/***************************************************************************
* Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, *
* Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. *
* *
* Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael *
* Chastain, Michael Quan, and Mitchell Tse. *
* *
* In order to use any part of this Merc Diku Mud, you must comply with *
* both the original Diku license in 'license.doc' as well the Merc *
* license in 'license.txt'. In particular, you may not remove either of *
* these copyright notices. *
* *
* Dystopia Mud improvements copyright (C) 2000, 2001 by Brian Graversen *
* *
* Much time and thought has gone into this software and you are *
* benefitting. We hope that you share your changes too. What goes *
* around, comes around. *
***************************************************************************/
/***************************************************************************
* _/ _/ *
* _/_/_/ _/_/ _/_/_/ _/ _/_/ _/ _/ _/_/_/ *
* _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ *
* _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ *
* _/ _/ _/ _/_/_/ _/ _/_/ _/_/_/ _/_/_/ *
***************************************************************************
* Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius), *
* Additional credits are in the help file CODECREDITS *
* All Rights Reserved. *
***************************************************************************/
#include <sys/types.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#include "merc.h"
#include "interp.h"
/*
* Local functions.
*/
#define CD CHAR_DATA
void get_obj args( ( CHAR_DATA *ch, OBJ_DATA *obj,
OBJ_DATA *container ) );
CD * find_keeper args( ( CHAR_DATA *ch ) );
int get_cost args( ( CHAR_DATA *keeper, OBJ_DATA *obj, bool fBuy ) );
void sheath args( ( CHAR_DATA *ch, bool right ) );
void draw args( ( CHAR_DATA *ch, bool right ) );
void give_token args( ( CHAR_DATA *questmaster, CHAR_DATA *ch, int value) );
#undef CD
void do_call( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
OBJ_DATA *in_obj;
CHAR_DATA *gch;
CHAR_DATA *victim = NULL;
ROOM_INDEX_DATA *chroom;
ROOM_INDEX_DATA *objroom;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "What object do you wish to call?\n\r", ch );
return;
}
if (IS_NPC(ch)) return;
if (!IS_HEAD(ch, LOST_HEAD))
{
act("Your eyes flicker with yellow energy.",ch,NULL,NULL,TO_CHAR);
act("$n's eyes flicker with yellow energy.",ch,NULL,NULL,TO_ROOM);
}
if (!str_cmp(arg,"all"))
{
call_all(ch);
return;
}
if ( ( obj = get_obj_world( ch, arg ) ) == NULL )
{
send_to_char( "Nothing like that in hell, earth, or heaven.\n\r", ch );
return;
}
if (obj->ownerid == 0 || obj->ownerid != ch->pcdata->playerid)
{
send_to_char("Nothing happens.\n\r", ch);
return;
}
//if (IS_OBJ_STAT(obj, ITEM_NOLOCATE))
// {
// send_to_char( "Nothing happens.\n\r", ch );
// return;
// }
for (in_obj = obj; in_obj->in_obj != NULL; in_obj = in_obj->in_obj);
if (in_obj->carried_by != NULL)
{
if (in_obj->carried_by == ch) return;
if ((gch = in_obj->carried_by) != NULL)
{
if (gch->desc && gch->desc->connected != CON_PLAYING) return;
}
}
if (obj->carried_by != NULL && obj->carried_by != ch)
{
victim = obj->carried_by;
if (!IS_NPC(victim) && victim->desc != NULL && victim->desc->connected != CON_PLAYING)
return;
act("$p suddenly vanishes from your hands!",victim,obj,NULL,TO_CHAR);
act("$p suddenly vanishes from $n's hands!",victim,obj,NULL,TO_ROOM);
obj_from_char(obj);
}
else if (obj->in_room != NULL)
{
chroom = ch->in_room;
objroom = obj->in_room;
char_from_room(ch);
char_to_room(ch,objroom);
act("$p vanishes from the ground!",ch,obj,NULL,TO_ROOM);
if (chroom == objroom) act("$p vanishes from the ground!",ch,obj,NULL,TO_CHAR);
char_from_room(ch);
char_to_room(ch,chroom);
obj_from_room(obj);
}
else if (obj->in_obj != NULL) obj_from_obj(obj);
else
{
if (!IS_HEAD(ch, LOST_HEAD))
send_to_char( "Nothing happens.\n\r", ch );
return;
}
obj_to_char(obj,ch);
if (IS_SET(obj->extra_flags,ITEM_SHADOWPLANE))
REMOVE_BIT(obj->extra_flags,ITEM_SHADOWPLANE);
act("$p materializes in your hands.",ch,obj,NULL,TO_CHAR);
act("$p materializes in $n's hands.",ch,obj,NULL,TO_ROOM);
do_autosave(ch,"");
if (victim != NULL)
do_autosave(victim, "");
return;
}
void call_all( CHAR_DATA *ch )
{
CHAR_DATA *gch;
OBJ_DATA *obj;
OBJ_DATA *in_obj;
CHAR_DATA *victim = NULL;
DESCRIPTOR_DATA *d;
ROOM_INDEX_DATA *chroom;
ROOM_INDEX_DATA *objroom;
bool found = FALSE;
for ( obj = object_list; obj != NULL; obj = obj->next )
{
if (obj->ownerid == 0 || obj->ownerid != ch->pcdata->playerid)
continue;
if (IS_OBJ_STAT(obj, ITEM_NOLOCATE))
continue;
found = TRUE;
for (in_obj = obj; in_obj->in_obj != NULL; in_obj = in_obj->in_obj);
if (in_obj->carried_by != NULL)
{
if (in_obj->carried_by == ch)
continue;
if ((gch = in_obj->carried_by) != NULL)
{
if (gch->desc && gch->desc->connected != CON_PLAYING)
continue;
}
}
if (obj->carried_by != NULL && obj->carried_by != ch)
{
if (obj->carried_by == ch || obj->carried_by->desc == NULL ||
obj->carried_by->desc->connected != CON_PLAYING)
{
if (!IS_NPC(obj->carried_by))
return;
}
act("$p suddenly vanishes from your hands!",obj->carried_by,obj,NULL,TO_CHAR);
act("$p suddenly vanishes from $n's hands!",obj->carried_by,obj,NULL,TO_ROOM);
SET_BIT(obj->carried_by->extra, EXTRA_CALL_ALL);
obj_from_char(obj);
}
else if (obj->in_room != NULL)
{
chroom = ch->in_room;
objroom = obj->in_room;
char_from_room(ch);
char_to_room(ch,objroom);
act("$p vanishes from the ground!",ch,obj,NULL,TO_ROOM);
if (chroom == objroom)
act("$p vanishes from the ground!", ch, obj, NULL, TO_CHAR);
char_from_room(ch);
char_to_room(ch,chroom);
obj_from_room(obj);
}
else if (obj->in_obj != NULL)
obj_from_obj(obj);
else
continue;
obj_to_char(obj,ch);
if (IS_SET(obj->extra_flags,ITEM_SHADOWPLANE))
REMOVE_BIT(obj->extra_flags,ITEM_SHADOWPLANE);
if (!IS_HEAD(ch, LOST_HEAD))
{
act("$p materializes in your hands.",ch,obj,NULL,TO_CHAR);
act("$p materializes in $n's hands.",ch,obj,NULL,TO_ROOM);
}
}
if ( !found && !IS_HEAD(ch, LOST_HEAD) )
send_to_char( "Nothing happens.\n\r", ch );
for ( d = descriptor_list; d != NULL; d = d->next )
{
if (d->connected != CON_PLAYING)
continue;
if ((victim = d->character) == NULL)
continue;
if (IS_NPC(victim))
continue;
if (ch != victim && !IS_EXTRA(victim, EXTRA_CALL_ALL))
continue;
REMOVE_BIT(victim->extra, EXTRA_CALL_ALL);
do_autosave(victim,"");
}
return;
}
void get_obj( CHAR_DATA *ch, OBJ_DATA *obj, OBJ_DATA *container )
{
OBJ_DATA *obj2;
OBJ_DATA *obj_next;
ROOM_INDEX_DATA *objroom;
bool move_ch = FALSE;
char buf[MSL];
/* Objects should only have a shadowplane flag when on the floor */
if (IS_AFFECTED(ch, AFF_SHADOWPLANE) && obj->in_room != NULL && (!IS_SET(obj->extra_flags, ITEM_SHADOWPLANE)))
{
send_to_char( "Your hand passes right through it!\n\r", ch );
return;
}
if (!IS_AFFECTED(ch, AFF_SHADOWPLANE) && obj->in_room != NULL && (IS_SET(obj->extra_flags, ITEM_SHADOWPLANE)))
{
send_to_char( "Your hand passes right through it!\n\r", ch );
return;
}
if ( !CAN_WEAR(obj, ITEM_TAKE) )
{
ch_printf( ch, "You can't take %s.\n\r", obj->short_descr );
return;
}
if ( ch->carry_number + 1 > can_carry_n( ch ) )
{
act("$d: you can't carry that many items.", ch, NULL, obj->name, TO_CHAR);
return;
}
if ( ch->carry_weight + get_obj_weight( obj ) > can_carry_w( ch ) )
{
act("$d: you can't carry that much weight.", ch, NULL, obj->name, TO_CHAR);
return;
}
if ( container != NULL )
{
if ( IS_AFFECTED(ch,AFF_SHADOWPLANE) &&
!IS_SET(container->extra_flags, ITEM_SHADOWPLANE) &&
(container->carried_by == NULL || container->carried_by != ch) )
{
send_to_char( "Your hand passes right through it!\n\r", ch );
return;
}
if (!IS_AFFECTED(ch,AFF_SHADOWPLANE) &&
IS_SET(container->extra_flags, ITEM_SHADOWPLANE) &&
(container->carried_by == NULL || container->carried_by != ch) )
{
send_to_char( "Your hand passes right through it!\n\r", ch );
return;
}
act( "You get $p from $P.", ch, obj, container, TO_CHAR );
act( "$n gets $p from $P.", ch, obj, container, TO_ROOM );
for ( obj2 = container->contains; obj2 != NULL; obj2 = obj_next )
{
obj_next = obj2->next_content;
if ( obj2->chobj != NULL )
{
act("A hand reaches inside $P and takes $p out.", obj2->chobj, obj, container, TO_CHAR);
move_ch = TRUE;
}
}
obj_from_obj( obj );
}
else
{
act( "You pick up $p.", ch, obj, container, TO_CHAR );
act( "$n picks $p up.", ch, obj, container, TO_ROOM );
if (obj != NULL)
obj_from_room(obj);
}
if ( obj->item_type == ITEM_MONEY )
{
ch->bones += obj->value[0];
extract_obj( obj );
}
else
{
obj_to_char( obj, ch );
if ( HAS_TRIGGER_OBJ( obj, TRIG_GET ) )
p_give_trigger( NULL, obj, NULL, ch, obj, TRIG_GET );
if ( HAS_TRIGGER_ROOM( ch->in_room, TRIG_GET ) )
p_give_trigger( NULL, NULL, ch->in_room, ch, obj, TRIG_GET );
if ( move_ch && obj->chobj != NULL )
{
if (obj->carried_by != NULL && obj->carried_by != obj->chobj)
objroom = get_room_index(obj->carried_by->in_room->vnum);
else
