYou don't own this place!\n\r&w", ch);
return;
}
for ( pArea = first_bsort; pArea; pArea = pArea->next_sort )
{
if ( room->area == pArea )
{
send_to_char( "&RThis area isn't installed yet!\n\r&w", ch);
return;
}
}
if ( !IS_SET( room->room_flags , ROOM_PLR_HOME ) )
{
send_to_char( "&RThis room isn't owned!\n\r&w", ch);
return;
}
STRFREE( room->name );
room->name = STRALLOC( "An Empty Apartment" );
ch->gold += 10000;
REMOVE_BIT( room->room_flags , ROOM_PLR_HOME );
SET_BIT( room->room_flags , ROOM_EMPTY_HOME );
fold_area( room->area, room->area->filename, FALSE );
ch->plr_home = NULL;
do_save( ch , "" );
send_to_char("&GYou sell your home for 10000 credits.\n\r", ch);
}
void do_clone( CHAR_DATA *ch, char *argument )
{
long credits, bank;
long played;
int salary;
char clanname[MAX_STRING_LENGTH];
char bestowments[MAX_STRING_LENGTH];
int flags;
ROOM_INDEX_DATA *home;
bool secondroom;
if ( IS_NPC(ch) )
{
ch_printf( ch, "Yeah right!\n\r" );
return;
}
if ( ch->in_room->vnum != 10001 && ch->in_room->vnum != 1233)
{
ch_printf( ch, "You can't do that here!\n\r" );
return;
}
if( IS_DROID(ch))
{
ch_printf(ch,"Droids don't clone, they &W&RBackup&w&W!\n\r");
return;
}
if ( ch->in_room->vnum == 1233)
secondroom = TRUE;
if ( ch->rppoints < 4 )
{
ch_printf( ch, "Cloning costs 4 RP Points. You don't have enough.\n\rHelp rppoints for more information." );
return;
}
else
{
ch->rppoints -= 4;
ch_printf( ch, "You are escorted into a small room.\n\r\n\r" );
}
if(!secondroom)
{
char_from_room( ch );
char_to_room( ch, get_room_index( 10000 ) );
}
else
{
char_from_room( ch );
char_to_room( ch, get_room_index(1234));
}
flags = ch->act;
REMOVE_BIT( ch->act, PLR_KILLER );
credits = ch->gold;
ch->gold = 0;
played = ch->played;
ch->played = ch->played/2;
salary = ch->pcdata->salary;
bank = ch->pcdata->bank;
ch->pcdata->bank = 0;
ch->pcdata->salary = 0;
home = ch->plr_home;
ch->plr_home = NULL;
if ( ch->pcdata->clan_name && ch->pcdata->clan_name[0] != '\0' )
{
strcpy( clanname, ch->pcdata->clan_name);
STRFREE( ch->pcdata->clan_name );
ch->pcdata->clan_name = STRALLOC( "" );
if(ch->pcdata->bestowments)
{
strcpy( bestowments, ch->pcdata->bestowments);
STRFREE( ch->pcdata->bestowments );
ch->pcdata->bestowments = STRALLOC( "" );
}
save_clone(ch);
STRFREE( ch->pcdata->clan_name );
ch->pcdata->clan_name = STRALLOC( clanname );
if(bestowments[0] != '\0')
{
STRFREE( ch->pcdata->bestowments );
ch->pcdata->bestowments = STRALLOC( bestowments );
}
}
else
save_clone( ch );
ch->pcdata->salary = salary;
ch->plr_home = home;
ch->played = played;
ch->gold = credits;
ch->pcdata->bank = bank;
ch->act = flags;
if(!secondroom)
{
char_from_room( ch );
char_to_room( ch, get_room_index( 10002 ) );
}
else
{
char_from_room( ch );
char_to_room( ch, get_room_index(1234));
}
do_look( ch , "" );
ch_printf( ch, "\n\r&WA small tissue sample is taken from your arm.\n\r" );
ch_printf( ch, "&ROuch!\n\r\n\r" );
ch_printf( ch, "&WYou have been succesfully cloned.\n\r" );
ch->hit--;
}
void do_backup( CHAR_DATA *ch, char *argument )
{
long credits, bank;
long played;
char clanname[MAX_STRING_LENGTH];
char bestowments[MAX_STRING_LENGTH];
int flags;
ROOM_INDEX_DATA *home;
bool secondroom;
if ( IS_NPC(ch) )
{
ch_printf( ch, "Yeah right!\n\r" );
return;
}
if ( ch->in_room->vnum != 10001 && ch->in_room->vnum != 1233)
{
ch_printf( ch, "You can't do that here!\n\r" );
return;
}
if( !IS_DROID(ch))
{
ch_printf( ch, "Only droids need to backup their software!\n\r");
return;
}
if ( ch->in_room->vnum == 1233)
secondroom = TRUE;
if ( ch->rppoints < 4 )
{
ch_printf( ch, "Backing up costs 4 RP Points. You don't have enough.\n\rHelp rppoints for more information." );
return;
}
else
{
ch->rppoints -= 4;
ch_printf( ch, "You are escorted into a small room.\n\r\n\r" );
}
if(!secondroom)
{
char_from_room( ch );
char_to_room( ch, get_room_index( 10000 ) );
}
else
{
char_from_room( ch );
char_to_room( ch, get_room_index(1234));
}
flags = ch->act;
REMOVE_BIT( ch->act, PLR_KILLER );
credits = ch->gold;
ch->gold = 0;
played = ch->played;
ch->played = ch->played/2;
bank = ch->pcdata->bank;
ch->pcdata->bank = 0;
home = ch->plr_home;
ch->plr_home = NULL;
if ( ch->pcdata->clan_name && ch->pcdata->clan_name[0] != '\0' )
{
strcpy( clanname, ch->pcdata->clan_name);
STRFREE( ch->pcdata->clan_name );
ch->pcdata->clan_name = STRALLOC( "" );
strcpy( bestowments, ch->pcdata->bestowments);
STRFREE( ch->pcdata->bestowments );
ch->pcdata->bestowments = str_dup( "" );
save_clone(ch);
STRFREE( ch->pcdata->clan_name );
ch->pcdata->clan_name = STRALLOC( clanname );
STRFREE( ch->pcdata->bestowments );
ch->pcdata->bestowments = str_dup( clanname );
}
else
save_clone( ch );
ch->plr_home = home;
ch->played = played;
ch->gold = credits;
ch->pcdata->bank = bank;
ch->act = flags;
if(!secondroom)
{
char_from_room( ch );
char_to_room( ch, get_room_index( 10002 ) );
}
else
{
char_from_room( ch );
char_to_room( ch, get_room_index(1234));
}
do_look( ch , "" );
ch_printf( ch, "\n\r&WYou stick your head interface into a wall socket.\n\r" );
ch_printf( ch, "&RA slight whirr in your brain feels a bit uncomfortable...\n\r\n\r" );
ch_printf( ch, "&WYour data has been moved to a disaster recovery facility.\n\r" );
}
void do_arm( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj;
if ( IS_NPC(ch) || !ch->pcdata )
{
ch_printf( ch, "You have no idea how to do that.\n\r" );
return;
}
obj = get_eq_char( ch, WEAR_HOLD );
if ( !obj || obj->item_type != ITEM_GRENADE )
{
ch_printf( ch, "You don't seem to be holding a grenade!\n\r" );
return;
}
obj->timer = 1;
if(obj->armed_by != NULL)
STRFREE ( obj->armed_by );
obj->armed_by = STRALLOC ( ch->name );
ch_printf( ch, "You arm %s.\n\r", obj->short_descr );
act( AT_PLAIN, "$n arms $p.", ch, obj, NULL, TO_ROOM );
}
void do_ammo( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *wield;
OBJ_DATA *obj;
bool checkammo = FALSE;
int charge =0;
obj = NULL;
wield = get_eq_char( ch, WEAR_WIELD );
if (wield)
{
obj = get_eq_char( ch, WEAR_DUAL_WIELD );
if (!obj)
obj = get_eq_char( ch, WEAR_HOLD );
}
else
{
wield = get_eq_char( ch, WEAR_HOLD );
obj = NULL;
}
if (!wield || wield->item_type != ITEM_WEAPON )
{
send_to_char( "&RYou don't seem to be holding a weapon.\n\r&w", ch);
return;
}
if ( wield->value[3] == WEAPON_BLASTER )
{
if ( obj && obj->item_type != ITEM_AMMO )
{
send_to_char( "&RYour hands are too full to reload your blaster.\n\r&w", ch);
return;
}
if (obj)
{
if ( obj->value[0] > wield->value[5] )
{
send_to_char( "That cartridge is too big for your blaster.", ch);
return;
}
unequip_char( ch, obj );
checkammo = TRUE;
charge = obj->value[0];
separate_obj( obj );
extract_obj( obj );
}
else
{
for ( obj = ch->last_carrying; obj; obj = obj->prev_content )
{
if ( obj->item_type == ITEM_AMMO)
{
if ( obj->value[0] > wield->value[5] )
{
send_to_char( "That cartridge is too big for your blaster.", ch);
continue;
}
checkammo = TRUE;
charge = obj->value[0];
separate_obj( obj );
extract_obj( obj );
break;
}
}
}
if (!checkammo)
{
send_to_char( "&RYou don't seem to have any ammo to reload your blaster with.\n\r&w", ch);
return;
}
ch_printf( ch, "You replace your ammunition cartridge.\n\rYour blaster is charged with %d shots at high power to %d shots on low.\n\r", charge/5, charge );
act( AT_PLAIN, "$n replaces the ammunition cell in $p.", ch, wield, NULL, TO_ROOM );
}
else if ( wield->value[3] == WEAPON_BOWCASTER )
{
if ( obj && obj->item_type != ITEM_BOLT )
{
send_to_char( "&RYour hands are too full to reload your bowcaster.\n\r&w", ch);
return;
}
if (obj)
{
if ( obj->value[0] > wield->value[5] )
{
send_to_char( "That cartridge is too big for your bowcaster.", ch);
return;
}
unequip_char( ch, obj );
checkammo = TRUE;
charge = obj->value[0];
separate_obj( obj );
extract_obj( obj );
}
else
{
for ( obj = ch->last_carrying; obj; obj = obj->prev_content )
{
if ( obj->item_type == ITEM_BOLT)
{
if ( obj->value[0] > wield->value[5] )
{
send_to_char( "That cartridge is too big for your bowcaster.", ch);
continue;
}
checkammo = TRUE;
charge = obj->value[0];
separate_obj( obj );
extract_obj( obj );
break;
}
}
}
if (!checkammo)
{
send_to_char( "&RYou don't seem to have any quarrels to reload your bowcaster with.\n\r&w", ch);
return;
}
ch_printf( ch, "You replace your quarrel pack.\n\rYour bowcaster is charged with %d energy bolts.\n\r", charge );
act( AT_PLAIN, "$n replaces the quarrels in $p.", ch, wield, NULL, TO_ROOM );
}
else
{
if ( obj && obj->item_type != ITEM_BATTERY )
{
send_to_char( "&RYour hands are too full to replace the power cell.\n\r&w", ch);
return;
}
if (obj)
{
unequip_char( ch, obj );
checkammo = TRUE;
charge = obj->value[0];
separate_obj( obj );
extract_obj( obj );
}
else
{
for ( obj = ch->last_carrying; obj; obj = obj->prev_content )
{
if ( obj->item_type == ITEM_BATTERY)
{
checkammo = TRUE;
charge = obj->value[0];
separate_obj( obj );
extract_obj( obj );
break;
}
}
}
if (!checkammo)
{
send_to_char( "&RYou don't seem to have a power cell.\n\r&w", ch);
return;
}
if (wield->value[3] == WEAPON_LIGHTSABER )
{
ch_printf( ch, "You replace your power cell.\n\rYour lightsaber is charged to %d/%d units.\n\r", charge, charge );
act( AT_PLAIN, "$n replaces the power cell in $p.", ch, wield, NULL, TO_ROOM );
act( AT_PLAIN, "$p ignites with a bright glow.", ch, wield, NULL, TO_ROOM );
}
else if (wield->value[3] == WEAPON_VIBRO )
{
ch_printf( ch, "You replace your power cell.\n\rYour vibro-blade is charged to %d/%d units.\n\r", charge, charge );
act( AT_PLAIN, "$n replaces the power cell in $p.", ch, wield, NULL, TO_ROOM );
}
else if (wield->value[3] == WEAPON_FORCE_PIKE )
{
ch_printf( ch, "You replace your power cell.\n\rYour force-pike is charged to %d/%d units.\n\r", charge, charge );
act( AT_PLAIN, "$n replaces the power cell in $p.", ch, wield, NULL, TO_ROOM );
}
else
{
ch_printf( ch, "You feel very foolish.\n\r" );
act( AT_PLAIN, "$n tries to jam a power cell into $p.", ch, wield, NULL, TO_ROOM );
}
}
wield->value[4] = charge;
}
void do_setblaster( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *wield;
OBJ_DATA *wield2;
wield = get_eq_char( ch, WEAR_WIELD );
if( wield && !( wield->item_type == ITEM_WEAPON && wield->value[3] == WEAPON_BLASTER ) )
wield = NULL;
wield2 = get_eq_char( ch, WEAR_DUAL_WIELD );
if( wield2 && !( wield2->item_type == ITEM_WEAPON && wield2->value[3] == WEAPON_BLASTER ) )
wield2 = NULL;
if ( !wield && !wield2 )
{
send_to_char( "&RYou don't seem to be wielding a blaster.\n\r&w", ch);
return;
}