objroom = NULL;
if (objroom != NULL && get_room_index(obj->chobj->in_room->vnum) != objroom)
{
char_from_room(obj->chobj);
char_to_room(obj->chobj,objroom);
do_look(obj->chobj,"auto");
}
}
if (IS_AFFECTED(ch,AFF_SHADOWPLANE) &&
(IS_SET(obj->extra_flags, ITEM_SHADOWPLANE) ) )
REMOVE_BIT(obj->extra_flags, ITEM_SHADOWPLANE);
}
if (IS_SET(obj->quest, QUEST_ARTIFACT) && !IS_NPC(ch))
{
xprintf(buf, "%s has discovered %s", ch->pcdata->switchname, obj->short_descr);
do_info(ch, buf);
}
return;
}
void do_newbiepack( CHAR_DATA *ch, char *argument )
{
int templevel = 0;
if (ch->level >= 3)
{
send_to_char("You must be a mortal or avatar to create a newbie pack!\n\r",ch);
return;
}
else if (ch->level == 1)
{
templevel = ch->level;
ch->level = 12;
ch->trust = 12;
do_oload(ch,"30333");
do_oload(ch,"30334");
do_oload(ch,"30335");
do_oload(ch,"30336");
do_oload(ch,"30337");
do_oload(ch,"30338");
do_oload(ch,"30339");
do_oload(ch,"30339");
do_oload(ch,"30340");
do_oload(ch,"30340");
do_oload(ch,"30342");
do_oload(ch,"30342");
do_oload(ch,"30343");
do_oload(ch,"30343");
do_oload(ch,"2622");
do_oload(ch,"2204");
ch->level = templevel;
//ch->level = 1;
ch->trust = 0;
}
return;
}
void do_get( CHAR_DATA *ch, char *argument )
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
char arg3[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
OBJ_DATA *obj_next;
OBJ_DATA *container;
bool found;
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
argument = one_argument( argument, arg3 );
if (IS_AFFECTED(ch,AFF_ETHEREAL) )
{
send_to_char( "You cannot pick things up while ethereal.\n\r", ch );
return;
}
/* Get type. */
if ( arg1[0] == '\0' )
{
send_to_char( "Get what?\n\r", ch );
return;
}
if ( arg2[0] == '\0' )
{
if ( str_cmp( arg1, "all" ) && str_prefix( "all.", arg1 ) )
{
/* 'get obj' */
obj = get_obj_list( ch, arg1, ch->in_room->contents );
if ( obj == NULL )
{
act( "I see no $T here.", ch, NULL, arg1, TO_CHAR );
return;
}
if (IS_NPC(ch) && IS_SET(obj->quest, QUEST_ARTIFACT))
{
send_to_char("You can't pick that up.\n\r", ch );
return;
}
get_obj( ch, obj, NULL );
}
else
{
/* 'get all' or 'get all.obj' */
found = FALSE;
for ( obj = ch->in_room->contents; obj != NULL; obj = obj_next )
{
obj_next = obj->next_content;
if ((arg1[3] == '\0' || is_name(&arg1[4], obj->name)) && can_see_obj(ch, obj))
{
found = TRUE;
get_obj( ch, obj, NULL );
}
}
if ( !found )
{
if ( arg1[3] == '\0' )
send_to_char( "I see nothing here.\n\r", ch );
else
act( "I see no $T here.", ch, NULL, &arg1[4], TO_CHAR );
}
}
}
else
{
/* 'get ... container' */
if ( !str_cmp( arg2, "all" ) || !str_prefix( "all.", arg2 ) )
{
send_to_char( "You can't do that.\n\r", ch );
return;
}
if ( ( container = get_obj_here( ch, NULL, arg2 ) ) == NULL )
{
act( "I see no $T here.", ch, NULL, arg2, TO_CHAR );
return;
}
switch ( container->item_type )
{
default:
send_to_char( "That's not a container.\n\r", ch );
return;
case ITEM_CONTAINER:
case ITEM_CORPSE_NPC:
case ITEM_CORPSE_PC:
break;
}
if ( IS_SET(container->value[1], CONT_CLOSED) )
{
act( "The $d is closed.", ch, NULL, container->name, TO_CHAR );
return;
}
if ( str_cmp( arg1, "all" ) && str_prefix( "all.", arg1 ) )
{
/* 'get obj container' */
obj = get_obj_list( ch, arg1, container->contains );
if ( obj == NULL && str_cmp(arg3, "true"))
{
act("I see nothing like that in the $T.", ch, NULL, arg2, TO_CHAR);
return;
}
get_obj( ch, obj, container );
}
else
{
/* 'get all container' or 'get all.obj container' */
found = FALSE;
for ( obj = container->contains; obj != NULL; obj = obj_next )
{
obj_next = obj->next_content;
if ( ( arg1[3] == '\0' || is_name( &arg1[4], obj->name ) )
&& can_see_obj( ch, obj ) )
{
found = TRUE;
get_obj( ch, obj, container );
}
}
if ( !found )
{
if ( arg1[3] == '\0' )
act( "I see nothing in the $T.",
ch, NULL, arg2, TO_CHAR );
else if (str_cmp(arg3, "true"))
act( "I see nothing like that in the $T.",
ch, NULL, arg2, TO_CHAR );
}
}
}
do_autosave(ch,"");
return;
}
void do_put( CHAR_DATA *ch, char *argument )
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
OBJ_DATA *container;
OBJ_DATA *obj;
OBJ_DATA *obj2;
OBJ_DATA *obj_next;
OBJ_DATA *obj_next2;
ROOM_INDEX_DATA *objroom = get_room_index(ROOM_VNUM_IN_OBJECT);
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if ( arg1[0] == '\0' || arg2[0] == '\0' )
{
send_to_char( "Put what in what?\n\r", ch );
return;
}
if ( !str_cmp( arg2, "all" ) || !str_prefix( "all.", arg2 ) )
{
send_to_char( "You can't do that.\n\r", ch );
return;
}
if ( ( container = get_obj_here( ch, NULL, arg2 ) ) == NULL )
{
act( "I see no $T here.", ch, NULL, arg2, TO_CHAR );
return;
}
if ( container->item_type != ITEM_CONTAINER )
{
send_to_char( "That's not a container.\n\r", ch );
return;
}
if ( IS_SET(container->value[1], CONT_CLOSED) )
{
act( "The $d is closed.", ch, NULL, container->name, TO_CHAR );
return;
}
if ( str_cmp( arg1, "all" ) && str_prefix( "all.", arg1 ) )
{
/* 'put obj container' */
if ( ( obj = get_obj_carry( ch, arg1 ,ch) ) == NULL )
{
send_to_char( "You do not have that item.\n\r", ch );
return;
}
if ( obj == container )
{
send_to_char( "You can't fold it into itself.\n\r", ch );
return;
}
if ( IS_SET( obj->quest, QUEST_ARTIFACT) )
{
send_to_char("You cannot put artifacts in a container.\n\r",ch);
return;
}
if (IS_OBJ_STAT(obj, ITEM_NOCLAIM))
{
send_to_char("This item cannot be put in containers.\n\r", ch);
return;
}
if ( !can_drop_obj( ch, obj ) )
{
send_to_char( "You can't let go of it.\n\r", ch );
return;
}
if (get_obj_weight(obj) + get_obj_weight(container) > container->value[0])
{
send_to_char( "It won't fit.\n\r", ch );
return;
}
for ( obj2 = container->contains; obj2 != NULL; obj2 = obj_next2 )
{
obj_next2 = obj2->next_content;
if ( obj2->chobj != NULL && obj != obj2)
act( "A hand reaches inside $P and drops $p.", obj2->chobj, obj, container, TO_CHAR );
}
obj_from_char( obj );
obj_to_obj( obj, container );
act( "$n puts $p in $P.", ch, obj, container, TO_ROOM );
act( "You put $p in $P.", ch, obj, container, TO_CHAR );
}
else
{
/* 'put all container' or 'put all.obj container' */
for ( obj = ch->carrying; obj != NULL; obj = obj_next )
{
obj_next = obj->next_content;
if ( ( arg1[3] == '\0' || is_name( &arg1[4], obj->name ) )
&& can_see_obj( ch, obj )
&& obj->wear_loc == WEAR_NONE
&& obj != container
&& !IS_SET( obj->quest, QUEST_ARTIFACT)
&& !IS_OBJ_STAT(obj, ITEM_NOCLAIM)
&& can_drop_obj( ch, obj )
&& get_obj_weight( obj ) + get_obj_weight( container )
<= container->value[0] )
{
for ( obj2 = container->contains; obj2 != NULL; obj2 = obj_next2 )
{
obj_next2 = obj2->next_content;
if ( obj2->chobj != NULL && obj2->chobj->in_room != NULL)
{
if (objroom != get_room_index(obj2->chobj->in_room->vnum))
{
char_from_room(obj2->chobj);
char_to_room(obj2->chobj,objroom);
do_look(obj2->chobj,"auto");
}
if (obj != obj2)
act( "A hand reaches inside $P and drops $p.", obj2->chobj, obj, container, TO_CHAR );
}
}
obj_from_char( obj );
obj_to_obj( obj, container );
act( "$n puts $p in $P.", ch, obj, container, TO_ROOM );
act( "You put $p in $P.", ch, obj, container, TO_CHAR );
}
}
}
do_autosave(ch,"");
return;
}
void do_drop( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
OBJ_DATA *obj_next;
bool found;
char buf[MSL];
if (IS_NPC(ch))
return;
argument = one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Drop what?\n\r", ch );
return;
}
if ( is_number( arg ) )
{
/* 'drop NNNN bones' */
int amount;
amount = atoi(arg);
argument = one_argument( argument, arg );
if ( amount <= 0
|| ( str_cmp( arg, "bones" ) && str_cmp( arg, "bone" ) ) )
{
send_to_char( "Sorry, you can't do that.\n\r", ch );
return;
}
/* Otherwise causes complications if there's a pile on each plane */
if (IS_AFFECTED(ch,AFF_SHADOWPLANE) )
{
send_to_char( "You cannot drop bones in the shadowplane.\n\r", ch );
return;
}
if ( ch->bones < amount )
{
send_to_char( "You haven't got that many bones.\n\r", ch );
return;
}
ch->bones -= amount;
for ( obj = ch->in_room->contents; obj != NULL; obj = obj_next )
{
obj_next = obj->next_content;
switch ( obj->pIndexData->vnum )
{
case OBJ_VNUM_MONEY_ONE:
amount += 1;
extract_obj( obj );
break;
case OBJ_VNUM_MONEY_SOME:
amount += obj->value[0];
extract_obj( obj );
break;
}
}
obj_to_room( create_money( amount ), ch->in_room );
act( "$n drops some bones.", ch, NULL, NULL, TO_ROOM );
send_to_char( "OK.\n\r", ch );
do_autosave(ch,"");
return;
}
if ( str_cmp( arg, "all" ) && str_prefix( "all.", arg ) )
{
/* 'drop obj' */
if ( ( obj = get_obj_carry( ch, arg,ch ) ) == NULL )
{
send_to_char( "You do not have that item.\n\r", ch );
return;
}
if ( !can_drop_obj( ch, obj ) )
{
send_to_char( "You can't let go of it.\n\r", ch );
return;
}
obj_from_char( obj );
if(!IS_SET(obj->quest, QUEST_ARTIFACT))
{
obj_to_room( obj, ch->in_room );
}
/* Objects should only have a shadowplane flag when on the floor */
if (IS_AFFECTED(ch,AFF_SHADOWPLANE) &&
(!IS_SET(obj->extra_flags, ITEM_SHADOWPLANE) ) )
SET_BIT(obj->extra_flags, ITEM_SHADOWPLANE);