if ( argument[0] == '\0' )
{
send_to_char( "&RUsage: setblaster <full|high|normal|half|low|stun>\n\r&w", ch);
return;
}
if ( wield )
act( AT_PLAIN, "$n adjusts the settings on $p.", ch, wield, NULL, TO_ROOM );
if ( wield2 )
act( AT_PLAIN, "$n adjusts the settings on $p.", ch, wield2, NULL, TO_ROOM );
if ( !str_cmp( argument, "full" ) )
{
if (wield)
{
wield->blaster_setting = BLASTER_FULL;
send_to_char( "&YWielded blaster set to FULL Power\n\r&w", ch);
}
if (wield2)
{
wield2->blaster_setting = BLASTER_FULL;
send_to_char( "&YDual wielded blaster set to FULL Power\n\r&w", ch);
}
return;
}
if ( !str_cmp( argument, "high" ) )
{
if (wield)
{
wield->blaster_setting = BLASTER_HIGH;
send_to_char( "&YWielded blaster set to HIGH Power\n\r&w", ch);
}
if (wield2)
{
wield2->blaster_setting = BLASTER_HIGH;
send_to_char( "&YDual wielded blaster set to HIGH Power\n\r&w", ch);
}
return;
}
if ( !str_cmp( argument, "normal" ) )
{
if (wield)
{
wield->blaster_setting = BLASTER_NORMAL;
send_to_char( "&YWielded blaster set to NORMAL Power\n\r&w", ch);
}
if (wield2)
{
wield2->blaster_setting = BLASTER_NORMAL;
send_to_char( "&YDual wielded blaster set to NORMAL Power\n\r&w", ch);
}
return;
}
if ( !str_cmp( argument, "half" ) )
{
if (wield)
{
wield->blaster_setting = BLASTER_HALF;
send_to_char( "&YWielded blaster set to HALF Power\n\r&w", ch);
}
if (wield2)
{
wield2->blaster_setting = BLASTER_HALF;
send_to_char( "&YDual wielded blaster set to HALF Power\n\r&w", ch);
}
return;
}
if ( !str_cmp( argument, "low" ) )
{
if (wield)
{
wield->blaster_setting = BLASTER_LOW;
send_to_char( "&YWielded blaster set to LOW Power\n\r&w", ch);
}
if (wield2)
{
wield2->blaster_setting = BLASTER_LOW;
send_to_char( "&YDual wielded blaster set to LOW Power\n\r&w", ch);
}
return;
}
if ( !str_cmp( argument, "stun" ) )
{
if (wield)
{
wield->blaster_setting = BLASTER_STUN;
send_to_char( "&YWielded blaster set to STUN\n\r&w", ch);
}
if (wield2)
{
wield2->blaster_setting = BLASTER_STUN;
send_to_char( "&YDual wielded blaster set to STUN\n\r&w", ch);
}
return;
}
else
do_setblaster( ch , "" );
}
void do_use( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
char argd[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *device;
OBJ_DATA *obj;
ch_ret retcode;
argument = one_argument( argument, argd );
argument = one_argument( argument, arg );
if ( !str_cmp( arg , "on" ) )
argument = one_argument( argument, arg );
if ( argd[0] == '\0' )
{
send_to_char( "Use what?\n\r", ch );
return;
}
if ( ( device = get_eq_char( ch, WEAR_HOLD ) ) == NULL ||
!nifty_is_name(argd, device->name) )
{
do_takedrug( ch , argd );
return;
}
if ( device->item_type == ITEM_SPICE )
{
do_takedrug( ch , argd );
return;
}
if ( device->item_type != ITEM_DEVICE )
{
send_to_char( "You can't figure out what it is your supposed to do with it.\n\r", ch );
return;
}
if ( device->value[2] <= 0 )
{
send_to_char( "It has no more charge left.", ch);
return;
}
obj = NULL;
if ( arg[0] == '\0' )
{
if ( ch->fighting )
{
victim = who_fighting( ch );
}
else
{
send_to_char( "Use on whom or what?\n\r", ch );
return;
}
}
else
{
if ( ( victim = get_char_room ( ch, arg ) ) == NULL
&& ( obj = get_obj_here ( ch, arg ) ) == NULL )
{
send_to_char( "You can't find your target.\n\r", ch );
return;
}
}
WAIT_STATE( ch, 1 * PULSE_VIOLENCE );
if ( device->value[2] > 0 )
{
device->value[2]--;
if ( victim )
{
if ( !oprog_use_trigger( ch, device, victim, NULL, NULL ) )
{
act( AT_MAGIC, "$n uses $p on $N.", ch, device, victim, TO_ROOM );
act( AT_MAGIC, "You use $p on $N.", ch, device, victim, TO_CHAR );
}
}
else
{
if ( !oprog_use_trigger( ch, device, NULL, obj, NULL ) )
{
act( AT_MAGIC, "$n uses $p on $P.", ch, device, obj, TO_ROOM );
act( AT_MAGIC, "You use $p on $P.", ch, device, obj, TO_CHAR );
}
}
retcode = obj_cast_spell( device->value[3], device->value[0], ch, victim, obj );
if ( retcode == rCHAR_DIED || retcode == rBOTH_DIED )
{
bug( "do_use: char died", 0 );
return;
}
}
return;
}
void do_takedrug( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj;
AFFECT_DATA af;
int drug;
int sn;
if ( argument[0] == '\0' || !str_cmp(argument, "") )
{
send_to_char( "Use what?\n\r", ch );
return;
}
if ( (obj = find_obj(ch, argument, TRUE)) == NULL )
return;
if ( obj->item_type == ITEM_DEVICE )
{
send_to_char( "Try holding it first.\n\r", ch );
return;
}
if ( obj->item_type != ITEM_SPICE )
{
act( AT_ACTION, "$n looks at $p and scratches $s head.", ch, obj, NULL, TO_ROOM );
act( AT_ACTION, "You can't quite figure out what to do with $p.", ch, obj, NULL, TO_CHAR );
return;
}
separate_obj( obj );
if ( obj->in_obj )
{
act( AT_PLAIN, "You take $p from $P.", ch, obj, obj->in_obj, TO_CHAR );
act( AT_PLAIN, "$n takes $p from $P.", ch, obj, obj->in_obj, TO_ROOM );
}
if ( ch->fighting && number_percent( ) > (get_curr_dex(ch) * 2 + 48) )
{
act( AT_MAGIC, "$n accidentally drops $p rendering it useless.", ch, obj, NULL, TO_ROOM );
act( AT_MAGIC, "Oops... $p gets knocked from your hands rendering it completely useless!", ch, obj, NULL ,TO_CHAR );
}
else
{
if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) )
{
act( AT_ACTION, "$n takes $p.", ch, obj, NULL, TO_ROOM );
act( AT_ACTION, "You take $p.", ch, obj, NULL, TO_CHAR );
}
if ( IS_NPC(ch) )
{
extract_obj( obj );
return;
}
drug = obj->value[0];
WAIT_STATE( ch, PULSE_PER_SECOND/4 );
gain_condition( ch, COND_THIRST, 1 );
ch->pcdata->drug_level[drug] = UMIN(ch->pcdata->drug_level[drug]+obj->value[1] , 255);
if ( ch->pcdata->drug_level[drug] >=255
|| ch->pcdata->drug_level[drug] > ( ch->pcdata->addiction[drug]+100 ) )
{
act( AT_POISON, "$n sputters and gags.", ch, NULL, NULL, TO_ROOM );
act( AT_POISON, "You feel sick. You may have taken too much.", ch, NULL, NULL, TO_CHAR );
ch->mental_state = URANGE( 20, ch->mental_state + 5, 100 );
af.type = gsn_poison;
af.location = APPLY_INT;
af.modifier = -5;
af.duration = ch->pcdata->drug_level[drug];
af.bitvector = AFF_POISON;
affect_to_char( ch, &af );
ch->hit = 1;
}
switch (drug)
{
default:
case SPICE_GLITTERSTIM:
sn=skill_lookup("true sight");
if ( sn < MAX_SKILL && !IS_AFFECTED( ch, AFF_TRUESIGHT ) )
{
af.type = sn;
af.location = APPLY_AC;
af.modifier = -10;
af.duration = URANGE( 1, ch->pcdata->drug_level[drug] - ch->pcdata->addiction[drug] ,obj->value[1] );
af.bitvector = AFF_TRUESIGHT;
affect_to_char( ch, &af );
}
break;
case SPICE_CARSANUM:
sn=skill_lookup("sanctuary");
if ( sn < MAX_SKILL && !IS_AFFECTED( ch, AFF_SANCTUARY ) )
{
af.type = sn;
af.location = APPLY_NONE;
af.modifier = 0;
af.duration = URANGE( 1, ch->pcdata->drug_level[drug] - ch->pcdata->addiction[drug] ,obj->value[1] );
af.bitvector = AFF_SANCTUARY;
affect_to_char( ch, &af );
}
break;
case SPICE_RYLL:
af.type = -1;
af.location = APPLY_DEX;
af.modifier = 1;
af.duration = URANGE( 1, 2*(ch->pcdata->drug_level[drug] - ch->pcdata->addiction[drug]) ,2*obj->value[1] );
af.bitvector = AFF_NONE;
affect_to_char( ch, &af );
af.type = -1;
af.location = APPLY_HITROLL;
af.modifier = 1;
af.duration = URANGE( 1, 2*(ch->pcdata->drug_level[drug] - ch->pcdata->addiction[drug]) ,2*obj->value[1] );
af.bitvector = AFF_NONE;
affect_to_char( ch, &af );
break;
case SPICE_ANDRIS:
af.type = -1;
af.location = APPLY_HIT;
af.modifier = 10;
af.duration = URANGE( 1, 2*(ch->pcdata->drug_level[drug] - ch->pcdata->addiction[drug]) ,2*obj->value[1] );
af.bitvector = AFF_NONE;
affect_to_char( ch, &af );
af.type = sn;
af.location = APPLY_CON;
af.modifier = 1;
af.duration = URANGE( 1, 2*(ch->pcdata->drug_level[drug] - ch->pcdata->addiction[drug]) ,2*obj->value[1] );
af.bitvector = AFF_NONE;
affect_to_char( ch, &af );
break;
}
}
if ( cur_obj == obj->serial )
global_objcode = rOBJ_EATEN;
extract_obj( obj );
return;
}
void jedi_bonus( CHAR_DATA *ch )
{
if ( number_range( 1 , 100 ) == 1 )
{
ch->max_mana++;
send_to_char("&YYou are wise in your use of the force.\n\r", ch);
send_to_char("You feel a little stronger in your wisdom.&w\n\r", ch);
}
}
void sith_penalty( CHAR_DATA *ch )
{
if ( number_range( 1 , 100 ) == 1 )
{
ch->max_mana++ ;
if (ch->max_hit > 100)
ch->max_hit-- ;
ch->hit-- ;
send_to_char("&zYour body grows weaker as your strength in the dark side grows.&w\n\r",ch);
}
}
/*
* Fill a container
* Many enhancements added by Thoric (ie: filling non-drink containers)
*/
void do_fill( CHAR_DATA *ch, char *argument )
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
OBJ_DATA *source;
sh_int dest_item, src_item1, src_item2, src_item3, src_item4;
int diff;
bool all = FALSE;
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
/* munch optional words */
if ( (!str_cmp( arg2, "from" ) || !str_cmp( arg2, "with" ))
&& argument[0] != '\0' )
argument = one_argument( argument, arg2 );
if ( arg1[0] == '\0' )
{
send_to_char( "Fill what?\n\r", ch );
return;
}
if ( ms_find_obj(ch) )
return;
if ( ( obj = get_obj_carry( ch, arg1 ) ) == NULL )
{
send_to_char( "You do not have that item.\n\r", ch );
return;
}
else
dest_item = obj->item_type;
src_item1 = src_item2 = src_item3 = src_item4 = -1;
switch( dest_item )
{
default:
act( AT_ACTION, "$n tries to fill $p... (Don't ask me how)", ch, obj, NULL, TO_ROOM );
send_to_char( "You cannot fill that.\n\r", ch );
return;
/* place all fillable item types here */
case ITEM_DRINK_CON:
src_item1 = ITEM_FOUNTAIN; src_item2 = ITEM_BLOOD; break;
case ITEM_HERB_CON:
src_item1 = ITEM_HERB; src_item2 = ITEM_HERB_CON; break;
case ITEM_PIPE:
src_item1 = ITEM_HERB; src_item2 = ITEM_HERB_CON; break;
case ITEM_CONTAINER:
src_item1 = ITEM_CONTAINER; src_item2 = ITEM_CORPSE_NPC;
src_item3 = ITEM_CORPSE_PC; src_item4 = ITEM_CORPSE_NPC; break;
}
if ( dest_item == ITEM_CONTAINER )
{
if ( IS_SET(obj->value[1], CONT_CLOSED) )
{
act( AT_PLAIN, "The $d is closed.", ch, NULL, obj->name, TO_CHAR );
return;
}
if ( get_obj_weight( obj ) / obj->count
>= obj->value[0] )
{
send_to_char( "It's already full as it can be.\n\r", ch );
return;
}
}
else
{
diff = obj->value[0] - obj->value[1];
if ( diff < 1 || obj->value[1] >= obj->value[0] )
{
send_to_char( "It's already full as it can be.\n\r", ch );
return;
}
}
if ( dest_item == ITEM_PIPE
&& IS_SET( obj->value[3], PIPE_FULLOFASH ) )
{
send_to_char( "It's full of ashes, and needs to be emptied first.\n\r", ch );
return;
}
if ( arg2[0] != '\0' )
{
if ( dest_item == ITEM_CONTAINER
&& (!str_cmp( arg2, "all" ) || !str_prefix( "all.", arg2 )) )
{
all = TRUE;
source = NULL;
}
else
/* This used to let you fill a pipe from an object on the ground. Seems
to me you should be holding whatever you want to fill a pipe with.