if (IS_SET(obj->quest, QUEST_ARTIFACT) && !IS_NPC(ch))
{
xprintf(buf, "%s has returned to the game", obj->short_descr);
do_info(ch, buf);
//obj_from_room(obj);
xprintf(buf, "%d", obj->pIndexData->vnum);
extract_obj(obj);
do_randomload(ch, buf);
}
act( "$n drops $p.", ch, obj, NULL, TO_ROOM );
act( "You drop $p.", ch, obj, NULL, TO_CHAR );
if ( HAS_TRIGGER_OBJ( obj, TRIG_DROP ) )
p_give_trigger( NULL, obj, NULL, ch, obj, TRIG_DROP );
if ( HAS_TRIGGER_ROOM( ch->in_room, TRIG_DROP ) )
p_give_trigger( NULL, NULL, ch->in_room, ch, obj, TRIG_DROP );
}
else
{
/* 'drop all' or 'drop all.obj' */
found = FALSE;
for ( obj = ch->carrying; obj != NULL; obj = obj_next )
{
obj_next = obj->next_content;
if ( ( arg[3] == '\0' || is_name( &arg[4], obj->name ) )
&& can_see_obj( ch, obj )
&& obj->wear_loc == WEAR_NONE
&& can_drop_obj( ch, obj ) )
{
found = TRUE;
obj_from_char( obj );
if(!IS_SET(obj->quest, QUEST_ARTIFACT))
{
obj_to_room( obj, ch->in_room );
}
/* Objects should only have a shadowplane flag when on the floor */
if (IS_AFFECTED(ch,AFF_SHADOWPLANE) &&
(!IS_SET(obj->extra_flags, ITEM_SHADOWPLANE) ) )
SET_BIT(obj->extra_flags, ITEM_SHADOWPLANE);
if (IS_SET(obj->quest, QUEST_ARTIFACT) && !IS_NPC(ch))
{
xprintf(buf, "%s has returned to the game", obj->short_descr);
do_info(ch, buf);
obj_from_room(obj);
xprintf(buf, "%d", obj->pIndexData->vnum);
extract_obj(obj);
do_randomload(ch, buf);
}
act( "$n drops $p.", ch, obj, NULL, TO_ROOM );
act( "You drop $p.", ch, obj, NULL, TO_CHAR );
if ( HAS_TRIGGER_OBJ( obj, TRIG_DROP ) )
p_give_trigger( NULL, obj, NULL, ch, obj, TRIG_DROP );
if ( HAS_TRIGGER_ROOM( ch->in_room, TRIG_DROP ) )
p_give_trigger( NULL, NULL, ch->in_room, ch, obj, TRIG_DROP );
}
}
if ( !found )
{
if ( arg[3] == '\0' )
act( "You are not carrying anything.",
ch, NULL, arg, TO_CHAR );
else
act( "You are not carrying any $T.",
ch, NULL, &arg[4], TO_CHAR );
}
}
do_autosave(ch,"");
return;
}
void do_give( CHAR_DATA *ch, char *argument )
{
char arg1 [MAX_INPUT_LENGTH];
char arg2 [MAX_INPUT_LENGTH];
char buf [MSL];
CHAR_DATA *victim;
OBJ_DATA *obj;
extern bool quest;
extern bool auto_quest;
extern CHAR_DATA *quest_mob;
extern OBJ_DATA *aquest_object;
if( IS_NPC(ch)) return;
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if ( arg1[0] == '\0' || arg2[0] == '\0' )
{
send_to_char( "Give what to whom?\n\r", ch );
return;
}
if ( is_number( arg1 ) )
{
/* 'give NNNN bones victim' */
int amount;
amount = atoi(arg1);
if ( amount <= 0
|| ( str_cmp( arg2, "bones" ) && str_cmp( arg2, "bone" ) ) )
{
send_to_char( "Sorry, you can't do that.\n\r", ch );
return;
}
argument = one_argument( argument, arg2 );
if ( arg2[0] == '\0' )
{
send_to_char( "Give what to whom?\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, NULL, arg2 ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if (IS_AFFECTED(victim,AFF_ETHEREAL) )
{
send_to_char( "You cannot give things to ethereal people.\n\r", ch );
return;
}
if ( ch->bones < amount )
{
send_to_char( "You haven't got that many bones.\n\r", ch );
return;
}
ch->bones -= amount;
victim->bones += amount;
act( "$n gives you some bones.", ch, NULL, victim, TO_VICT );
act( "$n gives $N some bones.", ch, NULL, victim, TO_NOTVICT );
act( "You give $N some bones.", ch, NULL, victim, TO_CHAR );
send_to_char( "OK.\n\r", ch );
if ( IS_NPC(victim) && HAS_TRIGGER_MOB( victim, TRIG_BRIBE ) )
p_bribe_trigger( victim, ch, amount );
return;
}
if ( ( obj = get_obj_carry( ch, arg1, ch ) ) == NULL )
{
send_to_char( "You do not have that item.\n\r", ch );
return;
}
if ( obj->wear_loc != WEAR_NONE )
{
send_to_char( "You must remove it first.\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, NULL, arg2 ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( IS_SET(obj->quest, QUEST_ARTIFACT) && !IS_IMMORTAL(ch) )
{
stc("The artifact does not want to leave you.\n\r",ch);
return;
}
if ( !can_drop_obj( ch, obj ) )
{
send_to_char( "You can't let go of it.\n\r", ch );
return;
}
if (IS_AFFECTED(victim,AFF_ETHEREAL) )
{
send_to_char( "You cannot give things to ethereal people.\n\r", ch );
return;
}
if ( victim->carry_number + 1 > can_carry_n( victim ) )
{
act( "$N has $S hands full.", ch, NULL, victim, TO_CHAR );
return;
}
if (victim->shop_fun)
{
send_to_char("They don't want it.\n\r", ch);
return;
}
if ( victim->carry_weight + get_obj_weight( obj ) > can_carry_w( victim ) )
{
act( "$N can't carry that much weight.", ch, NULL, victim, TO_CHAR );
return;
}
if ( !can_see_obj( victim, obj ) )
{
act( "$N can't see it.", ch, NULL, victim, TO_CHAR );
return;
}
obj_from_char( obj );
obj_to_char( obj, victim );
MOBtrigger = FALSE;
act( "$n gives $p to $N.", ch, obj, victim, TO_NOTVICT );
act( "$n gives you $p.", ch, obj, victim, TO_VICT );
act( "You give $p to $N.", ch, obj, victim, TO_CHAR );
MOBtrigger = TRUE;
if ( HAS_TRIGGER_OBJ( obj, TRIG_GIVE ) )
p_give_trigger( NULL, obj, NULL, ch, obj, TRIG_GIVE );
if ( HAS_TRIGGER_ROOM( ch->in_room, TRIG_GIVE ) )
p_give_trigger( NULL, NULL, ch->in_room, ch, obj, TRIG_GIVE );
/*
* Give trigger
*/
if ( IS_NPC(victim) && HAS_TRIGGER_MOB( victim, TRIG_GIVE ) )
p_give_trigger( victim, NULL, NULL, ch, obj, TRIG_GIVE );
if ( ( quest || auto_quest )
&& IS_NPC( victim )
&& victim == quest_mob
&& obj == aquest_object )
{
/* Then ch has recovered the quest object!!!!! */
xprintf( buf, "Oh! %s you found %s for me! Thank You!",
ch->name, obj->short_descr );
do_say( victim, buf );
interpret( victim, "hop" );
interpret( victim, "clap" );
if ( !IS_NPC(ch) )
{
xprintf( buf, "%s I shall reward you well for recovering this for me!",
ch->name );
do_say( victim, buf );
give_token( victim, ch, 5000 );
}
quest_complete( ch );
}
WAIT_STATE(ch, 6);
return;
}
void do_fill( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
OBJ_DATA *fountain;
bool found;
int liquid;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Fill what?\n\r", ch );
return;
}
if ( ( obj = get_obj_carry( ch, arg , ch) ) == NULL )
{
send_to_char( "You do not have that item.\n\r", ch );
return;
}
found = FALSE;
for ( fountain = ch->in_room->contents; fountain != NULL;
fountain = fountain->next_content )
{
if ( fountain->item_type == ITEM_FOUNTAIN )
{
found = TRUE;
break;
}
}
if ( !found )
{
send_to_char( "There is no fountain here!\n\r", ch );
return;
}
if (IS_AFFECTED(ch, AFF_SHADOWPLANE) &&
fountain->in_room != NULL &&
!IS_SET(fountain->extra_flags, ITEM_SHADOWPLANE) )
{
send_to_char( "You are too insubstantual.\n\r", ch );
return;
}
else if (!IS_AFFECTED(ch, AFF_SHADOWPLANE) &&
fountain->in_room != NULL &&
IS_SET(fountain->extra_flags, ITEM_SHADOWPLANE) )
{
send_to_char( "It is too insubstantual.\n\r", ch );
return;
}
else if (IS_AFFECTED(ch,AFF_ETHEREAL) )
{
send_to_char( "You cannot fill containers while ethereal.\n\r", ch );
return;
}
if ( obj->item_type != ITEM_DRINK_CON )
{
send_to_char( "You can't fill that.\n\r", ch );
return;
}
if ( obj->value[1] >= obj->value[0] )
{
send_to_char( "Your container is already full.\n\r", ch );
return;
}
if ( (obj->value[2] != fountain->value[2]) && obj->value[1] > 0)
{
send_to_char( "You cannot mix two different liquids.\n\r", ch );
return;
}
act( "$n dips $p into $P.", ch, obj, fountain, TO_ROOM );
act( "You dip $p into $P.", ch, obj, fountain, TO_CHAR );
obj->value[2] = fountain->value[2];
obj->value[1] = obj->value[0];
liquid = obj->value[2];
act( "$n fills $p with $T.", ch, obj, liq_table[liquid].liq_name, TO_ROOM );
act( "You fill $p with $T.", ch, obj, liq_table[liquid].liq_name, TO_CHAR );
return;
}
void do_drink( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
int amount;
int liquid;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
for ( obj = ch->in_room->contents; obj; obj = obj->next_content )
{
if ( obj->item_type == ITEM_FOUNTAIN )
break;
}
if ( obj == NULL )
{
send_to_char( "Drink what?\n\r", ch );
return;
}
}
else
{
if ( ( obj = get_obj_here( ch, NULL, arg ) ) == NULL )
{
send_to_char( "You can't find it.\n\r", ch );
return;
}
}
if ( !IS_NPC(ch) && ch->pcdata->condition[COND_DRUNK] > 10 )
{
send_to_char( "You fail to reach your mouth. *Hic*\n\r", ch );
return;
}
switch ( obj->item_type )
{
default:
send_to_char( "You can't drink from that.\n\r", ch );
break;
case ITEM_POTION:
do_quaff(ch,obj->name);
return;
case ITEM_FOUNTAIN:
if ( ( liquid = obj->value[2] ) >= LIQ_MAX )
{
bug( "Do_drink: bad liquid number %d.", liquid );
liquid = obj->value[2] = 0;
}
if (IS_AFFECTED(ch, AFF_SHADOWPLANE) &&
obj->in_room != NULL &&
!IS_SET(obj->extra_flags, ITEM_SHADOWPLANE) )
{
send_to_char( "You are too insubstantual.\n\r", ch );
break;
}
else if (!IS_AFFECTED(ch, AFF_SHADOWPLANE) &&
obj->in_room != NULL &&
IS_SET(obj->extra_flags, ITEM_SHADOWPLANE) )
{
send_to_char( "It is too insubstantual.\n\r", ch );
break;
}
else if (IS_AFFECTED(ch,AFF_ETHEREAL) )
{
send_to_char( "You can only drink from things you are carrying while ethereal.\n\r", ch );
return;
}
if ( liquid != 13 && liquid != 16 && liquid != 17 && liquid != 18 && IS_CLASS(ch,CLASS_VAMPIRE) )
{
send_to_char( "You can only drink blood.\n\r", ch );
break;
}
if ( liquid == 13 && IS_CLASS(ch, CLASS_VAMPIRE))
{
ch->pcdata->condition[COND_THIRST] += number_range(200,300);
}
act( "$n drinks $T from $p.", ch, obj, liq_table[liquid].liq_name, TO_ROOM );
act( "You drink $T from $p.", ch, obj, liq_table[liquid].liq_name, TO_CHAR );
amount = number_range(25, 50);
amount = UMIN(amount, obj->value[1]);
gain_condition( ch, COND_DRUNK,
amount * liq_table[liquid].liq_affect[COND_DRUNK ] );
gain_condition( ch, COND_FULL,
amount * liq_table[liquid].liq_affect[COND_FULL ] );
gain_condition( ch, COND_THIRST,
amount * liq_table[liquid].liq_affect[COND_THIRST ] );
if ( !IS_NPC(ch) && !IS_CLASS(ch, CLASS_VAMPIRE) &&
ch->pcdata->condition[COND_DRUNK] > 10 )
send_to_char( "You feel drunk.\n\r", ch );
if ( !IS_NPC(ch) && !IS_CLASS(ch, CLASS_VAMPIRE) &&
ch->pcdata->condition[COND_FULL] > 50 )
send_to_char( "You are full.\n\r", ch );
if ( !IS_NPC(ch) && !IS_CLASS(ch, CLASS_VAMPIRE) &&
ch->pcdata->condition[COND_THIRST] > 50 )
send_to_char( "You do not feel thirsty.\n\r", ch );
if ( !IS_NPC(ch) && IS_CLASS(ch, CLASS_VAMPIRE) &&
ch->pcdata->condition[COND_THIRST] >= 20000/ch->generation && ch->generation < 4)
send_to_char( "Your blood thirst is sated.\n\r", ch );
else if( !IS_NPC(ch) && IS_CLASS(ch, CLASS_VAMPIRE) &&
ch->pcdata->condition[COND_THIRST] >= 5000/ch->generation)
send_to_char( "Your blood thirst is sated.\n\r", ch );
if ( obj->value[3] != 0 && (!IS_NPC(ch) && !IS_CLASS(ch, CLASS_VAMPIRE)))
{
/* The shit was poisoned ! */
AFFECT_DATA af;
act( "$n chokes and gags.", ch, NULL, NULL, TO_ROOM );
send_to_char( "You choke and gag.\n\r", ch );
af.type = gsn_poison;
af.duration = 3 * amount;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_POISON;
affect_join( ch, &af );
}
break;
case ITEM_DRINK_CON:
if ( obj->value[1] <= 0 )
{
send_to_char( "It is already empty.\n\r", ch );
return;
}
if ( ( liquid = obj->value[2] ) >= LIQ_MAX )
{
bug( "Do_drink: bad liquid number %d.", liquid );
liquid = obj->value[2] = 0;
}
if ( liquid != 13 && IS_CLASS(ch,CLASS_VAMPIRE) )
{
send_to_char( "You can only drink blood.\n\r", ch );
break;
}
if ( liquid == 13 && IS_CLASS(ch, CLASS_VAMPIRE))
{
ch->pcdata->condition[COND_THIRST] += number_range(200,300);
}
act( "$n drinks $T from $p.", ch, obj, liq_table[liquid].liq_name, TO_ROOM );
act( "You drink $T from $p.",
ch, obj, liq_table[liquid].liq_name, TO_CHAR );
amount = number_range(25, 50);
amount = UMIN(amount, obj->value[1]);
gain_condition( ch, COND_DRUNK,
amount * liq_table[liquid].liq_affect[COND_DRUNK ] );
gain_condition( ch, COND_FULL,
amount * liq_table[liquid].liq_affect[COND_FULL ] );
gain_condition( ch, COND_THIRST,
amount * liq_table[liquid].liq_affect[COND_THIRST ] );
if ( !IS_NPC(ch) && !IS_CLASS(ch, CLASS_VAMPIRE) &&
ch->pcdata->condition[COND_DRUNK] > 10 )
send_to_char( "You feel drunk.\n\r", ch );
if ( !IS_NPC(ch) && !IS_CLASS(ch, CLASS_VAMPIRE) &&
ch->pcdata->condition[COND_FULL] > 50 )
send_to_char( "You are full.\n\r", ch );
if ( !IS_NPC(ch) && !IS_CLASS(ch, CLASS_VAMPIRE) &&
ch->pcdata->condition[COND_THIRST] > 50 )
send_to_char( "You do not feel thirsty.\n\r", ch );
if ( !IS_NPC(ch) && IS_CLASS(ch, CLASS_VAMPIRE) &&
ch->pcdata->condition[COND_THIRST] >= 20000 / ch->generation )
send_to_char( "Your blood thirst is sated.\n\r", ch );
if ( obj->value[3] != 0 && (!IS_NPC(ch) && !IS_CLASS(ch, CLASS_VAMPIRE)))
{
/* The shit was poisoned ! */
AFFECT_DATA af;
act( "$n chokes and gags.", ch, NULL, NULL, TO_ROOM );
send_to_char( "You choke and gag.\n\r", ch );
af.type = gsn_poison;
af.duration = 3 * amount;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_POISON;
affect_join( ch, &af );
}
obj->value[1] -= amount;
if ( obj->value[1] <= 0 )
{
obj->value[1] = 0;
}
break;
}
return;
}
void do_empty( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
int liquid;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Empty what?\n\r", ch );
return;
}
if ( ( obj = get_obj_here( ch, NULL, arg ) ) == NULL )
{
send_to_char( "You can't find it.\n\r", ch );
return;
}
switch ( obj->item_type )
{
default:
send_to_char( "You cannot empty that.\n\r", ch );
break;
case ITEM_DRINK_CON:
if ( obj->value[1] <= 0 )
{
send_to_char( "It is already empty.\n\r", ch );
return;
}
if ( ( liquid = obj->value[2] ) >= LIQ_MAX )
{
bug( "Do_drink: bad liquid number %d.", liquid );
liquid = obj->value[2] = 0;
}
act( "$n empties $T from $p.", ch, obj, liq_table[liquid].liq_name, TO_ROOM );
act( "You empty $T from $p.",
ch, obj, liq_table[liquid].liq_name, TO_CHAR );
obj->value[1] = 0;
break;
}
return;
}
void do_eat( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
int level;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Eat what?\n\r", ch );
return;
}
if ( ( obj = get_obj_carry( ch, arg, ch ) ) == NULL )
{
send_to_char( "You do not have that item.\n\r", ch );
return;
}
if ( !IS_IMMORTAL(ch) )
{
if ( !IS_NPC(ch) && IS_CLASS(ch, CLASS_VAMPIRE) && obj->item_type == ITEM_FOOD)
{
send_to_char( "You are unable to stomach it.\n\r", ch );
return;
}
if ( obj->item_type != ITEM_FOOD && obj->item_type != ITEM_PILL &&
obj->item_type != ITEM_EGG && obj->item_type != ITEM_QUEST && obj->item_type != ITEM_DRAGONGEM
&& obj->item_type != ITEM_DTOKEN)
{
if (IS_NPC(ch) || !IS_SET(ch->special,SPC_WOLFMAN) ||
obj->item_type != ITEM_TRASH)
{
send_to_char( "That's not edible.\n\r", ch );
return;
}
}
if ( !IS_NPC(ch) && ch->pcdata->condition[COND_FULL] > 50 &&
obj->item_type != ITEM_TRASH && obj->item_type != ITEM_QUEST &&
obj->item_type != ITEM_PILL && obj->item_type != ITEM_DRAGONGEM && obj->item_type != ITEM_FAITHTOKEN)
{
send_to_char( "You are too full to eat more.\n\r", ch );
return;
}
if( !IS_NPC(ch) && obj->item_type != ITEM_QUEST && obj->item_type != ITEM_PILL && obj->item_type != ITEM_FAITHTOKEN && obj->item_type != ITEM_FOOD)
{
send_to_char( "You can't eat that.\n\r", ch );
return;
}
}
act( "$n eats $p.", ch, obj, NULL, TO_ROOM );
act( "You eat $p.", ch, obj, NULL, TO_CHAR );
switch ( obj->item_type )
{
default:
break;
case ITEM_FOOD:
if ( !IS_NPC(ch) )
{
int condition;
condition = ch->pcdata->condition[COND_FULL];
gain_condition( ch, COND_FULL, obj->value[0] );
if ( condition == 0 && ch->pcdata->condition[COND_FULL] > 10 )
send_to_char( "You are no longer hungry.\n\r", ch );
else if ( ch->pcdata->condition[COND_FULL] > 50 )
send_to_char( "You are full.\n\r", ch );
}
if ( obj->value[3] != 0 )
{
/* The shit was poisoned! */
AFFECT_DATA af;
act( "$n chokes and gags.", ch, NULL, NULL, TO_ROOM );
send_to_char( "You choke and gag.\n\r", ch );
af.type = gsn_poison;
af.duration = 2 * obj->value[0];
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_POISON;
affect_join( ch, &af );
}
break;
case ITEM_PILL:
level = obj->value[0];
if (level < 1) level = 1;
if (level > MAX_SPELL) level = MAX_SPELL;
obj_cast_spell( obj->value[1], level, ch, ch, NULL );
obj_cast_spell( obj->value[2], level, ch, ch, NULL );
obj_cast_spell( obj->value[3], level, ch, ch, NULL );
if (ch->position == POS_FIGHTING)
{
if (!IS_IMMORTAL( ch))
WAIT_STATE(ch, 6 );
}
break;
case ITEM_QUEST:
if ( !IS_NPC(ch) ) ch->bones += obj->value[0];
break;
case ITEM_FAITHTOKEN:
if ( !IS_NPC(ch) )
{
ch->pcdata->current_faith += obj->value[0];
if (ch->pcdata->current_faith > ch->pcdata->faith) ch->pcdata->current_faith = ch->pcdata->faith;
}
break;
case ITEM_DTOKEN:
if ( !IS_NPC(ch) && IS_CLASS(ch, CLASS_DEMON) )
ch->pcdata->stats[DEMON_CURRENT] += obj->value[0];
break;
case ITEM_EGG:
if ( !IS_NPC(ch) )
{
int condition;
condition = ch->pcdata->condition[COND_FULL];
gain_condition( ch, COND_FULL, obj->value[1] );
if ( condition == 0 && ch->pcdata->condition[COND_FULL] > 10 )
send_to_char( "You are no longer hungry.\n\r", ch );
else if ( ch->pcdata->condition[COND_FULL] > 50 )
send_to_char( "You are full.\n\r", ch );
}
/* Note to myself...remember to set v2 for mobiles that hatch within
* the player (like aliens ;). KaVir.
*/
if ( obj->value[3] != 0 )
{
/* The shit was poisoned! */
AFFECT_DATA af;
act( "$n chokes and gags.", ch, NULL, NULL, TO_ROOM );
send_to_char( "You choke and gag.\n\r", ch );
af.type = gsn_poison;
af.duration = 2 * obj->value[0];
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_POISON;
affect_join( ch, &af );
}
break;
}
if (obj != NULL) extract_obj( obj );
return;
}
/*
* Remove an object.
*/
bool remove_obj( CHAR_DATA *ch, int iWear, bool fReplace )
{
OBJ_DATA *obj;
if ( ( obj = get_eq_char( ch, iWear ) ) == NULL )
return TRUE;
if ( !fReplace )
return FALSE;
if ( IS_SET(obj->extra_flags, ITEM_NOREMOVE) && !IS_IMMORTAL( ch))
{
act( "You can't remove $p.", ch, obj, NULL, TO_CHAR );
return FALSE;
}
unequip_char( ch, obj );
act( "$n stops using $p.", ch, obj, NULL, TO_ROOM );
act( "You stop using $p.", ch, obj, NULL, TO_CHAR );
return TRUE;
}
/*
* Wear one object.
* Optional replacement of existing objects.
* Big repetitive code, ick.