It's nitpicking, but I needed to change it to get a mobprog to work
right. Check out Lord Fitzgibbon if you're curious. -Narn */
if ( dest_item == ITEM_PIPE )
{
if ( ( source = get_obj_carry( ch, arg2 ) ) == NULL )
{
send_to_char( "You don't have that item.\n\r", ch );
return;
}
if ( source->item_type != src_item1 && source->item_type != src_item2
&& source->item_type != src_item3 && source->item_type != src_item4 )
{
act( AT_PLAIN, "You cannot fill $p with $P!", ch, obj, source, TO_CHAR );
return;
}
}
else
{
if ( ( source = get_obj_here( ch, arg2 ) ) == NULL )
{
send_to_char( "You cannot find that item.\n\r", ch );
return;
}
}
}
else
source = NULL;
if ( !source && dest_item == ITEM_PIPE )
{
send_to_char( "Fill it with what?\n\r", ch );
return;
}
if ( !source )
{
bool found = FALSE;
OBJ_DATA *src_next;
found = FALSE;
separate_obj( obj );
for ( source = ch->in_room->first_content;
source;
source = src_next )
{
src_next = source->next_content;
if (dest_item == ITEM_CONTAINER)
{
if ( !CAN_WEAR(source, ITEM_TAKE)
|| (IS_OBJ_STAT( source, ITEM_PROTOTYPE) && !can_take_proto(ch))
|| ch->carry_weight + get_obj_weight(source) > can_carry_w(ch)
|| (get_obj_weight(source) + get_obj_weight(obj)/obj->count)
> obj->value[0] )
continue;
if ( all && arg2[3] == '.'
&& !nifty_is_name( &arg2[4], source->name ) )
continue;
obj_from_room(source);
if ( source->item_type == ITEM_MONEY )
{
ch->gold += source->value[0];
extract_obj( source );
}
else
obj_to_obj(source, obj);
found = TRUE;
}
else
if (source->item_type == src_item1
|| source->item_type == src_item2
|| source->item_type == src_item3
|| source->item_type == src_item4 )
{
found = TRUE;
break;
}
}
if ( !found )
{
switch( src_item1 )
{
default:
send_to_char( "There is nothing appropriate here!\n\r", ch );
return;
case ITEM_FOUNTAIN:
send_to_char( "There is no fountain or pool here!\n\r", ch );
return;
case ITEM_BLOOD:
send_to_char( "There is no blood pool here!\n\r", ch );
return;
case ITEM_HERB_CON:
send_to_char( "There are no herbs here!\n\r", ch );
return;
case ITEM_HERB:
send_to_char( "You cannot find any smoking herbs.\n\r", ch );
return;
}
}
if (dest_item == ITEM_CONTAINER)
{
act( AT_ACTION, "You fill $p.", ch, obj, NULL, TO_CHAR );
act( AT_ACTION, "$n fills $p.", ch, obj, NULL, TO_ROOM );
return;
}
}
if (dest_item == ITEM_CONTAINER)
{
OBJ_DATA *otmp, *otmp_next;
char name[MAX_INPUT_LENGTH];
CHAR_DATA *gch;
char *pd;
bool found = FALSE;
if ( source == obj )
{
send_to_char( "You can't fill something with itself!\n\r", ch );
return;
}
switch( source->item_type )
{
default: /* put something in container */
if ( !source->in_room /* disallow inventory items */
|| !CAN_WEAR(source, ITEM_TAKE)
|| (IS_OBJ_STAT( source, ITEM_PROTOTYPE) && !can_take_proto(ch))
|| ch->carry_weight + get_obj_weight(source) > can_carry_w(ch)
|| (get_obj_weight(source) + get_obj_weight(obj)/obj->count)
> obj->value[0] )
{
send_to_char( "You can't do that.\n\r", ch );
return;
}
separate_obj( obj );
act( AT_ACTION, "You take $P and put it inside $p.", ch, obj, source, TO_CHAR );
act( AT_ACTION, "$n takes $P and puts it inside $p.", ch, obj, source, TO_ROOM );
obj_from_room(source);
obj_to_obj(source, obj);
break;
case ITEM_MONEY:
send_to_char( "You can't do that... yet.\n\r", ch );
break;
case ITEM_CORPSE_PC:
if ( IS_NPC(ch) )
{
send_to_char( "You can't do that.\n\r", ch );
return;
}
pd = source->short_descr;
pd = one_argument( pd, name );
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 = first_char; 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( "That's someone else's corpse.\n\r", ch );
return;
}
}
case ITEM_CONTAINER:
if ( source->item_type == ITEM_CONTAINER /* don't remove */
&& IS_SET(source->value[1], CONT_CLOSED) )
{
act( AT_PLAIN, "The $d is closed.", ch, NULL, source->name, TO_CHAR );
return;
}
case ITEM_DROID_CORPSE:
case ITEM_CORPSE_NPC:
if ( (otmp=source->first_content) == NULL )
{
send_to_char( "It's empty.\n\r", ch );
return;
}
separate_obj( obj );
for ( ; otmp; otmp = otmp_next )
{
otmp_next = otmp->next_content;
if ( !CAN_WEAR(otmp, ITEM_TAKE)
|| (IS_OBJ_STAT( otmp, ITEM_PROTOTYPE) && !can_take_proto(ch))
|| ch->carry_number + otmp->count > can_carry_n(ch)
|| ch->carry_weight + get_obj_weight(otmp) > can_carry_w(ch)
|| (get_obj_weight(source) + get_obj_weight(obj)/obj->count)
> obj->value[0] )
continue;
obj_from_obj(otmp);
obj_to_obj(otmp, obj);
found = TRUE;
}
if ( found )
{
act( AT_ACTION, "You fill $p from $P.", ch, obj, source, TO_CHAR );
act( AT_ACTION, "$n fills $p from $P.", ch, obj, source, TO_ROOM );
}
else
send_to_char( "There is nothing appropriate in there.\n\r", ch );
break;
}
return;
}
if ( source->value[1] < 1 )
{
send_to_char( "There's none left!\n\r", ch );
return;
}
if ( source->count > 1 && source->item_type != ITEM_FOUNTAIN )
separate_obj( source );
separate_obj( obj );
switch( source->item_type )
{
default:
bug( "do_fill: got bad item type: %d", source->item_type );
send_to_char( "Something went wrong...\n\r", ch );
return;
case ITEM_FOUNTAIN:
if ( obj->value[1] != 0 && obj->value[2] != 0 )
{
send_to_char( "There is already another liquid in it.\n\r", ch );
return;
}
obj->value[2] = 0;
obj->value[1] = obj->value[0];
act( AT_ACTION, "You fill $p from $P.", ch, obj, source, TO_CHAR );
act( AT_ACTION, "$n fills $p from $P.", ch, obj, source, TO_ROOM );
return;
case ITEM_BLOOD:
if ( obj->value[1] != 0 && obj->value[2] != 13 )
{
send_to_char( "There is already another liquid in it.\n\r", ch );
return;
}
obj->value[2] = 13;
if ( source->value[1] < diff )
diff = source->value[1];
obj->value[1] += diff;
act( AT_ACTION, "You fill $p from $P.", ch, obj, source, TO_CHAR );
act( AT_ACTION, "$n fills $p from $P.", ch, obj, source, TO_ROOM );
if ( (source->value[1] -= diff) < 1 )
{
extract_obj( source );
make_bloodstain( ch );
}
return;
case ITEM_HERB:
if ( obj->value[1] != 0 && obj->value[2] != source->value[2] )
{
send_to_char( "There is already another type of herb in it.\n\r", ch );
return;
}
obj->value[2] = source->value[2];
if ( source->value[1] < diff )
diff = source->value[1];
obj->value[1] += diff;
act( AT_ACTION, "You fill $p with $P.", ch, obj, source, TO_CHAR );
act( AT_ACTION, "$n fills $p with $P.", ch, obj, source, TO_ROOM );
if ( (source->value[1] -= diff) < 1 )
extract_obj( source );
return;
case ITEM_HERB_CON:
if ( obj->value[1] != 0 && obj->value[2] != source->value[2] )
{
send_to_char( "There is already another type of herb in it.\n\r", ch );
return;
}
obj->value[2] = source->value[2];
if ( source->value[1] < diff )
diff = source->value[1];
obj->value[1] += diff;
source->value[1] -= diff;
act( AT_ACTION, "You fill $p from $P.", ch, obj, source, TO_CHAR );
act( AT_ACTION, "$n fills $p from $P.", ch, obj, source, TO_ROOM );
return;
case ITEM_DRINK_CON:
if ( obj->value[1] != 0 && obj->value[2] != source->value[2] )
{
send_to_char( "There is already another liquid in it.\n\r", ch );
return;
}
obj->value[2] = source->value[2];
if ( source->value[1] < diff )
diff = source->value[1];
obj->value[1] += diff;
source->value[1] -= diff;
act( AT_ACTION, "You fill $p from $P.", ch, obj, source, TO_CHAR );
act( AT_ACTION, "$n fills $p from $P.", ch, obj, source, TO_ROOM );
return;
}
}
void do_drink( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
int amount;
int liquid;
argument = one_argument( argument, arg );
/* munch optional words */
if ( !str_cmp( arg, "from" ) && argument[0] != '\0' )
argument = one_argument( argument, arg );
if ( arg[0] == '\0' )
{
for ( obj = ch->in_room->first_content; obj; obj = obj->next_content )
if ( (obj->item_type == ITEM_FOUNTAIN)
|| (obj->item_type == ITEM_BLOOD) )
break;
if ( !obj )
{
send_to_char( "Drink what?\n\r", ch );
return;
}
}
else
{
if ( ( obj = get_obj_here( ch, arg ) ) == NULL )
{
send_to_char( "You can't find it.\n\r", ch );
return;
}
}
if ( obj->count > 1 && obj->item_type != ITEM_FOUNTAIN )
separate_obj(obj);
if ( !IS_NPC(ch) && ch->pcdata->condition[COND_DRUNK] > 40 )
{
send_to_char( "You fail to reach your mouth. *Hic*\n\r", ch );
return;
}
switch ( obj->item_type )
{
default:
if ( obj->carried_by == ch )
{
act( AT_ACTION, "$n lifts $p up to $s mouth and tries to drink from it...", ch, obj, NULL, TO_ROOM );
act( AT_ACTION, "You bring $p up to your mouth and try to drink from it...", ch, obj, NULL, TO_CHAR );
}
else
{
act( AT_ACTION, "$n gets down and tries to drink from $p... (Is $e feeling ok?)", ch, obj, NULL, TO_ROOM );
act( AT_ACTION, "You get down on the ground and try to drink from $p...", ch, obj, NULL, TO_CHAR );
}
break;
case ITEM_POTION:
if ( obj->carried_by == ch )
do_quaff( ch, obj->name );
else
send_to_char( "You're not carrying that.\n\r", ch );
break;
case ITEM_FOUNTAIN:
if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) )
{
act( AT_ACTION, "$n drinks from the fountain.", ch, NULL, NULL, TO_ROOM );
send_to_char( "You take a long thirst quenching drink.\n\r", ch );
}
if ( !IS_NPC(ch) )
ch->pcdata->condition[COND_THIRST] = 40;
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 ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) )
{
act( AT_ACTION, "$n drinks $T from $p.",
ch, obj, liq_table[liquid].liq_name, TO_ROOM );
act( AT_ACTION, "You drink $T from $p.",
ch, obj, liq_table[liquid].liq_name, TO_CHAR );
}
amount = 1; /* UMIN(amount, obj->value[1]); */
/* what was this? concentrated drinks? concentrated water
too I suppose... sheesh! */
gain_condition( ch, COND_DRUNK,