*/
void wear_obj( CHAR_DATA *ch, OBJ_DATA *obj, bool fReplace )
{
bool wolf_ok = FALSE;
if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_WEREWOLF) &&
IS_SET(obj->spectype, SITEM_WOLFWEAPON)) wolf_ok = TRUE;
if ( CAN_WEAR( obj, ITEM_WIELD ) || CAN_WEAR( obj, ITEM_HOLD ) ||
CAN_WEAR( obj, ITEM_WEAR_SHIELD ) || obj->item_type == ITEM_LIGHT )
{
if ( get_eq_char( ch, WEAR_WIELD ) != NULL
&& get_eq_char( ch, WEAR_HOLD ) != NULL
&& get_eq_char( ch, WEAR_LIGHT ) != NULL
&& get_eq_char( ch, WEAR_SHIELD ) != NULL
&& !remove_obj( ch, WEAR_LIGHT , fReplace )
&& !remove_obj( ch, WEAR_SHIELD, fReplace )
&& !remove_obj( ch, WEAR_WIELD , fReplace )
&& !remove_obj( ch, WEAR_HOLD , fReplace ) )
return;
if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WIELD))
{
send_to_char("You are unable to use it.\n\r",ch);
return;
}
if (get_eq_char( ch, WEAR_WIELD ) == NULL && is_ok_to_wear(ch,wolf_ok,"right_hand"))
{
if ( obj->item_type == ITEM_LIGHT )
{
act( "$n lights $p and clutches it in $s right hand.", ch, obj, NULL, TO_ROOM );
act( "You light $p and clutch it in your right hand.", ch, obj, NULL, TO_CHAR );
}
else
{
act( "$n clutches $p in $s right hand.", ch, obj, NULL, TO_ROOM );
act( "You clutch $p in your right hand.", ch, obj, NULL, TO_CHAR );
}
equip_char( ch, obj, WEAR_WIELD );
return;
}
else if (get_eq_char( ch, WEAR_HOLD ) == NULL && is_ok_to_wear(ch,wolf_ok,"left_hand"))
{
if ( obj->item_type == ITEM_LIGHT )
{
act( "$n lights $p and clutches it in $s left hand.", ch, obj, NULL, TO_ROOM );
act( "You light $p and clutch it in your left hand.", ch, obj, NULL, TO_CHAR );
}
else
{
act( "$n clutches $p in $s left hand.", ch, obj, NULL, TO_ROOM );
act( "You clutch $p in your left hand.", ch, obj, NULL, TO_CHAR );
}
if (obj->item_type == ITEM_WEAPON)
{
if ( !IS_NPC(ch) && (obj->pIndexData->vnum == 30000 || IS_OBJ_STAT(obj,ITEM_LOYAL)))
{
if ( obj->questowner != NULL && str_cmp(ch->pcdata->switchname,obj->questowner) && strlen(obj->questowner) > 1 )
{
act( "$p leaps out of $n's hand.", ch, obj, NULL, TO_ROOM );
act( "$p leaps out of your hand.", ch, obj, NULL, TO_CHAR );
obj_from_char(obj);
obj_to_room(obj,ch->in_room);
return;
}
}
equip_char( ch, obj, WEAR_HOLD );
if (!IS_NPC(ch)) do_skill(ch, ch->name);
return;
}
equip_char( ch, obj, WEAR_HOLD );
return;
}
else if (get_eq_char( ch, WEAR_THIRD ) == NULL && is_ok_to_wear(ch,wolf_ok,"third_hand"))
{
if ( obj->item_type == ITEM_LIGHT )
{
act( "$n lights $p and clutches it in $s right hand.", ch, obj, NULL, TO_ROOM );
act( "You light $p and clutch it in your right hand.", ch, obj, NULL, TO_CHAR );
}
else
{
act( "$n clutches $p in $s third hand.", ch, obj, NULL, TO_ROOM );
act( "You clutch $p in your third hand.", ch, obj, NULL, TO_CHAR );
}
equip_char( ch, obj, WEAR_THIRD );
return;
}
else if (get_eq_char( ch, WEAR_FOURTH ) == NULL && is_ok_to_wear(ch,wolf_ok,"fourth_hand"))
{
if ( obj->item_type == ITEM_LIGHT )
{
act( "$n lights $p and clutches it in $s fourth hand.", ch, obj, NULL, TO_ROOM );
act( "You light $p and clutch it in your fourth hand.", ch, obj, NULL, TO_CHAR );
}
else
{
act( "$n clutches $p in $s fourth hand.", ch, obj, NULL, TO_ROOM );
act( "You clutch $p in your fourth hand.", ch, obj, NULL, TO_CHAR );
}
if (obj->item_type == ITEM_WEAPON)
{
if ( !IS_NPC(ch) && ( obj->pIndexData->vnum == 30000 || IS_OBJ_STAT(obj,ITEM_LOYAL)))
{
if ( obj->questowner != NULL && str_cmp(ch->pcdata->switchname,obj->questowner) && strlen(obj->questowner) > 1 )
{
act( "$p leaps out of $n's hand.", ch, obj, NULL, TO_ROOM );
act( "$p leaps out of your hand.", ch, obj, NULL, TO_CHAR );
obj_from_char(obj);
obj_to_room(obj,ch->in_room);
return;
}
}
equip_char( ch, obj, WEAR_FOURTH );
if (!IS_NPC(ch)) do_skill(ch, ch->name);
return;
}
equip_char( ch, obj, WEAR_FOURTH );
return;
}
if (!is_ok_to_wear(ch,wolf_ok,"left_hand") && !is_ok_to_wear(ch,wolf_ok,"right_hand"))
send_to_char( "You cannot use anything in your hands.\n\r", ch );
else
send_to_char( "You have no free hands.\n\r", ch );
return;
}
if (IS_CLASS(ch, CLASS_FAE) && !IS_SET(obj->quest, QUEST_ARTIFACT) &&
!IS_SET(obj->quest, QUEST_PRIZE) && !IS_SET(obj->quest, QUEST_HOLYSYMBOL))
{
send_to_char("You may only use weapons, artifacts, prizes and perhaps your holy symbol.\n\r",ch);
return;
}
if ( obj->item_type == ITEM_LIGHT )
{
if ( !remove_obj( ch, WEAR_LIGHT, fReplace ) )
return;
act( "$n lights $p and holds it.", ch, obj, NULL, TO_ROOM );
act( "You light $p and hold it.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_LIGHT );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_FINGER ) )
{
if ( get_eq_char( ch, WEAR_FINGER_L ) != NULL
&& get_eq_char( ch, WEAR_FINGER_R ) != NULL
&& !remove_obj( ch, WEAR_FINGER_L, fReplace )
&& !remove_obj( ch, WEAR_FINGER_R, fReplace ) )
return;
if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WEAR_FINGER))
{
send_to_char("You are unable to wear it.\n\r",ch);
return;
}
if ( get_eq_char( ch, WEAR_FINGER_L ) == NULL && is_ok_to_wear(ch,wolf_ok,"left_finger"))
{
act( "$n wears $p on $s left finger.", ch, obj, NULL, TO_ROOM );
act( "You wear $p on your left finger.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_FINGER_L );
return;
}
else if ( get_eq_char( ch, WEAR_FINGER_R ) == NULL && is_ok_to_wear(ch,wolf_ok,"right_finger"))
{
act( "$n wears $p on $s right finger.", ch, obj, NULL, TO_ROOM );
act( "You wear $p on your right finger.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_FINGER_R );
return;
}
if (!is_ok_to_wear(ch,wolf_ok,"left_finger") && !is_ok_to_wear(ch,wolf_ok,"right_finger"))
send_to_char( "You cannot wear any rings.\n\r", ch );
else
send_to_char( "You cannot wear any more rings.\n\r", ch );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_NECK ) )
{
if ( get_eq_char( ch, WEAR_NECK_1 ) != NULL
&& get_eq_char( ch, WEAR_NECK_2 ) != NULL
&& !remove_obj( ch, WEAR_NECK_1, fReplace )
&& !remove_obj( ch, WEAR_NECK_2, fReplace ) )
return;
if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WEAR_NECK))
{
send_to_char("You are unable to wear it.\n\r",ch);
return;
}
if ( get_eq_char( ch, WEAR_NECK_1 ) == NULL )
{
act( "$n slips $p around $s neck.", ch, obj, NULL, TO_ROOM );
act( "You slip $p around your neck.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_NECK_1 );
return;
}
if ( get_eq_char( ch, WEAR_NECK_2 ) == NULL )
{
act( "$n slips $p around $s neck.", ch, obj, NULL, TO_ROOM );
act( "You slip $p around your neck.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_NECK_2 );
return;
}
bug( "Wear_obj: no free neck.", 0 );
send_to_char( "You are already wearing two things around your neck.\n\r", ch );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_BODY ) )
{
if ( !remove_obj( ch, WEAR_BODY, fReplace ) )
return;
if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WEAR_BODY))
{
send_to_char("You are unable to wear it.\n\r",ch);
return;
}
act( "$n fits $p on $s body.", ch, obj, NULL, TO_ROOM );
act( "You fit $p on your body.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_BODY );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_HEAD ) )
{
if ( !remove_obj( ch, WEAR_HEAD, fReplace ) )
return;
if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WEAR_HEAD))
{
send_to_char("You are unable to wear it.\n\r",ch);
return;
}
if (!is_ok_to_wear(ch,wolf_ok,"head"))
{
send_to_char("You have no head to wear it on.\n\r",ch);
return;
}
act( "$n places $p on $s head.", ch, obj, NULL, TO_ROOM );
act( "You place $p on your head.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_HEAD );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_FACE ) )
{
if ( !remove_obj( ch, WEAR_FACE, fReplace ) )
return;
if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WEAR_HEAD))
{
send_to_char("You are unable to wear it.\n\r",ch);
return;
}
if (!is_ok_to_wear(ch,wolf_ok,"face"))
{
send_to_char("You have no face to wear it on.\n\r",ch);
return;
}
act( "$n places $p on $s face.", ch, obj, NULL, TO_ROOM );
act( "You place $p on your face.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_FACE );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_LEGS ) )
{
if ( !remove_obj( ch, WEAR_LEGS, fReplace ) )
return;
if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WEAR_LEGS))
{
send_to_char("You are unable to wear it.\n\r",ch);
return;
}
if (!is_ok_to_wear(ch,wolf_ok,"legs"))
{
send_to_char("You have no legs to wear them on.\n\r",ch);
return;
}
act( "$n slips $s legs into $p.", ch, obj, NULL, TO_ROOM );
act( "You slip your legs into $p.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_LEGS );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_FEET ) )
{
if ( !remove_obj( ch, WEAR_FEET, fReplace ) )
return;
if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WEAR_FEET))
{
send_to_char("You are unable to wear it.\n\r",ch);
return;
}
if (!is_ok_to_wear(ch,wolf_ok,"feet"))
{
send_to_char("You have no feet to wear them on.\n\r",ch);
return;
}
act( "$n slips $s feet into $p.", ch, obj, NULL, TO_ROOM );
act( "You slip your feet into $p.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_FEET );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_HANDS ) )
{
if ( !remove_obj( ch, WEAR_HANDS, fReplace ) )
return;
if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WEAR_HANDS))
{
send_to_char("You are unable to wear it.\n\r",ch);
return;
}
if (!is_ok_to_wear(ch,wolf_ok,"hands"))
{
send_to_char("You have no hands to wear them on.\n\r",ch);
return;
}
act( "$n pulls $p onto $s hands.", ch, obj, NULL, TO_ROOM );
act( "You pull $p onto your hands.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_HANDS );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_ARMS ) )
{
if ( !remove_obj( ch, WEAR_ARMS, fReplace ) )
return;