amount * liq_table[liquid].liq_affect[COND_DRUNK ] );
gain_condition( ch, COND_FULL,
amount * liq_table[liquid].liq_affect[COND_FULL ] );
gain_condition( ch, COND_THIRST,
amount * liq_table[liquid].liq_affect[COND_THIRST ] );
if ( !IS_NPC(ch) )
{
if ( ch->pcdata->condition[COND_DRUNK] > 24 )
send_to_char( "You feel quite sloshed.\n\r", ch );
else
if ( ch->pcdata->condition[COND_DRUNK] > 18 )
send_to_char( "You feel very drunk.\n\r", ch );
else
if ( ch->pcdata->condition[COND_DRUNK] > 12 )
send_to_char( "You feel drunk.\n\r", ch );
else
if ( ch->pcdata->condition[COND_DRUNK] > 8 )
send_to_char( "You feel a little drunk.\n\r", ch );
else
if ( ch->pcdata->condition[COND_DRUNK] > 5 )
send_to_char( "You feel light headed.\n\r", ch );
if ( ch->pcdata->condition[COND_FULL] > 40 )
send_to_char( "You are full.\n\r", ch );
if ( ch->pcdata->condition[COND_THIRST] > 40 )
send_to_char( "You feel bloated.\n\r", ch );
else
if ( ch->pcdata->condition[COND_THIRST] > 36 )
send_to_char( "Your stomach is sloshing around.\n\r", ch );
else
if ( ch->pcdata->condition[COND_THIRST] > 30 )
send_to_char( "You do not feel thirsty.\n\r", ch );
}
if ( obj->value[3] )
{
/* The drink was poisoned! */
AFFECT_DATA af;
act( AT_POISON, "$n sputters and gags.", ch, NULL, NULL, TO_ROOM );
act( AT_POISON, "You sputter and gag.", ch, NULL, NULL, TO_CHAR );
ch->mental_state = URANGE( 20, ch->mental_state + 5, 100 );
af.type = gsn_poison;
af.duration = 3 * obj->value[3];
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_POISON;
affect_join( ch, &af );
}
obj->value[1] -= amount;
break;
}
WAIT_STATE(ch, PULSE_PER_SECOND );
return;
}
void do_eat( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj;
ch_ret retcode;
int foodcond;
if ( argument[0] == '\0' )
{
send_to_char( "Eat what?\n\r", ch );
return;
}
if ( IS_NPC(ch) || ch->pcdata->condition[COND_FULL] > 5 )
if ( ms_find_obj(ch) )
return;
if ( (obj = find_obj(ch, argument, TRUE)) == NULL )
return;
if ( !IS_IMMORTAL(ch) )
{
if ( obj->item_type != ITEM_FOOD && obj->item_type != ITEM_PILL )
{
act( AT_ACTION, "$n starts to nibble on $p... ($e must really be hungry)", ch, obj, NULL, TO_ROOM );
act( AT_ACTION, "You try to nibble on $p...", ch, obj, NULL, TO_CHAR );
return;
}
if ( !IS_NPC(ch) && ch->pcdata->condition[COND_FULL] > 40 )
{
send_to_char( "You are too full to eat more.\n\r", ch );
return;
}
}
/* required due to object grouping */
separate_obj( obj );
WAIT_STATE( ch, PULSE_PER_SECOND/2 );
if ( obj->in_obj )
{
act( AT_PLAIN, "You take $p from $P.", ch, obj, obj->in_obj, TO_CHAR );
act( AT_PLAIN, "$n takes $p from $P.", ch, obj, obj->in_obj, TO_ROOM );
}
if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) )
{
if ( !obj->action_desc || obj->action_desc[0]=='\0' )
{
act( AT_ACTION, "$n eats $p.", ch, obj, NULL, TO_ROOM );
act( AT_ACTION, "You eat $p.", ch, obj, NULL, TO_CHAR );
}
else
actiondesc( ch, obj, NULL );
}
switch ( obj->item_type )
{
case ITEM_FOOD:
if ( obj->timer > 0 && obj->value[1] > 0 )
foodcond = (obj->timer * 10) / obj->value[1];
else
foodcond = 10;
if ( !IS_NPC(ch) )
{
int condition;
condition = ch->pcdata->condition[COND_FULL];
gain_condition( ch, COND_FULL, (obj->value[0] * foodcond) / 10 );
if ( condition <= 1 && ch->pcdata->condition[COND_FULL] > 1 )
send_to_char( "You are no longer hungry.\n\r", ch );
else if ( ch->pcdata->condition[COND_FULL] > 40 )
send_to_char( "You are full.\n\r", ch );
}
if ( obj->value[3] != 0
|| (foodcond < 4 && number_range( 0, foodcond + 1 ) == 0) )
{
/* The food was poisoned! */
AFFECT_DATA af;
if ( obj->value[3] != 0 )
{
act( AT_POISON, "$n chokes and gags.", ch, NULL, NULL, TO_ROOM );
act( AT_POISON, "You choke and gag.", ch, NULL, NULL, TO_CHAR );
ch->mental_state = URANGE( 20, ch->mental_state + 5, 100 );
}
else
{
act( AT_POISON, "$n gags on $p.", ch, obj, NULL, TO_ROOM );
act( AT_POISON, "You gag on $p.", ch, obj, NULL, TO_CHAR );
ch->mental_state = URANGE( 15, ch->mental_state + 5, 100 );
}
af.type = gsn_poison;
af.duration = 2 * obj->value[0]
* (obj->value[3] > 0 ? obj->value[3] : 1);
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_POISON;
affect_join( ch, &af );
}
break;
case ITEM_PILL:
/* allow pills to fill you, if so desired */
if ( !IS_NPC(ch) && obj->value[4] )
{
int condition;
condition = ch->pcdata->condition[COND_FULL];
gain_condition( ch, COND_FULL, obj->value[4] );
if ( condition <= 1 && ch->pcdata->condition[COND_FULL] > 1 )
send_to_char( "You are no longer hungry.\n\r", ch );
else if ( ch->pcdata->condition[COND_FULL] > 40 )
send_to_char( "You are full.\n\r", ch );
}
retcode = obj_cast_spell( obj->value[1], obj->value[0], ch, ch, NULL );
if ( retcode == rNONE )
retcode = obj_cast_spell( obj->value[2], obj->value[0], ch, ch, NULL );
if ( retcode == rNONE )
retcode = obj_cast_spell( obj->value[3], obj->value[0], ch, ch, NULL );
break;
}
if ( obj->serial == cur_obj )
global_objcode = rOBJ_EATEN;
extract_obj( obj );
return;
}
void do_quaff( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj;
ch_ret retcode;
if ( argument[0] == '\0' || !str_cmp(argument, "") )
{
send_to_char( "Quaff what?\n\r", ch );
return;
}
if ( (obj = find_obj(ch, argument, TRUE)) == NULL )
return;
if ( obj->item_type != ITEM_POTION )
{
if ( obj->item_type == ITEM_DRINK_CON )
do_drink( ch, obj->name );
else
{
act( AT_ACTION, "$n lifts $p up to $s mouth and tries to drink from it...", ch, obj, NULL, TO_ROOM );
act( AT_ACTION, "You bring $p up to your mouth and try to drink from it...", ch, obj, NULL, TO_CHAR );
}
return;
}
/*
* Fullness checking -Thoric
*/
if ( !IS_NPC(ch)
&& ( ch->pcdata->condition[COND_FULL] >= 48
|| ch->pcdata->condition[COND_THIRST] >= 48 ) )
{
send_to_char( "Your stomach cannot contain any more.\n\r", ch );
return;
}
separate_obj( obj );
if ( obj->in_obj )
{
act( AT_PLAIN, "You take $p from $P.", ch, obj, obj->in_obj, TO_CHAR );
act( AT_PLAIN, "$n takes $p from $P.", ch, obj, obj->in_obj, TO_ROOM );
}
/*
* If fighting, chance of dropping potion -Thoric
*/
if ( ch->fighting && number_percent( ) > (get_curr_dex(ch) * 2 + 48) )
{
act( AT_MAGIC, "$n accidentally drops $p and it smashes into a thousand fragments.", ch, obj, NULL, TO_ROOM );
act( AT_MAGIC, "Oops... $p gets knocked from your hands and smashes into pieces!", ch, obj, NULL ,TO_CHAR );
}
else
{
if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) )
{
act( AT_ACTION, "$n quaffs $p.", ch, obj, NULL, TO_ROOM );
act( AT_ACTION, "You quaff $p.", ch, obj, NULL, TO_CHAR );
}
WAIT_STATE( ch, PULSE_PER_SECOND/4 );
gain_condition( ch, COND_THIRST, 1 );
retcode = obj_cast_spell( obj->value[1], obj->value[0], ch, ch, NULL );
if ( retcode == rNONE )
retcode = obj_cast_spell( obj->value[2], obj->value[0], ch, ch, NULL );
if ( retcode == rNONE )
retcode = obj_cast_spell( obj->value[3], obj->value[0], ch, ch, NULL );
}
if ( cur_obj == obj->serial )
global_objcode = rOBJ_QUAFFED;
extract_obj( obj );
return;
}
void do_recite( CHAR_DATA *ch, char *argument )
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *scroll;
OBJ_DATA *obj;
ch_ret retcode;
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if ( arg1[0] == '\0' )
{
send_to_char( "Activate what?\n\r", ch );
return;
}
if ( ms_find_obj(ch) )
return;
if ( ( scroll = get_obj_carry( ch, arg1 ) ) == NULL )
{
send_to_char( "You do not have that item.\n\r", ch );
return;
}
if ( IS_NPC(ch)
&& (scroll->pIndexData->vnum == OBJ_VNUM_SCROLL_SCRIBING) )
{
send_to_char( "As a mob, this dialect is foreign to you.\n\r", ch );
return;
}
if( ( scroll->pIndexData->vnum == OBJ_VNUM_SCROLL_SCRIBING)
&&(ch->top_level + 10 < scroll->value[0]))
{
send_to_char( "This item is too complex for you to understand.\n\r", ch);
return;
}
obj = NULL;
if ( arg2[0] == '\0' )
victim = ch;
else
{
if ( ( victim = get_char_room ( ch, arg2 ) ) == NULL
&& ( obj = get_obj_here ( ch, arg2 ) ) == NULL )
{
send_to_char( "You can't find it.\n\r", ch );
return;
}
}
separate_obj( scroll );
act( AT_MAGIC, "$n activate $p.", ch, scroll, NULL, TO_ROOM );
act( AT_MAGIC, "You activate $p.", ch, scroll, NULL, TO_CHAR );
WAIT_STATE( ch, PULSE_PER_SECOND/2 );
retcode = obj_cast_spell( scroll->value[1], scroll->value[0], ch, victim, obj );
if ( retcode == rNONE )
retcode = obj_cast_spell( scroll->value[2], scroll->value[0], ch, victim, obj );
if ( retcode == rNONE )
retcode = obj_cast_spell( scroll->value[3], scroll->value[0], ch, victim, obj );
if ( scroll->serial == cur_obj )
global_objcode = rOBJ_USED;
extract_obj( scroll );
return;
}
/*
* Function to handle the state changing of a triggerobject (lever) -Thoric
*/
void pullorpush( CHAR_DATA *ch, OBJ_DATA *obj, bool pull )
{
char buf[MAX_STRING_LENGTH];
CHAR_DATA *rch;
bool isup;
ROOM_INDEX_DATA *room, *to_room;
EXIT_DATA *pexit, *pexit_rev;
int edir;
char *txt;
if ( IS_SET( obj->value[0], TRIG_UP ) )
isup = TRUE;
else
isup = FALSE;
switch( obj->item_type )
{
default:
sprintf( buf, "You can't %s that!\n\r", pull ? "pull" : "push" );
send_to_char( buf, ch );
return;
break;
case ITEM_SWITCH:
case ITEM_LEVER:
case ITEM_PULLCHAIN:
if ( (!pull && isup) || (pull && !isup) )
{
sprintf( buf, "It is already %s.\n\r", isup ? "up" : "down" );
send_to_char( buf, ch );
return;
}
case ITEM_BUTTON:
if ( (!pull && isup) || (pull & !isup) )
{
sprintf( buf, "It is already %s.\n\r", isup ? "in" : "out" );
send_to_char( buf, ch );
return;
}
break;
}
if( (pull) && IS_SET(obj->pIndexData->progtypes,PULL_PROG) )
{
if ( !IS_SET(obj->value[0], TRIG_AUTORETURN ) )