if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WEAR_ARMS))
{
send_to_char("You are unable to wear it.\n\r",ch);
return;
}
if (!is_ok_to_wear(ch,wolf_ok,"arms"))
{
send_to_char("You have no arms to wear them on.\n\r",ch);
return;
}
act( "$n slides $s arms into $p.", ch, obj, NULL, TO_ROOM );
act( "You slide your arms into $p.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_ARMS );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_ABOUT ) )
{
if ( !remove_obj( ch, WEAR_ABOUT, fReplace ) )
return;
if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WEAR_ABOUT))
{
send_to_char("You are unable to wear it.\n\r",ch);
return;
}
act( "$n pulls $p about $s body.", ch, obj, NULL, TO_ROOM );
act( "You pull $p about your body.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_ABOUT );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_WAIST ) )
{
if ( !remove_obj( ch, WEAR_WAIST, fReplace ) )
return;
if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WEAR_WAIST))
{
send_to_char("You are unable to wear it.\n\r",ch);
return;
}
act( "$n ties $p around $s waist.", ch, obj, NULL, TO_ROOM );
act( "You tie $p around your waist.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_WAIST );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_SPECIAL ) )
{
if ( !remove_obj( ch, WEAR_SPECIAL, fReplace ) )
return;
if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WEAR_SPECIAL))
{
send_to_char("You are unable to wear it.\n\r",ch);
return;
}
act( "$n holds $p in $s hands.", ch, obj, NULL, TO_ROOM );
act( "You hold onto $p.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_SPECIAL );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_FLOAT ) )
{
if ( !remove_obj( ch, WEAR_FLOAT, fReplace ) )
return;
if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WEAR_FLOAT))
{
send_to_char("You are unable to wear it, perhaps you suck\n\r",ch);
return;
}
act( "$n throws $p into the air and it starts flying about.", ch, obj, NULL, TO_ROOM );
act( "You throw $p into the air and it starts circling around.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_FLOAT );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_MEDAL ) )
{
if ( !remove_obj( ch, WEAR_MEDAL, fReplace ) )
return;
if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WEAR_MEDAL))
{
send_to_char("You are unable to wear it.\n\r",ch);
return;
}
act( "$n puts $p on $s uniform.", ch, obj, NULL, TO_ROOM );
act( "You put $p on your uniform.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_MEDAL );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_BODYART ) )
{
if ( !remove_obj( ch, WEAR_BODYART, fReplace ) )
return;
if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WEAR_BODYART))
{
send_to_char("You are unable to wear it.\n\r",ch);
return;
}
act( "$n screams in agony as $p bores into $s body.", ch, obj, NULL, TO_ROOM );
act( "You scream in agony as $p bores into your body.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_BODYART );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_WRIST ) )
{
if ( get_eq_char( ch, WEAR_WRIST_L ) != NULL
&& get_eq_char( ch, WEAR_WRIST_R ) != NULL
&& !remove_obj( ch, WEAR_WRIST_L, fReplace )
&& !remove_obj( ch, WEAR_WRIST_R, fReplace ) )
return;
if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WEAR_WRIST))
{
send_to_char("You are unable to wear it.\n\r",ch);
return;
}
if ( get_eq_char( ch, WEAR_WRIST_L ) == NULL && is_ok_to_wear(ch,wolf_ok,"right_wrist"))
{
act( "$n slides $s left wrist into $p.",
ch, obj, NULL, TO_ROOM );
act( "You slide your left wrist into $p.",
ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_WRIST_L );
return;
}
else if ( get_eq_char( ch, WEAR_WRIST_R ) == NULL && is_ok_to_wear(ch,wolf_ok,"left_wrist"))
{
act( "$n slides $s left wrist into $p.",
ch, obj, NULL, TO_ROOM );
act( "You slide your right wrist into $p.",
ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_WRIST_R );
return;
}
if (!is_ok_to_wear(ch,wolf_ok,"left_wrist") && !is_ok_to_wear(ch,wolf_ok,"right_wrist"))
send_to_char( "You cannot wear anything on your wrists.\n\r", ch );
else
send_to_char( "You cannot wear any more on your wrists.\n\r", ch );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_SHIELD ) )
{
if ( !remove_obj( ch, WEAR_SHIELD, fReplace ) )
return;
if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WEAR_SHIELD))
{
send_to_char("You are unable to wear it.\n\r",ch);
return;
}
act( "$n straps $p onto $s shield arm.", ch, obj, NULL, TO_ROOM );
act( "You strap $p onto your shield arm.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_SHIELD );
return;
}
if ( CAN_WEAR( obj, ITEM_WIELD ) )
{
if ( !remove_obj( ch, WEAR_WIELD, fReplace ) )
return;
if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WIELD))
{
send_to_char("You are unable to wield it.\n\r",ch);
return;
}
/* This might need fixing */
if ( get_obj_weight( obj ) > str_app[(get_curr_str(ch)>25)?25:get_curr_str(ch)].wield);
{
send_to_char( "It is too heavy for you to wield.\n\r", ch );
return;
}
act( "$n wields $p.", ch, obj, NULL, TO_ROOM );
act( "You wield $p.", ch, obj, NULL, TO_CHAR );
if ( !IS_NPC(ch) && ( obj->pIndexData->vnum == 30000 || IS_OBJ_STAT(obj,ITEM_LOYAL)))
{
if ( obj->questowner != NULL && str_cmp(ch->pcdata->switchname,obj->questowner) && strlen(obj->questowner) > 1 )
{
act( "$p leaps out of $n's hand.", ch, obj, NULL, TO_ROOM );
act( "$p leaps out of your hand.", ch, obj, NULL, TO_CHAR );
obj_from_char(obj);
obj_to_room(obj,ch->in_room);
return;
}
}
equip_char( ch, obj, WEAR_WIELD );
if (!IS_NPC(ch)) do_skill(ch, ch->name);
return;
}
if ( fReplace )
send_to_char( "You can't wear, wield or hold that.\n\r", ch );
return;
}
void do_wear( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
one_argument( argument, arg );
if (!IS_NPC(ch) && IS_POLYAFF(ch,POLY_ZULOFORM) && IS_CLASS(ch, CLASS_VAMPIRE) && ch->power[DISC_VAMP_OBEA] < 9)
{
send_to_char( "You are too mad to decide what you want to wear!\n\r",ch);
return;
}
if (!IS_NPC(ch) && IS_POLYAFF(ch,POLY_ZULOFORM) && IS_CLASS(ch, CLASS_VAMPIRE) && ch->power[DISC_VAMP_OBEA] > 8)
{
send_to_char( "#rYou force down yer beast#n.\n\r",ch);
}
if (IS_AFFECTED(ch,AFF_POLYMORPH) && !IS_NPC(ch) && !IS_CLASS(ch, CLASS_ANGEL) &&
!IS_VAMPAFF(ch,VAM_DISGUISED) && !IS_CLASS(ch, CLASS_WEREWOLF) && !IS_CLASS(ch, CLASS_FAE) &&
!IS_CLASS(ch, CLASS_DEMON) && ch->power[DISC_VAMP_OBEA] < 9 && !IS_CLASS(ch, CLASS_CYBORG))
{
send_to_char( "You cannot wear anything in this form.\n\r", ch );
return;
}
if ( arg[0] == '\0' )
{
send_to_char( "Wear, wield, or hold what?\n\r", ch );
return;
}
if ( !str_cmp( arg, "all" ) )
{
OBJ_DATA *obj_next;
for ( obj = ch->carrying; obj != NULL; obj = obj_next )
{
obj_next = obj->next_content;
if ( obj->wear_loc == WEAR_NONE && can_see_obj( ch, obj ) )
wear_obj( ch, obj, FALSE );
}
return;
}
else
{
if ( ( obj = get_obj_carry( ch, arg, ch) ) == NULL )
{
send_to_char( "You do not have that item.\n\r", ch );
return;
}
wear_obj( ch, obj, TRUE );
}
return;
}
void do_remove( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
int sn;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Remove what?\n\r", ch );
return;
}
if( !IS_NPC(ch) && IS_CLASS(ch, CLASS_VAMPIRE) && IS_POLYAFF(ch, POLY_ZULOFORM) && ch->generation > 1 &&
ch->power[DISC_VAMP_OBEA] < 9)
{
stc( "You are too mad to remove anything!\n\r", ch);
return;
}
if (!IS_NPC(ch) && IS_POLYAFF(ch,POLY_ZULOFORM) && IS_CLASS(ch, CLASS_VAMPIRE) && ch->power[DISC_VAMP_OBEA] > 8)
{
send_to_char( "#rYou force down yer beast#n.\n\r",ch);
}
if ( !str_cmp( arg, "all" ) )
{
OBJ_DATA *obj_next;
for ( obj = ch->carrying; obj != NULL; obj = obj_next )
{
obj_next = obj->next_content;
if ( obj->wear_loc != WEAR_NONE && can_see_obj( ch, obj ) )
{
if (obj->item_type == ITEM_ARMOR)
sn = obj->value[3];
else
sn = obj->value[0] / 1000;
if( sn != 25 )
remove_obj( ch, obj->wear_loc, TRUE);
}
}
return;
}
if ( ( obj = get_obj_wear( ch, arg, TRUE ) ) == NULL )
{
send_to_char( "You do not have that item.\n\r", ch );
return;
}
remove_obj( ch, obj->wear_loc, TRUE );
return;
}
void do_sacrifice( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
OBJ_DATA *next_obj;
char buf[MAX_INPUT_LENGTH];
//extern OBJ_DATA *aquest_object;
int i=0;
int ereward;
one_argument( argument, arg );
if (IS_NPC(ch)) return;
if ( arg[0] == '\0' )
{
send_to_char("Sacrifice what?\n\r",ch);
return;
}
if( IS_AFFECTED(ch, AFF_CHARM) )
{
stc( "Not while charmed.\n\r", ch);
return;
}
if (!str_cmp(arg, "all") || !str_prefix("all." ,arg))
{
next_obj = ch->in_room->contents;
for (obj = ch->in_room->contents; next_obj != NULL; obj = next_obj )
{
next_obj = obj->next_content;
if (arg[3] != '\0' && !is_name(&arg[4], obj->name)) continue;
if (++i > 35) break;
if (!CAN_WEAR(obj, ITEM_TAKE) || obj->item_type == ITEM_QUEST || IS_SET(obj->quest, QUEST_ARTIFACT)
|| (obj->questowner != NULL && strlen(obj->questowner) > 1 && str_cmp(ch->name,obj->questowner)))
{
act("You are unable to drain any energy from $p.", ch, obj, 0, TO_CHAR );
continue;
}
else if (IS_SET(obj->quest, QUEST_MQUEST))
{
act( "You are unable to drain any energy from $p.", ch, obj, 0, TO_CHAR );
continue;
}
else if (obj->chobj != NULL && !IS_NPC(obj->chobj) && obj->chobj->pcdata->obj_vnum != 0)
{
act( "You are unable to drain any energy from $p.", ch, obj, 0, TO_CHAR );
continue;
}
if (obj->points > 0 && !IS_NPC(ch) && obj->item_type != ITEM_PAGE)
{
xprintf( buf, "You receive a refund of %d bones from $p.", obj->points);
act( buf, ch, obj, NULL, TO_CHAR );
ch->bones += obj->points;
}
if (obj->pIndexData->vnum > 813 && obj->pIndexData->vnum < 826)
{
ch->pcdata->rune_count--;
send_to_char("you get 50K bones from the rune eq.\n\r",ch);
ch->bones += 50000;
}
ereward = number_range( 1, 50000 );