REMOVE_BIT( obj->value[0], TRIG_UP );
oprog_pull_trigger( ch, obj );
return;
}
if( (!pull) && IS_SET(obj->pIndexData->progtypes,PUSH_PROG) )
{
if ( !IS_SET(obj->value[0], TRIG_AUTORETURN ) )
SET_BIT( obj->value[0], TRIG_UP );
oprog_push_trigger( ch, obj );
return;
}
if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) )
{
sprintf( buf, "$n %s $p.", pull ? "pulls" : "pushes" );
act( AT_ACTION, buf, ch, obj, NULL, TO_ROOM );
sprintf( buf, "You %s $p.", pull ? "pull" : "push" );
act( AT_ACTION, buf, ch, obj, NULL, TO_CHAR );
}
if ( !IS_SET(obj->value[0], TRIG_AUTORETURN ) )
{
if ( pull )
REMOVE_BIT( obj->value[0], TRIG_UP );
else
SET_BIT( obj->value[0], TRIG_UP );
}
if ( IS_SET( obj->value[0], TRIG_TELEPORT )
|| IS_SET( obj->value[0], TRIG_TELEPORTALL )
|| IS_SET( obj->value[0], TRIG_TELEPORTPLUS ) )
{
int flags;
if ( ( room = get_room_index( obj->value[1] ) ) == NULL )
{
bug( "PullOrPush: obj points to invalid room %d", obj->value[1] );
return;
}
flags = 0;
if ( IS_SET( obj->value[0], TRIG_SHOWROOMDESC ) )
SET_BIT( flags, TELE_SHOWDESC );
if ( IS_SET( obj->value[0], TRIG_TELEPORTALL ) )
SET_BIT( flags, TELE_TRANSALL );
if ( IS_SET( obj->value[0], TRIG_TELEPORTPLUS ) )
SET_BIT( flags, TELE_TRANSALLPLUS );
teleport( ch, obj->value[1], flags );
return;
}
if ( IS_SET( obj->value[0], TRIG_RAND4 )
|| IS_SET( obj->value[0], TRIG_RAND6 ) )
{
int maxd;
if ( ( room = get_room_index( obj->value[1] ) ) == NULL )
{
bug( "PullOrPush: obj points to invalid room %d", obj->value[1] );
return;
}
if ( IS_SET( obj->value[0], TRIG_RAND4 ) )
maxd = 3;
else
maxd = 5;
randomize_exits( room, maxd );
for ( rch = room->first_person; rch; rch = rch->next_in_room )
{
send_to_char( "You hear a loud rumbling sound.\n\r", rch );
send_to_char( "Something seems different...\n\r", rch );
}
}
if ( IS_SET( obj->value[0], TRIG_DOOR ) )
{
room = get_room_index( obj->value[1] );
if ( !room )
room = obj->in_room;
if ( !room )
{
bug( "PullOrPush: obj points to invalid room %d", obj->value[1] );
return;
}
if ( IS_SET( obj->value[0], TRIG_D_NORTH ) )
{
edir = DIR_NORTH;
txt = "to the north";
}
else
if ( IS_SET( obj->value[0], TRIG_D_SOUTH ) )
{
edir = DIR_SOUTH;
txt = "to the south";
}
else
if ( IS_SET( obj->value[0], TRIG_D_EAST ) )
{
edir = DIR_EAST;
txt = "to the east";
}
else
if ( IS_SET( obj->value[0], TRIG_D_WEST ) )
{
edir = DIR_WEST;
txt = "to the west";
}
else
if ( IS_SET( obj->value[0], TRIG_D_UP ) )
{
edir = DIR_UP;
txt = "from above";
}
else
if ( IS_SET( obj->value[0], TRIG_D_DOWN ) )
{
edir = DIR_DOWN;
txt = "from below";
}
else
{
bug( "PullOrPush: door: no direction flag set.", 0 );
return;
}
pexit = get_exit( room, edir );
if ( !pexit )
{
if ( !IS_SET( obj->value[0], TRIG_PASSAGE ) )
{
bug( "PullOrPush: obj points to non-exit %d", obj->value[1] );
return;
}
to_room = get_room_index( obj->value[2] );
if ( !to_room )
{
bug( "PullOrPush: dest points to invalid room %d", obj->value[2] );
return;
}
pexit = make_exit( room, to_room, edir );
pexit->keyword = STRALLOC( "" );
pexit->description = STRALLOC( "" );
pexit->key = -1;
pexit->exit_info = 0;
top_exit++;
act( AT_PLAIN, "A passage opens!", ch, NULL, NULL, TO_CHAR );
act( AT_PLAIN, "A passage opens!", ch, NULL, NULL, TO_ROOM );
return;
}
if ( IS_SET( obj->value[0], TRIG_UNLOCK )
&& IS_SET( pexit->exit_info, EX_LOCKED) )
{
REMOVE_BIT(pexit->exit_info, EX_LOCKED);
act( AT_PLAIN, "You hear a faint click $T.", ch, NULL, txt, TO_CHAR );
act( AT_PLAIN, "You hear a faint click $T.", ch, NULL, txt, TO_ROOM );
if ( ( pexit_rev = pexit->rexit ) != NULL
&& pexit_rev->to_room == ch->in_room )
REMOVE_BIT( pexit_rev->exit_info, EX_LOCKED );
return;
}
if ( IS_SET( obj->value[0], TRIG_LOCK )
&& !IS_SET( pexit->exit_info, EX_LOCKED) )
{
SET_BIT(pexit->exit_info, EX_LOCKED);
act( AT_PLAIN, "You hear a faint click $T.", ch, NULL, txt, TO_CHAR );
act( AT_PLAIN, "You hear a faint click $T.", ch, NULL, txt, TO_ROOM );
if ( ( pexit_rev = pexit->rexit ) != NULL
&& pexit_rev->to_room == ch->in_room )
SET_BIT( pexit_rev->exit_info, EX_LOCKED );
return;
}
if ( IS_SET( obj->value[0], TRIG_OPEN )
&& IS_SET( pexit->exit_info, EX_CLOSED) )
{
REMOVE_BIT(pexit->exit_info, EX_CLOSED);
for ( rch = room->first_person; rch; rch = rch->next_in_room )
act( AT_ACTION, "The $d opens.", rch, NULL, pexit->keyword, TO_CHAR );
if ( ( pexit_rev = pexit->rexit ) != NULL
&& pexit_rev->to_room == ch->in_room )
{
REMOVE_BIT( pexit_rev->exit_info, EX_CLOSED );
for ( rch = to_room->first_person; rch; rch = rch->next_in_room )
act( AT_ACTION, "The $d opens.", rch, NULL, pexit_rev->keyword, TO_CHAR );
}
check_room_for_traps( ch, trap_door[edir]);
return;
}
if ( IS_SET( obj->value[0], TRIG_CLOSE )
&& !IS_SET( pexit->exit_info, EX_CLOSED) )
{
SET_BIT(pexit->exit_info, EX_CLOSED);
for ( rch = room->first_person; rch; rch = rch->next_in_room )
act( AT_ACTION, "The $d closes.", rch, NULL, pexit->keyword, TO_CHAR );
if ( ( pexit_rev = pexit->rexit ) != NULL
&& pexit_rev->to_room == ch->in_room )
{
SET_BIT( pexit_rev->exit_info, EX_CLOSED );
for ( rch = to_room->first_person; rch; rch = rch->next_in_room )
act( AT_ACTION, "The $d closes.", rch, NULL, pexit_rev->keyword, TO_CHAR );
}
check_room_for_traps( ch, trap_door[edir]);
return;
}
}
}
void do_pull( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Pull what?\n\r", ch );
return;
}
if ( ms_find_obj(ch) )
return;
if ( ( obj = get_obj_here( ch, arg ) ) == NULL )
{
act( AT_PLAIN, "I see no $T here.", ch, NULL, arg, TO_CHAR );
return;
}
pullorpush( ch, obj, TRUE );
}
void do_push( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Push what?\n\r", ch );
return;
}
if ( ms_find_obj(ch) )
return;
if ( ( obj = get_obj_here( ch, arg ) ) == NULL )
{
act( AT_PLAIN, "I see no $T here.", ch, NULL, arg, TO_CHAR );
return;
}
pullorpush( ch, obj, FALSE );
}
/* pipe commands (light, tamp, smoke) by Thoric */
void do_tamp( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *pipe;
char arg[MAX_INPUT_LENGTH];
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Tamp what?\n\r", ch );
return;
}
if ( ms_find_obj(ch) )
return;
if ( (pipe = get_obj_carry( ch, arg )) == NULL )
{
send_to_char( "You aren't carrying that.\n\r", ch );
return;
}
if ( pipe->item_type != ITEM_PIPE )
{
send_to_char( "You can't tamp that.\n\r", ch );
return;
}
if ( !IS_SET( pipe->value[3], PIPE_TAMPED ) )
{
act( AT_ACTION, "You gently tamp $p.", ch, pipe, NULL, TO_CHAR );
act( AT_ACTION, "$n gently tamps $p.", ch, pipe, NULL, TO_ROOM );
SET_BIT( pipe->value[3], PIPE_TAMPED );
return;
}
send_to_char( "It doesn't need tamping.\n\r", ch );
}
void do_smoke( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *pipe;
char arg[MAX_INPUT_LENGTH];
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Smoke what?\n\r", ch );
return;
}
if ( ms_find_obj(ch) )
return;
if ( (pipe = get_obj_carry( ch, arg )) == NULL )
{
send_to_char( "You aren't carrying that.\n\r", ch );
return;
}
if ( pipe->item_type != ITEM_PIPE )
{
act( AT_ACTION, "You try to smoke $p... but it doesn't seem to work.", ch, pipe, NULL, TO_CHAR );
act( AT_ACTION, "$n tries to smoke $p... (I wonder what $e's been putting his $s pipe?)", ch, pipe, NULL, TO_ROOM );
return;
}
if ( !IS_SET( pipe->value[3], PIPE_LIT ) )
{
act( AT_ACTION, "You try to smoke $p, but it's not lit.", ch, pipe, NULL, TO_CHAR );
act( AT_ACTION, "$n tries to smoke $p, but it's not lit.", ch, pipe, NULL, TO_ROOM );
return;
}
if ( pipe->value[1] > 0 )
{
if ( !oprog_use_trigger( ch, pipe, NULL, NULL, NULL ) )
{
act( AT_ACTION, "You draw thoughtfully from $p.", ch, pipe, NULL, TO_CHAR );
act( AT_ACTION, "$n draws thoughtfully from $p.", ch, pipe, NULL, TO_ROOM );
}
if ( IS_VALID_HERB( pipe->value[2] ) && pipe->value[2] < top_herb )
{
int sn = pipe->value[2] + TYPE_HERB;
SKILLTYPE *skill = get_skilltype( sn );
WAIT_STATE( ch, skill->beats );
if ( skill->spell_fun )
obj_cast_spell( sn, UMIN(skill->min_level, ch->top_level),
ch, ch, NULL );
if ( obj_extracted( pipe ) )
return;
}
else
bug( "do_smoke: bad herb type %d", pipe->value[2] );
SET_BIT( pipe->value[3], PIPE_HOT );
if ( --pipe->value[1] < 1 )
{
REMOVE_BIT( pipe->value[3], PIPE_LIT );
SET_BIT( pipe->value[3], PIPE_DIRTY );
SET_BIT( pipe->value[3], PIPE_FULLOFASH );
}
}
}
void do_light( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *pipe;
char arg[MAX_INPUT_LENGTH];
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Light what?\n\r", ch );
return;
}
if ( ms_find_obj(ch) )
return;
if ( (pipe = get_obj_carry( ch, arg )) == NULL )
{
send_to_char( "You aren't carrying that.\n\r", ch );
return;
}
if ( pipe->item_type != ITEM_PIPE )
{
send_to_char( "You can't light that.\n\r", ch );
return;
}
if ( !IS_SET( pipe->value[3], PIPE_LIT ) )
{
if ( pipe->value[1] < 1 )
{
act( AT_ACTION, "You try to light $p, but it's empty.", ch, pipe, NULL, TO_CHAR );
act( AT_ACTION, "$n tries to light $p, but it's empty.", ch, pipe, NULL, TO_ROOM );
return;
}
act( AT_ACTION, "You carefully light $p.", ch, pipe, NULL, TO_CHAR );
act( AT_ACTION, "$n carefully lights $p.", ch, pipe, NULL, TO_ROOM );
SET_BIT( pipe->value[3], PIPE_LIT );
return;
}
send_to_char( "It's already lit.\n\r", ch );
}
void do_empty( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj;
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if ( !str_cmp( arg2, "into" ) && argument[0] != '\0' )
argument = one_argument( argument, arg2 );
if ( arg1[0] == '\0' )
{
send_to_char( "Empty what?\n\r", ch );
return;
}
if ( ms_find_obj(ch) )
return;