if (obj->item_type == ITEM_CORPSE_NPC )
{
switch(number_range(0,15))
{
default:
xprintf(buf, "#0The Gods appreciate your sacrifice of #w$p#n");
act( buf, ch, obj, NULL, TO_CHAR );
break;
case 2:
xprintf(buf, "#0You get #Y%d #0exp bonus for the sacrifice of #w$p#n", ereward);
act( buf, ch, obj, NULL, TO_CHAR );
ch->exp += ereward;
break;
case 3:
xprintf(buf, "#0The gods are #RDISPLEASED #0with the offering of #n$p and #RDOCK#0 you #Y%d #0exp#n", ereward / 2);
act( buf, ch, obj, NULL, TO_CHAR );
ch->exp -= ereward / 2 ;
if(ch->exp < 0)
{
ch->exp = 0;
}
break;
case 4:
//Additional awards
switch(number_range(0,10))
{
default:
xprintf(buf, "#0The Gods appreciate your sacrifice of #w$p#n");
act( buf, ch, obj, NULL, TO_CHAR );
break;
case 1:
xprintf(buf, "#RThe Gods are especially pleased with #0$p #Rand give you #Y5000000 #Rexp#n");
act( buf, ch, obj, NULL, TO_CHAR );
ch->exp += 5000000;
break;
}
break;
}
}
else
{
xprintf(buf, "$p disintegrates into a fine powder");
act( buf, ch, obj, NULL, TO_CHAR );
}
act( "$p disintegrates into a fine powder.", ch, obj, NULL, TO_ROOM );
extract_obj( obj );
}
if (i == 0) send_to_char("Nothing found.\n\r",ch);
else act( "$n destroys most of the items in the room.", ch, NULL, NULL, TO_ROOM);
return;
}
obj = get_obj_list( ch, arg, ch->in_room->contents );
if ( obj == NULL )
{
send_to_char( "You can't find it.\n\r", ch );
return;
}
if ( !CAN_WEAR(obj, ITEM_TAKE) || obj->item_type == ITEM_QUEST ||
obj->item_type == ITEM_MONEY || obj->item_type == ITEM_TREASURE ||
IS_SET(obj->quest, QUEST_ARTIFACT) ||
( obj->questowner != NULL && strlen(obj->questowner) > 1 && str_cmp(ch->name,obj->questowner)))
{
act( "You are unable to drain any energy from $p.", ch, obj, 0, TO_CHAR );
return;
}
else if (obj->chobj != NULL && !IS_NPC(obj->chobj) &&
obj->chobj->pcdata->obj_vnum != 0)
{
act( "You are unable to drain any energy from $p.", ch, obj, 0, TO_CHAR );
return;
}
ereward = number_range( 1, 50000 );
if (obj->item_type == ITEM_CORPSE_NPC )
{
switch(number_range(0,15))
{
default:
xprintf(buf, "#0The Gods appreciate your sacrifice of #w$p#n");
act( buf, ch, obj, NULL, TO_CHAR );
break;
case 2:
xprintf(buf, "#0You get #Y%d #0exp bonus for the sacrifice of #w$p#n", ereward);
act( buf, ch, obj, NULL, TO_CHAR );
ch->exp += ereward;
break;
case 3:
xprintf(buf, "#0The gods are #RDISPLEASED #0with the offering of #n$p and #RDOCK#0 you #Y%d #0exp#n", ereward / 2);
act( buf, ch, obj, NULL, TO_CHAR );
ch->exp -= ereward / 2;
if(ch->exp < 0)
{
ch->exp = 0;
}
break;
case 4:
switch(number_range(0,10))
{
default:
xprintf(buf, "#0The Gods appreciate your sacrifice of #w$p#n");
act( buf, ch, obj, NULL, TO_CHAR );
break;
case 1:
xprintf(buf, "#RThe Gods are especially pleased with #0$p #Rand give you #Y5000000 #Rexp#n");
act( buf, ch, obj, NULL, TO_CHAR );
ch->exp += 5000000;
break;
}
break;
}
}
else
{
xprintf(buf, "$p disintegrates into a fine powder");
act( buf, ch, obj, NULL, TO_CHAR );
}
act( "$n drains the energy from $p.", ch, obj, NULL, TO_ROOM );
act( "$p disintegrates into a fine powder.", ch, obj, NULL, TO_ROOM );
if (obj->points > 0 && !IS_NPC(ch) && obj->item_type != ITEM_PAGE)
{
xprintf( buf, "You receive a refund of %d bones from $p.", obj->points);
act( buf, ch, obj, NULL, TO_CHAR );
ch->bones += obj->points;
}
if (obj->pIndexData->vnum > 813 && obj->pIndexData->vnum < 826)
{
ch->pcdata->rune_count--;
send_to_char("you get 50K bones from the rune eq.\n\r",ch);
ch->bones += 50000;
}
extract_obj( obj );
return;
}
void do_quaff( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
int level;
one_argument( argument, arg );
if (IS_NPC(ch)) return;
if ( arg[0] == '\0' )
{
send_to_char( "Quaff what?\n\r", ch );
return;
}
if ( ( obj = get_obj_carry( ch, arg, ch ) ) == NULL )
{
send_to_char( "You do not have that potion.\n\r", ch );
return;
}
if ( obj->item_type != ITEM_POTION )
{
send_to_char( "You can quaff only potions.\n\r", ch );
return;
}
if (IS_NPC(ch)) return;
act( "$n quaffs $p.", ch, obj, NULL, TO_ROOM );
act( "You quaff $p.", ch, obj, NULL ,TO_CHAR );
level = obj->value[0];
if (level < 1) level = 1;
if (level > MAX_SPELL) level = MAX_SPELL;
obj_cast_spell( obj->value[1], level, ch, ch, NULL );
obj_cast_spell( obj->value[2], level, ch, ch, NULL );
obj_cast_spell( obj->value[3], level, ch, ch, NULL );
extract_obj( obj );
if (ch->position == POS_FIGHTING)
{
if (!IS_IMMORTAL( ch))
WAIT_STATE(ch, 6 );
}
return;
}
void do_recite( CHAR_DATA *ch, char *argument )
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *scroll;
OBJ_DATA *obj;
int level;
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if (IS_NPC(ch)) return;
if ( ( scroll = get_obj_carry( ch, arg1, ch ) ) == NULL )
{
send_to_char( "You do not have that scroll.\n\r", ch );
return;
}
if ( scroll->item_type != ITEM_SCROLL )
{
send_to_char( "You can recite only scrolls.\n\r", ch );
return;
}
obj = NULL;
if ( arg2[0] == '\0' )
{
victim = ch;
}
else
{
if ( ( victim = get_char_room ( ch, NULL, arg2 ) ) == NULL
&& ( obj = get_obj_here ( ch, NULL, arg2 ) ) == NULL )
{
send_to_char( "You can't find it.\n\r", ch );
return;
}
}
if (IS_NPC(ch)) return;
act( "$n recites $p.", ch, scroll, NULL, TO_ROOM );
act( "You recite $p.", ch, scroll, NULL, TO_CHAR );
level = scroll->value[0];
if (level < 1) level = 1;
if (level > MAX_SPELL) level = MAX_SPELL;
obj_cast_spell( scroll->value[1], level, ch, victim, obj );
obj_cast_spell( scroll->value[2], level, ch, victim, obj );
obj_cast_spell( scroll->value[3], level, ch, victim, obj );
extract_obj( scroll );
if (ch->position == POS_FIGHTING)
{
if (!IS_IMMORTAL( ch))
WAIT_STATE(ch, 6 );
}
return;
}
void do_brandish( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
OBJ_DATA *staff;
char arg[MAX_INPUT_LENGTH];
int sn, level;
if (IS_NPC(ch)) return;
one_argument(argument, arg);
if ((staff = get_obj_carry(ch, arg, ch)) == NULL)
{
send_to_char("You do not have that staff.\n\r", ch);
return;
}
if ( staff->item_type != ITEM_STAFF )
{
send_to_char( "You can brandish only with a staff.\n\r", ch );
return;
}
if ((sn = staff->value[3] ) < 0 || sn >= MAX_SKILL || skill_table[sn].spell_fun == 0)
{
bug("Do_brandish: Bad Staff [obj vnum %d].", staff->pIndexData->vnum);
send_to_char("Something is wrong with this staff.\n\r", ch);
return;
}
if ( staff->value[2] > 0 )
{
act( "$n brandishes $p.", ch, staff, NULL, TO_ROOM );
act( "You brandish $p.", ch, staff, NULL, TO_CHAR );
for ( vch = ch->in_room->people; vch; vch = vch_next )
{
vch_next = vch->next_in_room;
switch ( skill_table[sn].target )
{
default:
bug( "Do_brandish: bad spelltype for vnum %d.", staff->pIndexData->vnum);
return;
case TAR_CHAR_OFFENSIVE:
case TAR_CHAR_DEFENSIVE:
break;
}
level = staff->value[0];
if (level < 1) level = 1;
if (level > MAX_SPELL) level = MAX_SPELL;
obj_cast_spell( staff->value[3], level, ch, vch, NULL );
}
}
if ( --staff->value[2] <= 0 )
{
act( "$n's $p blazes bright and is gone.", ch, staff, NULL, TO_ROOM );
act( "Your $p blazes bright and is gone.", ch, staff, NULL, TO_CHAR );
extract_obj( staff );
}
WAIT_STATE(ch, 18);
return;
}
void do_zap( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
char arg1[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *wand;
OBJ_DATA *obj;
int level;
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if ( arg[0] == '\0' || arg1[0] == '\0' )
{
send_to_char( "Zap whom with what?\n\r", ch );
return;
}
if ( ( wand = get_obj_carry( ch, arg1, ch) ) == NULL )
{
send_to_char( "You do not have that wand.\n\r", ch );
return;
}
if ( wand->item_type != ITEM_WAND )
{
send_to_char( "You can zap only with a wand.\n\r", ch );
return;
}
obj = NULL;
if ( ( victim = get_char_room ( ch, NULL, arg ) ) == NULL && ( obj = get_obj_here ( ch, NULL, arg ) ) == NULL )
{
send_to_char( "You can't find it.\n\r", ch );
return;
}
WAIT_STATE( ch, 2 * PULSE_VIOLENCE );
if ( wand->value[2] > 0 )
{
if ( victim != NULL )
{
act( "$n zaps $N with $p.", ch, wand, victim, TO_ROOM );
act( "You zap $N with $p.", ch, wand, victim, TO_CHAR );
}
else
{
act( "$n zaps $P with $p.", ch, wand, obj, TO_ROOM );
act( "You zap $P with $p.", ch, wand, obj, TO_CHAR );
}
level = wand->value[0];
if (level < 1) level = 1;
if (level > MAX_SPELL) level = MAX_SPELL;
obj_cast_spell( wand->value[3], level, ch, victim, obj );
}
if ( --wand->value[2] <= 0 )
{
act( "$n's $p explodes into fragments.", ch, wand, NULL, TO_ROOM );
act( "Your $p explodes into fragments.", ch, wand, NULL, TO_CHAR );
extract_obj( wand );
}
return;
}
void do_steal( CHAR_DATA *ch, char *argument )
{
char buf [MAX_STRING_LENGTH];
char arg1 [MAX_INPUT_LENGTH];
char arg2 [MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *obj;
int percent;
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if ( arg1[0] == '\0' || arg2[0] == '\0' )
{
send_to_char( "Steal what from whom?\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, NULL, arg2 ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( victim == ch )
{
send_to_char( "That's pointless.\n\r", ch );
return;
}
if (victim->shop_fun)
{
send_to_char("You must have a deathwish!.\n\r", ch);
return;
}
if ( IS_IMMORTAL( victim ))
{
send_to_char("Steal from an immortal are you crazy!\n\r", ch);
return;
}
if (!IS_IMMORTAL( ch))
WAIT_STATE( ch, skill_table[gsn_steal].beats );
percent = number_percent( ) + ( IS_AWAKE(victim) ? 10 : -50 );
if ( ( ch->level + number_range(1,20) < victim->level )
|| ( !IS_NPC(ch) && !IS_NPC(victim) && ch->level < 3 )
|| ( !IS_NPC(ch) && !IS_NPC(victim) && victim->level < 3 )
|| ( victim->position == POS_FIGHTING )
|| ( !IS_NPC(victim) && IS_IMMUNE(victim,IMM_STEAL) )
|| ( !IS_NPC(victim) && IS_IMMORTAL(victim) )
|| ( !IS_NPC(ch) && percent > ch->pcdata->learned[gsn_steal] ) )
{
/*
* Failure.