if ( (obj = get_obj_carry( ch, arg1 )) == NULL )
{
send_to_char( "You aren't carrying that.\n\r", ch );
return;
}
if ( obj->count > 1 )
separate_obj(obj);
switch( obj->item_type )
{
default:
act( AT_ACTION, "You shake $p in an attempt to empty it...", ch, obj, NULL, TO_CHAR );
act( AT_ACTION, "$n begins to shake $p in an attempt to empty it...", ch, obj, NULL, TO_ROOM );
return;
case ITEM_PIPE:
act( AT_ACTION, "You gently tap $p and empty it out.", ch, obj, NULL, TO_CHAR );
act( AT_ACTION, "$n gently taps $p and empties it out.", ch, obj, NULL, TO_ROOM );
REMOVE_BIT( obj->value[3], PIPE_FULLOFASH );
REMOVE_BIT( obj->value[3], PIPE_LIT );
obj->value[1] = 0;
return;
case ITEM_DRINK_CON:
if ( obj->value[1] < 1 )
{
send_to_char( "It's already empty.\n\r", ch );
return;
}
act( AT_ACTION, "You empty $p.", ch, obj, NULL, TO_CHAR );
act( AT_ACTION, "$n empties $p.", ch, obj, NULL, TO_ROOM );
obj->value[1] = 0;
return;
case ITEM_CONTAINER:
if ( IS_SET(obj->value[1], CONT_CLOSED) )
{
act( AT_PLAIN, "The $d is closed.", ch, NULL, obj->name, TO_CHAR );
return;
}
if ( !obj->first_content )
{
send_to_char( "It's already empty.\n\r", ch );
return;
}
if ( arg2[0] == '\0' )
{
if ( IS_SET( ch->in_room->room_flags, ROOM_NODROP )
|| ( !IS_NPC(ch) && IS_SET( ch->act, PLR_LITTERBUG ) ) )
{
set_char_color( AT_MAGIC, ch );
send_to_char( "A magical force stops you!\n\r", ch );
set_char_color( AT_TELL, ch );
send_to_char( "Someone tells you, 'No littering here!'\n\r", ch );
return;
}
if ( IS_SET( ch->in_room->room_flags, ROOM_NODROPALL ) )
{
send_to_char( "You can't seem to do that here...\n\r", ch );
return;
}
if ( empty_obj( obj, NULL, ch->in_room ) )
{
act( AT_ACTION, "You empty $p.", ch, obj, NULL, TO_CHAR );
act( AT_ACTION, "$n empties $p.", ch, obj, NULL, TO_ROOM );
if ( IS_SET( sysdata.save_flags, SV_DROP ) )
save_char_obj( ch );
}
else
send_to_char( "Hmmm... didn't work.\n\r", ch );
}
else
{
OBJ_DATA *dest = get_obj_here( ch, arg2 );
if ( !dest )
{
send_to_char( "You can't find it.\n\r", ch );
return;
}
if ( dest == obj )
{
send_to_char( "You can't empty something into itself!\n\r", ch );
return;
}
if ( dest->item_type != ITEM_CONTAINER )
{
send_to_char( "That's not a container!\n\r", ch );
return;
}
if ( IS_SET(dest->value[1], CONT_CLOSED) )
{
act( AT_PLAIN, "The $d is closed.", ch, NULL, dest->name, TO_CHAR );
return;
}
separate_obj( dest );
if ( empty_obj( obj, dest, NULL ) )
{
act( AT_ACTION, "You empty $p into $P.", ch, obj, dest, TO_CHAR );
act( AT_ACTION, "$n empties $p into $P.", ch, obj, dest, TO_ROOM );
if ( !dest->carried_by
&& IS_SET( sysdata.save_flags, SV_PUT ) )
save_char_obj( ch );
}
else
act( AT_ACTION, "$P is too full.", ch, obj, dest, TO_CHAR );
}
return;
}
}
/*
* Apply a salve/ointment -Thoric
*/
void do_apply( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj;
ch_ret retcode;
if ( argument[0] == '\0' )
{
send_to_char( "Apply what?\n\r", ch );
return;
}
if ( ms_find_obj(ch) )
return;
if ( ( obj = get_obj_carry( ch, argument ) ) == NULL )
{
send_to_char( "You do not have that.\n\r", ch );
return;
}
if ( obj->item_type != ITEM_SALVE )
{
act( AT_ACTION, "$n starts to rub $p on $mself...", ch, obj, NULL, TO_ROOM );
act( AT_ACTION, "You try to rub $p on yourself...", ch, obj, NULL, TO_CHAR );
return;
}
separate_obj( obj );
--obj->value[1];
if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) )
{
if ( !obj->action_desc || obj->action_desc[0]=='\0' )
{
act( AT_ACTION, "$n rubs $p onto $s body.", ch, obj, NULL, TO_ROOM );
if ( obj->value[1] <= 0 )
act( AT_ACTION, "You apply the last of $p onto your body.", ch, obj, NULL, TO_CHAR );
else
act( AT_ACTION, "You apply $p onto your body.", ch, obj, NULL, TO_CHAR );
}
else
actiondesc( ch, obj, NULL );
}
WAIT_STATE( ch, obj->value[2] );
retcode = obj_cast_spell( obj->value[4], obj->value[0], ch, ch, NULL );
if ( retcode == rNONE )
retcode = obj_cast_spell( obj->value[5], obj->value[0], ch, ch, NULL );
if ( !obj_extracted(obj) && obj->value[1] <= 0 )
extract_obj( obj );
return;
}
void actiondesc( CHAR_DATA *ch, OBJ_DATA *obj, void *vo )
{
char charbuf[MAX_STRING_LENGTH];
char roombuf[MAX_STRING_LENGTH];
char *srcptr = obj->action_desc;
char *charptr = charbuf;
char *roomptr = roombuf;
const char *ichar;
const char *iroom;
while ( *srcptr != '\0' )
{
if ( *srcptr == '$' )
{
srcptr++;
switch ( *srcptr )
{
case 'e':
ichar = "you";
iroom = "$e";
break;
case 'm':
ichar = "you";
iroom = "$m";
break;
case 'n':
ichar = "you";
iroom = "$n";
break;
case 's':
ichar = "your";
iroom = "$s";
break;
/*case 'q':
iroom = "s";
break;*/
default:
srcptr--;
*charptr++ = *srcptr;
*roomptr++ = *srcptr;
break;
}
}
else if ( *srcptr == '%' && *++srcptr == 's' )
{
ichar = "You";
iroom = IS_NPC( ch ) ? ch->short_descr : ch->name;
}
else
{
*charptr++ = *srcptr;
*roomptr++ = *srcptr;
srcptr++;
continue;
}
while ( ( *charptr = *ichar ) != '\0' )
{
charptr++;
ichar++;
}
while ( ( *roomptr = *iroom ) != '\0' )
{
roomptr++;
iroom++;
}
srcptr++;
}
*charptr = '\0';
*roomptr = '\0';
/*
sprintf( buf, "Charbuf: %s", charbuf );
log_string_plus( buf, LOG_HIGH, LEVEL_LESSER );
sprintf( buf, "Roombuf: %s", roombuf );
log_string_plus( buf, LOG_HIGH, LEVEL_LESSER );
*/
switch( obj->item_type )
{
case ITEM_BLOOD:
case ITEM_FOUNTAIN:
act( AT_ACTION, charbuf, ch, obj, ch, TO_CHAR );
act( AT_ACTION, roombuf, ch, obj, ch, TO_ROOM );
return;
case ITEM_DRINK_CON:
act( AT_ACTION, charbuf, ch, obj, liq_table[obj->value[2]].liq_name, TO_CHAR );
act( AT_ACTION, roombuf, ch, obj, liq_table[obj->value[2]].liq_name, TO_ROOM );
return;
case ITEM_PIPE:
return;
case ITEM_ARMOR:
case ITEM_WEAPON:
case ITEM_LIGHT:
act( AT_ACTION, charbuf, ch, obj, ch, TO_CHAR );
act( AT_ACTION, roombuf, ch, obj, ch, TO_ROOM );
return;
case ITEM_FOOD:
case ITEM_PILL:
act( AT_ACTION, charbuf, ch, obj, ch, TO_CHAR );
act( AT_ACTION, roombuf, ch, obj, ch, TO_ROOM );
return;
default:
return;
}
return;
}
void do_hail( CHAR_DATA *ch , char *argument )
{
int vnum;
ROOM_INDEX_DATA *room;
if ( !ch->in_room )
return;
if ( ch->position < POS_FIGHTING )
{
send_to_char( "You might want to stop fighting first!\n\r", ch );
return;
}
if ( ch->position < POS_STANDING )
{
send_to_char( "You might want to stand up first!\n\r", ch );
return;
}
if ( IS_SET( ch->in_room->room_flags , ROOM_INDOORS ) )
{
send_to_char( "You'll have to go outside to do that!\n\r", ch );
return;
}
if ( IS_SET( ch->in_room->room_flags , ROOM_SPACECRAFT ) )
{
send_to_char( "You can't do that on spacecraft!\n\r", ch );
return;
}
if ( ch->gold < (ch->top_level-9) )
{
send_to_char( "You don't have enough credits!\n\r", ch );
return;
}
if (!IS_NPC(ch) && IS_SET(ch->pcdata->act2, ACT_BOUND))
{
send_to_char( "You attempt to wave your hand for a cab, but in vain!\n\r", ch);
return;
}
vnum = ch->in_room->vnum;
for ( vnum = ch->in_room->area->low_r_vnum ; vnum <= ch->in_room->area->hi_r_vnum ; vnum++ )
{
room = get_room_index ( vnum );
if ( room != NULL ){
if ( IS_SET(room->room_flags , ROOM_HOTEL ) )
break;
else
room = NULL;
}
}
if ( room == NULL )
{
send_to_char( "There doesn't seem to be any taxis nearby!\n\r", ch );
return;
}
ch->gold -= UMAX(ch->top_level-9 , 0);
act( AT_ACTION, "$n hails a speederbike, and drives off to seek shelter.", ch, NULL, NULL, TO_ROOM );
char_from_room( ch );
char_to_room( ch, room );
send_to_char( "A speederbike picks you up and drives you to a safe location.\n\rYou pay the driver 20 credits.\n\r\n\n" , ch );
act( AT_ACTION, "$n $T", ch, NULL, "arrives on a speederbike, gets off and pays the driver before it leaves.", TO_ROOM );
do_look( ch, "auto" );
}
void do_train( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *mob;
bool tfound = FALSE;
bool successful = FALSE;
if ( IS_NPC(ch) )
return;
strcpy( arg, argument );
/*switch( ch->substate )
{
default:*/
if ( arg[0] == '\0' )
{
send_to_char( "Train what?\n\r", ch );
send_to_char( "\n\rChoices: strength, intelligence, wisdom, dexterity, constitution or charisma\n\r", ch );
return;
}
if ( !IS_AWAKE(ch) )
{
send_to_char( "In your dreams, or what?\n\r", ch );
return;
}
for ( mob = ch->in_room->first_person; mob; mob = mob->next_in_room )
if ( IS_NPC(mob) && IS_SET(mob->act, ACT_TRAIN) )
{
tfound = TRUE;
break;
}
if ( (!mob) || (!tfound) )
{
send_to_char( "You can't do that here.\n\r", ch );
return;
}
if ( str_cmp( arg, "str" ) && str_cmp( arg, "strength" )
&& str_cmp( arg, "dex" ) && str_cmp( arg, "dexterity" )
&& str_cmp( arg, "con" ) && str_cmp( arg, "constitution" )
&& str_cmp( arg, "cha" ) && str_cmp( arg, "charisma" )
&& str_cmp( arg, "wis" ) && str_cmp( arg, "wisdom" )
&& str_cmp( arg, "int" ) && str_cmp( arg, "intelligence" ) )
{
do_train ( ch , "" );
return;
}
if ( !str_cmp( arg, "str" ) || !str_cmp( arg, "strength" ) )
{
if( mob->perm_str <= ch->perm_str || ch->perm_str >= 20 + race_table[ch->race].str_plus || ch->perm_str >= 25 )
{
act( AT_TELL, "$n tells you 'I cannot help you... you are already stronger than I.'",
mob, NULL, ch, TO_VICT );
return;
}
send_to_char("&GYou begin your weight training.\n\r", ch);
}
if ( !str_cmp( arg, "dex" ) || !str_cmp( arg, "dexterity" ) )
{
if( mob->perm_dex <= ch->perm_dex || ch->perm_dex >= 20 + race_table[ch->race].dex_plus || ch->perm_dex >= 25 )
{
act( AT_TELL, "$n tells you 'I cannot help you... you are already more dextrous than I.'",
mob, NULL, ch, TO_VICT );
return;
}
send_to_char("&GYou begin to work at some challenging tests of coordination.\n\r", ch);
}
if ( !str_cmp( arg, "int" ) || !str_cmp( arg, "intelligence" ) )
{
if( mob->perm_int <= ch->perm_int || ch->perm_int >= 20 + race_table[ch->race].int_plus || ch->perm_int >= 25 )
{
act( AT_TELL, "$n tells you 'I cannot help you... you are already more educated than I.'",
mob, NULL, ch, TO_VICT );
return;
}
send_to_char("&GYou begin your studies.\n\r", ch);
}
if ( !str_cmp( arg, "wis" ) || !str_cmp( arg, "wisdom" ) )
{
if( mob->perm_wis <= ch->perm_wis || ch->perm_wis >= 20 + race_table[ch->race].wis_plus || ch->perm_wis >= 25 )
{
act( AT_TELL, "$n tells you 'I cannot help you... you are already far wiser than I.'",
mob, NULL, ch, TO_VICT );
return;
}
send_to_char("&GYou begin contemplating several ancient texts in an effort to gain wisdom.\n\r", ch);
}
if ( !str_cmp( arg, "con" ) || !str_cmp( arg, "constitution" ) )
{
if( mob->perm_con <= ch->perm_con || ch->perm_con >= 20 + race_table[ch->race].con_plus || ch->perm_con >= 25 )
{
act( AT_TELL, "$n tells you 'I cannot help you... you are already healthier than I.'",
mob, NULL, ch, TO_VICT );
return;
}
send_to_char("&GYou begin your endurance training.\n\r", ch);
}
if ( !str_cmp( arg, "cha" ) || !str_cmp( arg, "charisma" ) )
{
if( mob->perm_cha <= ch->perm_cha || ch->perm_cha >= 20 + race_table[ch->race].cha_plus || ch->perm_cha >= 25 )
{
act( AT_TELL, "$n tells you 'I cannot help you... you already are more charming than I.'",
mob, NULL, ch, TO_VICT );
return;
}
send_to_char("&GYou begin lessons in maners and ettiquite.\n\r", ch);
}
//add_timer ( ch , TIMER_DO_FUN , 10 , do_train , 1 );
//ch->dest_buf = str_dup(arg);
//return;
/*case 1:
if ( !ch->dest_buf )
return;
strcpy(arg, ch->dest_buf);
DISPOSE( ch->dest_buf);
break;
case SUB_TIMER_DO_ABORT:
DISPOSE( ch->dest_buf );
ch->substate = SUB_NONE;
send_to_char("&RYou fail to complete your training.\n\r", ch);
return;
}
ch->substate = SUB_NONE;
if ( number_bits ( 2 ) == 0 )
{
successful = TRUE;
}
*/
successful = TRUE;
if ( !str_cmp( arg, "str" ) || !str_cmp( arg, "strength" ) )
{
if ( !successful )
{
send_to_char("&RYou feel that you have wasted alot of energy for nothing...\n\r", ch);
return;
}
send_to_char("&GAfter much excercise you feel a little stronger.\n\r", ch);
ch->perm_str++;
return;
}
if ( !str_cmp( arg, "dex" ) || !str_cmp( arg, "dexterity" ) )
{
if ( !successful )
{
send_to_char("&RAfter all that training you still feel like a clutz...\n\r", ch);
return;
}
send_to_char("&GAfter working hard at many challenging tasks you feel a bit more coordinated.\n\r", ch);
ch->perm_dex++;
return;
}
if ( !str_cmp( arg, "int" ) || !str_cmp( arg, "intelligence" ) )
{
if ( !successful )
{
send_to_char("&RHitting the books leaves you only with sore eyes...\n\r", ch);
return;
}
send_to_char("&GAfter much studying you feel alot more knowledgeable.\n\r", ch);
ch->perm_int++;
return;
}
if ( !str_cmp( arg, "wis" ) || !str_cmp( arg, "wisdom" ) )
{
if ( !successful )
{
send_to_char("&RStudying the ancient texts has left you more confused than wise...\n\r", ch);
return;
}
send_to_char("&GAfter contemplating several seemingly meaningless events you suddenly \n\rreceive a flash of insight into the workings of the universe.\n\r", ch);
ch->perm_wis++;
return;
}
if ( !str_cmp( arg, "con" ) || !str_cmp( arg, "constitution" ) )
{
if ( !successful )
{
send_to_char("&RYou spend long a long arobics session ecersising very hard but finish \n\rfeeling only tired and out of breath....\n\r", ch);
return;
}
send_to_char("&GAfter a long tiring exercise session you feel much healthier than before.\n\r", ch);
ch->perm_con++;
return;
}
if ( !str_cmp( arg, "cha" ) || !str_cmp( arg, "charisma" ) )
{
if ( !successful )
{
send_to_char("&RYou finish your self improvement session feeling a little depressed.\n\r", ch);
return;
}
send_to_char("&GYou spend some time focusing on how to improve your personality and feel \n\rmuch better about yourself and the ways others see you.\n\r", ch);
ch->perm_cha++;
return;
}
}
void do_suicide( CHAR_DATA *ch, char *argument )
{
char logbuf[MAX_STRING_LENGTH];
OBJ_DATA *wield;
if ( IS_NPC(ch) || !ch->pcdata )
{
send_to_char( "Yeah right!\n\r", ch );
return;
}
if ( argument[0] == '\0' )
{
send_to_char( "&RIf you really want to delete this character type suicide and your password.\n\r", ch );
return;
}
if ( strcmp( crypt( argument, ch->pcdata->pwd ), ch->pcdata->pwd ) )
{
send_to_char( "Sorry wrong password.\n\r", ch );
sprintf( logbuf , "%s attempting to commit suicide... WRONG PASSWORD!" , ch->name );
log_string( logbuf );
return;
}
wield = get_eq_char(ch, WEAR_WIELD);
if(!wield)
{
act( AT_BLOOD, "You ram your thumbs into your eyesockets, blood spurts onto the floor.\n\r", ch, NULL, NULL, TO_CHAR );
act( AT_BLOOD, "Blood spurts onto your shoes as $n rams his thumbs into $s eyesockets.", ch, NULL, NULL, TO_ROOM );
}
else
{
switch (wield->value[3])
{
default:
act( AT_BLOOD, "You ram your thumbs into your eyesockets, blood spurts onto the floor.\n\r", ch, NULL, NULL, TO_CHAR );
act( AT_BLOOD, "Blood spurts onto your shoes as $n rams his thumbs into $s eyesockets.", ch, NULL, NULL, TO_ROOM );
break;
case WEAPON_BLASTER:
act( AT_BLOOD, "You calmly place the barrel of your blaster into your mouth, and a spurt of brains falls to the ground behind you.", ch, NULL, NULL, TO_CHAR );
act( AT_BLOOD, "A spurt of brains hits the ground as $n blows $s head off.", ch, NULL, NULL, TO_ROOM );
break;
case WEAPON_VIBRO:
act( AT_BLOOD, "With a sad determination and trembling hands you slit your own throat!", ch, NULL, NULL, TO_CHAR );
act( AT_BLOOD, "Cold shivers run down your spine as you watch $n slit $s own throat!", ch, NULL, NULL, TO_ROOM );
break;
case WEAPON_FORCE_PIKE:
act( AT_BLOOD, "You wedge your force pike into the ground and slam your face into the blade.", ch, NULL, NULL, TO_CHAR );
act( AT_BLOOD, "$n slams $s face into $s force pike, pieces of face fall to the ground as the pike slices through it like butter.", ch, NULL, NULL, TO_ROOM );
break;
case WEAPON_LIGHTSABER:
case WEAPON_DUAL_LIGHTSABER:
act( AT_BLOOD, "You calmly kneel, and hold your saber hilt to your sternum, and without a moments hesitation, turn it on.", ch, NULL, NULL, TO_CHAR );
act( AT_BLOOD, "$n calmly kneels and holds $s saber hilt to $s chest, and turns it on. $e falls over in agony.", ch, NULL, NULL, TO_ROOM );
break;
case WEAPON_BOWCASTER:
act( AT_BLOOD, "You pull back the lever, hold the bowcaster to your face and... death.", ch, NULL, NULL, TO_CHAR );
act( AT_BLOOD, "$n blows his head off with a bowcaster quarrel!", ch, NULL, NULL, TO_ROOM );
break;
}
}
sprintf(logbuf, "%s has commited suicide.", ch->name );
log_string( logbuf );
set_cur_char(ch);
raw_kill( ch, ch );
}
void do_bank( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
char arg3[MAX_INPUT_LENGTH];
char logbuf[MAX_INPUT_LENGTH];
long amount = 0;
argument = one_argument( argument , arg1 );
argument = one_argument( argument , arg2 );
argument = one_argument( argument , arg3 );
if ( IS_NPC(ch) || !ch->pcdata )
return;
if (!ch->in_room || !IS_SET(ch->in_room->room_flags, ROOM_BANK) )
{
send_to_char( "You must be in a bank to do that!\n\r", ch );
return;
}
if ( arg1[0] == '\0' )
{
send_to_char( "Usage: BANK <deposit|withdraw|balance|transfer> [amount] (character, if transfer)\n\r", ch );
return;
}
if (arg2[0] != '\0' )
amount = atoi(arg2);
if ( !str_prefix( arg1 , "deposit" ) )
{
if ( amount <= 0 )
{
send_to_char( "You may only deposit amounts greater than zero.\n\r", ch );
do_bank( ch , "" );
return;
}
if ( ch->gold < amount )
{
send_to_char( "You don't have that many credits on you.\n\r", ch );
return;
}
ch->gold -= amount;
ch->pcdata->bank += amount;
ch_printf( ch , "You deposit %ld credits into your account.\n\r" ,amount );
return;
}
else if ( !str_prefix( arg1 , "withdrawl" ) )
{
if ( amount <= 0 )
{
send_to_char( "You may only withdraw amounts greater than zero.\n\r", ch );
do_bank( ch , "" );
return;
}
if ( ch->pcdata->bank < amount )
{
send_to_char( "You don't have that many credits in your account.\n\r", ch );
return;
}
ch->gold += amount;
ch->pcdata->bank -= amount;
ch_printf( ch , "You withdraw %ld credits from your account.\n\r" ,amount );
return;
}
else if ( !str_prefix( arg1 , "ballance" ) || !str_prefix( arg1, "balance" ))
{
ch_printf( ch , "You have %ld credits in your account.\n\r" , ch->pcdata->bank );
return;
}
else if ( !str_prefix( arg1 , "transfer" ) )
{
victim = get_char_world(ch, arg3);
if ( victim == NULL || IS_NPC(victim) )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( ch->top_level <= 10)
{
send_to_char("You must be level 11 or higher to use the bank transfer command.\n\r", ch);
return;
}
if ( ch->pcdata->bank < amount )
{
send_to_char( "You don't have that many credits.\n\r", ch );
return;
}
if ( amount <= 0 )
{
send_to_char( "You may only transfer amounts greater than zero.\n\r", ch );
return;
}
if(victim->pcdata->bank > 0 && victim->pcdata->bank + amount < 0)
{
send_to_char( "Their account cannot handle that much money!\n\r", ch);
return;
}
ch_printf( ch , "&W&GYou transfer %ld credits to %s's account.\n\r", amount, arg3);
sprintf( logbuf, "%s transfers %ld credits to %s", ch->name, amount, victim->name);
log_string( logbuf );
ch->pcdata->bank -= amount;
victim->pcdata->bank += amount;
ch_printf( ch, "Successful.\n\r");
ch_printf( victim, "&W&G%s has deposited %ld credits into your account.\n\r", ch->name, amount);
return;
}
else
{
do_bank( ch , "" );
return;
}
}
void do_showsocial(CHAR_DATA *ch, char *argument)
{
SOCIALTYPE *social;
if(argument[0] == '\0' || !argument)
{
send_to_char("&RSyntax: showsocial <social>&W\n\r", ch);
return;
}
social = find_social(argument);
if(!social)
{
send_to_char("No such social.\n\r", ch);
return;
}
ch_printf( ch, "&GSocial&B:&W %s\n\r\n\r&GChar, No Arg&B:&W %s\n\r", social->name, social->char_no_arg );
ch_printf( ch, "&GOthers, No Arg&B:&W %s\n\r&GChar, Vict found&B:&W %s\n\r&GOthers, Vict Found&B:&W %s\n\r", social->others_no_arg ? social->others_no_arg : "(not set)", social->char_found ? social->char_found : "(not set)", social->others_found ? social->others_found : "(not set)" );
ch_printf( ch, "&GVict, Found&B:&W %s\n\r&GChar, Self &B:&W %s\n\r&GOthers, Self &B:&W %s\n\r", social->vict_found ? social->vict_found : "(not set)", social->char_auto ? social->char_auto : "(not set)", social->others_auto ? social->others_auto : "(not set)" );
return;
}
/* Defunct - Now use introduce to show people your last name
void do_lastname( CHAR_DATA *ch, char *argument )
{
if ( IS_NPC(ch))
{
send_to_char("Mobs have no last names!\n\r", ch);
return;
}
if ( argument[0] == '\0' && ch->pcdata->last_name )
{
send_to_char("Last name cleared. Please use 'lastname <argument>' to set your last name.\n\r", ch);
ch->pcdata->last_name = NULL;
return;
}
else if( argument[0] == '\0' )
{
send_to_char("Set your last name to what?\n\r", ch);
return;
}
if ( !strcmp( argument, " " ) || !strcmp( argument, "&" ))
{
send_to_char("You can't have spaces or colors in your last name. Choose another.\n\r", ch);
return;
}
if ( !check_parse_name( argument ) )
{
send_to_char("Illegal Last Name. Try Another.\n\r", ch);
return;
}
argument[0] = UPPER(argument[0]);
if (!str_cmp(ch->pcdata->last_name, argument))
{
send_to_char("That's already your last name!\n\r", ch);
return;
}
ch->pcdata->last_name = STRALLOC( argument );
send_to_char("Your last name has been changed.\n\r", ch);
return;
}
*/
void do_tune(CHAR_DATA *ch, char *argument){
SHIP_DATA *ship;
char buf[MAX_STRING_LENGTH];
int num;
if ((ship = ship_from_cockpit(ch->in_room->vnum)) == NULL){
send_to_char("You must be in the cockpit of a ship to tune it's channel.\n\r", ch);
return;
}
if (argument[0] == '\0'){
send_to_char("Syntax: Tune <channel>\n\r", ch);
return;
}
num = atoi(argument);
if (num > 100 || num < 0){
send_to_char("The accepted channel range runs 1-100 or 0 for public.\n\r", ch);
return;
}
act(AT_WHITE, "You make some adjustments on the ships comm system.", ch, NULL, NULL, TO_CHAR);
act(AT_WHITE, "$n makes some adjustments on the ships comm system.", ch, NULL, NULL, TO_ROOM);
sprintf(buf, "Ships channel tuned to %s%d.\n\r", num == 0 ? "the public channel " : "", num);
send_to_char(buf, ch);
ship->channel = num;
save_ship(ship);
}
void do_whisper( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg1[MAX_STRING_LENGTH];
char arg2[MAX_INPUT_LENGTH];
char buf[MAX_INPUT_LENGTH];
argument = one_argument(argument, arg1);
strcpy(arg2,argument);
if (( victim = get_char_room(ch, arg1)) == NULL)
{
send_to_char("They are not in here.\n\r", ch);
return;
}
sprintf(buf, "&B[&Cwhisper&B] &Cto %s: &W%s\n\r", PERS(victim, ch), arg2);
send_to_char(buf, ch);
sprintf(buf, "&B[&Cwhisper&B] &C%s whispers: &W%s\n\r", PERS(ch, victim), arg2);
send_to_char(buf, victim);
}
void do_droptroops( CHAR_DATA *ch, char *argument ){
int num,vnum,i;
SHIP_DATA *ship;
CHAR_DATA *mob;
MOB_INDEX_DATA * pMobIndex;
OBJ_DATA * blaster;
OBJ_INDEX_DATA * pObjIndex;
ROOM_INDEX_DATA *room;
char tmpbuf[MAX_STRING_LENGTH];
if (ch->pcdata->clan == NULL){
send_to_char("You must be in a clan to drop troops.\n\r", ch);
return;
}
if (ch->pcdata->clan->troops < 1){
send_to_char("Your clan has no ground assault troops.\n\r", ch);
return;
}
num = atoi(argument);
if (num > ch->pcdata->clan->troops){
send_to_char("Your clan doesn't have that many ground assault troops.\n\r", ch);
return;
}
if ( (ship = ship_from_cockpit(ch->in_room->vnum)) == NULL ){
send_to_char("You must be in the cockpit of the dropship to do this.\n\r", ch);
return;
}
vnum = ship->location;
if ((room = get_room_index(vnum)) == NULL){
send_to_char("This ship is not in a room.\n\r", ch);
return;
}
if (num > 10)
num = 10;
if (num > ch->pcdata->clan->troops)
num = ch->pcdata->clan->troops;
if ( ( pMobIndex = get_mob_index( 82 ) ) == NULL )
return;
if (room->area == NULL)
return;
for (i=1;i<=num;i++){
vnum = number_range(room->area->low_r_vnum, room->area->hi_r_vnum);
if ((room = get_room_index(vnum)) == NULL)
continue;
mob = create_mobile( pMobIndex );
char_to_room( mob, room );
if ( ch->pcdata && ch->pcdata->clan )
//STRFREE( mob->name );
//mob->name = STRALLOC( ch->pcdata->clan->name );
sprintf( tmpbuf , "(%s) %s" , ch->pcdata->clan->name , mob->long_descr );
STRFREE( mob->long_descr );
mob->mob_clan = ch->pcdata->clan->name;
mob->long_descr = STRALLOC( tmpbuf );
if ( ( pObjIndex = get_obj_index( OBJ_VNUM_BLASTECH_E11 ) ) != NULL )
{
blaster = create_object( pObjIndex, mob->top_level );
obj_to_char( blaster, mob );
equip_char( mob, blaster, WEAR_WIELD );
}
}
sprintf(tmpbuf, "&RYelling and the thunder of feet is heard from the troop hold as %d troops exit the ship and fan out.\n\r", num);
ch->pcdata->clan->troops-=num;
echo_to_cockpit(AT_RED, ship, tmpbuf);
}
void do_hale( CHAR_DATA *ch, char *argument )
{
SHIP_DATA *ship;
SHIP_DATA *ship2 = ship_from_cockpit( ch->in_room->vnum );
char buf[MAX_STRING_LENGTH];
char buf1[MAX_STRING_LENGTH];
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
argument = one_argument( argument, arg1 );
strcpy(arg2,argument);
if (arg1[0] == '\0' || arg2[0] == '\0')
{
send_to_char ("Syntax: Hail <ship> <message>\n\r", ch);
return;
}
ship = get_ship( arg1 );
send_to_char ("\n\r", ch);
if (!ship)
{
send_to_char ("No Such Ship!\n\r", ch);
return;
}
if (!ship2)
{
send_to_char("But your not in a cockpit!\n\r", ch);
return;
}
if (IS_SET(ship->flags, SHIP_SIMULATOR) && !IS_SET(ship2->flags, SHIP_SIMULATOR) )
{
send_to_char("No Such Ship!\n\r", ch);
return;
}
if (!IS_SET(ship->flags, SHIP_SIMULATOR) && IS_SET(ship2->flags, SHIP_SIMULATOR) )
{
send_to_char("No Such Ship!\n\r", ch);
return;
}
sprintf (buf, "&B[&CShip Hail&B] &C%s&B: &w%s", ship2->name, arg2);
sprintf (buf1, "&B[&CShip Hail&B] &CYou send&B: &w%s", arg2);
send_to_char(buf1, ch);
sprintf (buf1, "&g%s adjusts some settings on the comm system and says:\n\r&C'&w%s&C'", ch->name, arg2);
act( AT_GREEN, buf1, ch, NULL, NULL, TO_NOTVICT );
echo_to_cockpit(AT_BLUE, ship, buf);
return;
}
void do_rpconvert( CHAR_DATA *ch, char *argument )
{
char buf[MAX_STRING_LENGTH];
if(IS_NPC(ch)) return;
if(argument[0] == '\0')
{
send_to_char("&w&WSpend your RP points on what? The various options are:\n\r", ch);
send_to_char("&G+-----------------------------------------------------+\n\r", ch);
send_to_char("&G| &W1&G | &WBonus Level to any Class &G| &W 10 RPP &G|&W\n\r", ch);
send_to_char("&G| &W2&G | &WClone &G| &W 4 RPP &G|&W\n\r", ch);
send_to_char("&G| &W3&G | &W5% to any skill(max 100%) &G| &W 1 RPP &G|&W\n\r", ch);
send_to_char("&G+-----------------------------------------------------+\n\r\n\r", ch);
send_to_char("&WFor more information on any bonus, type 'help rpconvert'\n\r", ch);
send_to_char("&WTo buy your bonus, type 'rpconvert <number of bonus> [extra arguments]'\n\r", ch);
send_to_char("&WException: For cloning, type 'clone' at the cloning center or 'backup' if you're droid.\n\r", ch);
return;
}
if(atoi(argument) == 1)
{
char arg1[MAX_STRING_LENGTH];
int iClass;
argument = one_argument( argument, arg1 );
if(argument[0] == '\0' || !argument)
{
send_to_char("&RSyntax: rpconvert 1 <class>\n\r", ch);
return;
}
if(ch->rppoints < 10)
{
send_to_char("&RThis bonus costs 10 RP points. You don't have enough.\n\r", ch);
return;
}
/* for ( iClass = 0; iClass < MAX_ABILITY; iClass++ )
{
if ( UPPER(argument[0]) == UPPER(ability_name[iClass][0])
&& !str_prefix( argument, ability_name[iClass] ) && str_prefix(argument, "force"))
{
ch->bonus[iClass] += 1
ch_printf(ch, "&GYour ability in %s has been increased by 1!\n\r", ability_name[iClass] );
sprintf(buf, "%s increased class %s with rpconvert.", ch->name, ability_name[iClass]);
log_string(buf);
ch->rppoints = ch->rppoints - 10;
break;
}
}
*/
if(iClass == MAX_ABILITY)
{
send_to_char("No such class.\n\r", ch);
return;
}
return;
}
if(atoi(argument) == 2)
{
send_to_char("&RJust type 'clone' or 'backup' at a cloning facility!\n\r", ch);
return;
}
if(atoi(argument) == 3)
{
char arg1[MAX_STRING_LENGTH];
int sn;
argument = one_argument( argument, arg1 );
if(argument[0] == '\0' || !argument)
{
send_to_char("&RSyntax: rpconvert 2 <skill>\n\r", ch);
return;
}
if(ch->rppoints < 1)
{
send_to_char("&RThis bonus costs 1 RP point. You don't have enough.\n\r", ch);
return;
}
sn = skill_lookup( argument );
if(!sn || sn < 1)
{
send_to_char("&RNo such skill.\n\r", ch);
return;
}
if(ch->pcdata->learned[sn] < 1)
{
send_to_char("&RYou must have at least practiced the skill to increase its percentage!\n\r", ch);
return;
}
if(ch->pcdata->learned[sn] >= 100)
{
send_to_char("&RYou already have this skill adepted!\n\r", ch);
return;
}
ch->pcdata->learned[sn] = UMIN(ch->pcdata->learned[sn] + 5, 100);
ch->rppoints -= 1;
ch_printf( ch, "&GYou have spent 1 RPP to increase %s by 5%!\n\r", skill_table[sn]->name);
sprintf(buf, "%s increased %s by 5%% with rpconvert.\n\r", ch->name, skill_table[sn]->name);
log_string(buf);
return;
}
do_rpconvert(ch, "");
}