*/
send_to_char( "Oops.\n\r", ch );
act( "$n tried to steal from you.\n\r", ch, NULL, victim, TO_VICT );
act( "$n tried to steal from $N.\n\r", ch, NULL, victim, TO_NOTVICT );
xprintf( buf, "%s is a bloody thief!", ch->name );
do_yell( victim, buf );
if ( !IS_NPC(ch) )
{
if ( IS_NPC(victim) )
{
multi_hit( victim, ch, TYPE_UNDEFINED );
}
else
{
// log_string( buf );
save_char_obj( ch );
}
}
return;
}
if ( !str_cmp( arg1, "bone" )
|| !str_cmp( arg1, "bones" )
|| !str_cmp( arg1, "money" ) )
{
int amount;
amount = victim->bones * number_range(1, 10) / 100;
if ( amount <= 0 )
{
send_to_char( "You couldn't get any bones.\n\r", ch );
return;
}
ch->bones += amount;
victim->bones -= amount;
if(victim->bones < 0)
victim->bones = 0;
xprintf( buf, "Bingo! You got %d bones.\n\r", amount );
send_to_char( buf, ch );
do_autosave(ch,"");
do_autosave(victim,"");
return;
}
if ( ( obj = get_obj_carry( victim, arg1, ch) ) == NULL )
{
send_to_char( "You can't find it.\n\r", ch );
return;
}
if ( !can_drop_obj( ch, obj )
|| IS_SET(obj->extra_flags, ITEM_LOYAL)
|| IS_SET(obj->extra_flags, ITEM_INVENTORY) )
{
send_to_char( "You can't pry it away.\n\r", ch );
return;
}
if ( ch->carry_number + 1 > can_carry_n( ch ) )
{
send_to_char( "You have your hands full.\n\r", ch );
return;
}
if ( ch->carry_weight + get_obj_weight( obj ) > can_carry_w( ch ) )
{
send_to_char( "You can't carry that much weight.\n\r", ch );
return;
}
obj_from_char( obj );
obj_to_char( obj, ch );
send_to_char( "You got it!\n\r", ch );
do_autosave(ch,"");
do_autosave(victim,"");
return;
}
void do_activate( CHAR_DATA *ch, char *argument )
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
OBJ_DATA *obj2;
CHAR_DATA *victim;
CHAR_DATA *victim_next;
CHAR_DATA *mount;
CHAR_DATA *mob;
ROOM_INDEX_DATA *pRoomIndex;
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if (IS_NPC(ch)) return;
if (IS_SET(ch->in_room->room_flags,ROOM_NO_OTRANS))
{
send_to_char("A strange force is preventing the item from working.\n\r",ch);
return;
}
if ( arg1[0] == '\0' )
{
send_to_char( "Which item do you wish to activate?\n\r", ch );
return;
}
if ( (obj = get_obj_wear(ch,arg1, TRUE)) == NULL )
{
if ( ( obj = get_obj_here( ch, NULL, arg1 ) ) == NULL )
{
send_to_char( "You can't find that item.\n\r", ch );
return;
}
/* You should only be able to use nontake items on floor */
if (CAN_WEAR(obj, ITEM_TAKE))
{
send_to_char( "But you are not wearing it!\n\r", ch );
return;
}
}
if ( obj == NULL || !IS_SET(obj->spectype, SITEM_ACTIVATE) )
{
send_to_char( "This item cannot be activated.\n\r", ch );
return;
}
if ( IS_SET(obj->spectype, SITEM_TARGET) && arg2[0] == '\0' )
{
send_to_char( "Who do you wish to activate it on?\n\r", ch );
return;
}
if ( IS_SET(obj->spectype, SITEM_TARGET) )
{
if ( ( victim = get_char_room( ch, NULL, arg2 ) ) == NULL )
{
send_to_char( "Nobody here by that name.\n\r", ch );
return;
}
}
else victim = ch;
if (obj->chpoweruse != NULL && obj->chpoweruse != '\0' && str_cmp(obj->chpoweruse,"(null)") )
kavitem(obj->chpoweruse,ch,obj,NULL,TO_CHAR);
if (obj->victpoweruse != NULL && obj->victpoweruse != '\0' && str_cmp(obj->victpoweruse,"(null)") )
kavitem(obj->victpoweruse,ch,obj,NULL,TO_ROOM);
if ( IS_SET(obj->spectype, SITEM_SPELL))
{
int castlevel = obj->level;
if (castlevel < 1) castlevel = 1;
else if (castlevel > 60) castlevel = 60;
obj_cast_spell( obj->specpower, castlevel, ch, victim, NULL );
if (!IS_IMMORTAL( ch))
WAIT_STATE(ch,6);
if ( IS_SET(obj->spectype, SITEM_DELAY1)) WAIT_STATE(ch,6);
if ( IS_SET(obj->spectype, SITEM_DELAY2)) WAIT_STATE(ch,12);
return;
}
else if ( IS_SET(obj->spectype, SITEM_TRANSPORTER))
{
if (obj->chpoweron != NULL && obj->chpoweron != '\0' && str_cmp(obj->chpoweron,"(null)") )
kavitem(obj->chpoweron,ch,obj,NULL,TO_CHAR);
if (obj->victpoweron != NULL && obj->victpoweron != '\0' && str_cmp(obj->victpoweron,"(null)") )
kavitem(obj->victpoweron,ch,obj,NULL,TO_ROOM);
pRoomIndex = get_room_index(obj->specpower);
obj->specpower = ch->in_room->vnum;
if ( pRoomIndex == NULL ) return;
char_from_room(ch);
char_to_room(ch,pRoomIndex);
do_look(ch,"auto");
if (obj->chpoweroff != NULL && obj->chpoweroff != '\0' && str_cmp(obj->chpoweroff,"(null)") )
kavitem(obj->chpoweroff,ch,obj,NULL,TO_CHAR);
if (obj->victpoweroff != NULL && obj->victpoweroff != '\0' && str_cmp(obj->victpoweroff,"(null)") )
kavitem(obj->victpoweroff,ch,obj,NULL,TO_ROOM);
if (!IS_SET(obj->quest, QUEST_ARTIFACT) && ( IS_SET(ch->in_room->room_flags, ROOM_NO_TELEPORT) ||
ch->in_room->vnum == 30000 || IS_SET(ch->in_room->room_flags, ROOM_ASTRAL) ) && CAN_WEAR(obj,ITEM_TAKE))
{
send_to_char("A powerful force hurls you from the room.\n\r",ch);
act("$n is hurled from the room by a powerful force.",ch,NULL,NULL,TO_ROOM);
ch->position = POS_STUNNED;
char_from_room(ch);
char_to_room(ch,get_room_index(ROOM_VNUM_TEMPLE));
act("$n appears in the room, and falls to the ground stunned.",ch,NULL,NULL,TO_ROOM);
}
if ( (mount = ch->mount) == NULL) return;
char_from_room( mount );
char_to_room( mount, ch->in_room );
do_look( mount, "auto" );
return;
}
else if ( IS_SET(obj->spectype, SITEM_TELEPORTER))
{
if (obj->chpoweron != NULL && obj->chpoweron != '\0'
&& str_cmp(obj->chpoweron,"(null)") )
kavitem(obj->chpoweron,ch,obj,NULL,TO_CHAR);
if (obj->victpoweron != NULL && obj->victpoweron != '\0'
&& str_cmp(obj->victpoweron,"(null)") )
kavitem(obj->victpoweron,ch,obj,NULL,TO_ROOM);
pRoomIndex = get_room_index(obj->specpower);
if ( pRoomIndex == NULL ) return;
char_from_room(ch);
char_to_room(ch,pRoomIndex);
do_look(ch,"auto");
if (obj->chpoweroff != NULL && obj->chpoweroff != '\0'
&& str_cmp(obj->chpoweroff,"(null)") )
kavitem(obj->chpoweroff,ch,obj,NULL,TO_CHAR);
if (obj->victpoweroff != NULL && obj->victpoweroff != '\0'
&& str_cmp(obj->victpoweroff,"(null)") )
kavitem(obj->victpoweroff,ch,obj,NULL,TO_ROOM);
if (!IS_SET(obj->quest, QUEST_ARTIFACT) &&
( IS_SET(ch->in_room->room_flags, ROOM_NO_TELEPORT) || IS_SET(ch->in_room->room_flags, ROOM_ASTRAL) )
&&
CAN_WEAR(obj,ITEM_TAKE))
{
send_to_char("A powerful force hurls you from the room.\n\r",ch);
act("$n is hurled from the room by a powerful force.",ch,NULL,NULL,TO_ROOM);
ch->position = POS_STUNNED;
char_from_room(ch);
char_to_room(ch,get_room_index(ROOM_VNUM_TEMPLE));
act("$n appears in the room, and falls to the ground stunned.",ch,NULL,NULL,TO_ROOM);
}
if ( (mount = ch->mount) == NULL) return;
char_from_room( mount );
char_to_room( mount, ch->in_room );
do_look( mount, "auto" );
return;
}
else if ( IS_SET(obj->spectype, SITEM_OBJECT))
{
if ( get_obj_index(obj->specpower) == NULL ) return;
obj2 = create_object(get_obj_index(obj->specpower), ch->level);
if ( CAN_WEAR(obj2,ITEM_TAKE) ) obj_to_char(obj2,ch);
else obj_to_room(obj2,ch->in_room);
}
else if ( IS_SET(obj->spectype, SITEM_MOBILE))
{
if ( get_mob_index(obj->specpower) == NULL ) return;
mob = create_mobile(get_mob_index(obj->specpower));
char_to_room(mob,ch->in_room);
}
else if ( IS_SET(obj->spectype, SITEM_ACTION))
{
interpret(ch,obj->victpoweron);
if (obj->victpoweroff != NULL && str_cmp(obj->victpoweroff,"(null)") &&
obj->victpoweroff != '\0')
{
for ( victim = char_list; victim != NULL; victim = victim_next )
{
victim_next = victim->next;
if ( victim->in_room == NULL ) continue;
if ( victim == ch ) continue;
if ( victim->in_room == ch->in_room )
{
interpret(victim,obj->victpoweroff);
continue;
}
}
}
}
return;
}
void do_press( CHAR_DATA *ch, char *argument )
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
OBJ_DATA *obj2;
CHAR_DATA *victim;
CHAR_DATA *victim_next;
CHAR_DATA *mount;
CHAR_DATA *mob;
ROOM_INDEX_DATA *pRoomIndex;
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if (IS_NPC(ch)) return;
if (IS_SET(ch->in_room->room_flags,ROOM_NO_OTRANS))
{
send_to_char("A strange force is preventing the item from working.\n\r",ch);
return;
}
if ( arg1[0] == '\0' )
{
send_to_char( "Which item do you wish to press?\n\r", ch );
return;
}
if ( (obj = get_obj_wear(ch,arg1,TRUE)) == NULL )
{
if ( ( obj = get_obj_here( ch, NULL, arg1 ) ) == NULL )
{
send_to_char( "You can't find that item.\n\r", ch );
return;
}
/* You should only be able to use nontake items on floor */
if (CAN_WEAR(obj, ITEM_TAKE))
{
send_to_char( "But you are not wearing it!\n\r", ch );
return;
}
}
if ( obj == NULL || !IS_SET(obj->spectype, SITEM_PRESS) )
{
send_to_char( "There is nothing on this item to press.\n\r", ch );
return;
}
if ( IS_SET(obj->spectype, SITEM_TARGET) && arg2[0] == '\0' )
{
send_to_char( "Who do you wish to use it on?\n\r", ch );
return;
}
if ( IS_SET(obj->spectype, SITEM_TARGET) )
{
if ( ( victim = get_char_room( ch, NULL, arg2 ) ) == NULL )
{
send_to_char( "Nobody here by that name.\n\r", ch );
return;
}
}
else victim = ch;
if (obj->chpoweruse != NULL && obj->chpoweruse != '\0'
&& str_cmp(obj->chpoweruse,"(null)") )
kavitem(obj->chpoweruse,ch,obj,NULL,TO_CHAR);
if (obj->victpoweruse != NULL && obj->victpoweruse != '\0'
&& str_cmp(obj->victpoweruse,"(null)") )
kavitem(obj->victpoweruse,ch,obj,NULL,TO_ROOM);
if ( IS_SET(obj->spectype, SITEM_SPELL))
{
int castlevel = obj->level;
if (castlevel < 1) castlevel = 1;
else if (castlevel > 60) castlevel = 60;
obj_cast_spell( obj->specpower, castlevel, ch, victim, NULL );
if (!IS_IMMORTAL( ch))
WAIT_STATE(ch,6);
if ( IS_SET(obj->spectype, SITEM_DELAY1))
{
if (!IS_IMMORTAL( ch))
WAIT_STATE(ch,6);
}
if ( IS_SET(obj->spectype, SITEM_DELAY2))
{
if (!IS_IMMORTAL( ch))
WAIT_STATE(ch,12);
}
return;
}
else if ( IS_SET(obj->spectype, SITEM_TRANSPORTER))
{
if (obj->chpoweron != NULL && obj->chpoweron != '\0'
&& str_cmp(obj->chpoweron,"(null)") )
kavitem(obj->chpoweron,ch,obj,NULL,TO_CHAR);
if (obj->victpoweron != NULL && obj->victpoweron != '\0'
&& str_cmp(obj->victpoweron,"(null)") )
kavitem(obj->victpoweron,ch,obj,NULL,TO_ROOM);
pRoomIndex = get_room_index(obj->specpower);
obj->specpower = ch->in_room->vnum;
if ( pRoomIndex == NULL ) return;
char_from_room(ch);
char_to_room(ch,pRoomIndex);
do_look(ch,"auto");
if (obj->chpoweroff != NULL && obj->chpoweroff != '\0'
&& str_cmp(obj->chpoweroff,"(null)") )
kavitem(obj->chpoweroff,ch,obj,NULL,TO_CHAR);
if (obj->victpoweroff != NULL && obj->victpoweroff != '\0'
&& str_cmp(obj->victpoweroff,"(null)") )
kavitem(obj->victpoweroff,ch,obj,NULL,TO_ROOM);
if (!IS_SET(obj->quest, QUEST_ARTIFACT) &&
( IS_SET(ch->in_room->room_flags, ROOM_NO_TELEPORT) || IS_SET(ch->in_room->room_flags, ROOM_ASTRAL) )
&&
CAN_WEAR(obj,ITEM_TAKE))
{
send_to_char("A powerful force hurls you from the room.\n\r",ch);
act("$n is hurled from the room by a powerful force.",ch,NULL,NULL,TO_ROOM);
ch->position = POS_STUNNED;
char_from_room(ch);
char_to_room(ch,get_room_index(ROOM_VNUM_TEMPLE));
act("$n appears in the room, and falls to the ground stunned.",ch,NULL,NULL,TO_ROOM);
}
if ( (mount = ch->mount) == NULL) return;
char_from_room( mount );
char_to_room( mount, ch->in_room );
do_look( mount, "auto" );
return;
}
else if ( IS_SET(obj->spectype, SITEM_TELEPORTER))
{
if (obj->chpoweron != NULL && obj->chpoweron != '\0'
&& str_cmp(obj->chpoweron,"(null)") )
kavitem(obj->chpoweron,ch,obj,NULL,TO_CHAR);
if (obj->victpoweron != NULL && obj->victpoweron != '\0'
&& str_cmp(obj->victpoweron,"(null)") )
kavitem(obj->victpoweron,ch,obj,NULL,TO_ROOM);
pRoomIndex = get_room_index(obj->specpower);
if ( pRoomIndex == NULL ) return;
char_from_room(ch);
char_to_room(ch,pRoomIndex);
do_look(ch,"auto");
if (obj->chpoweroff != NULL && obj->chpoweroff != '\0'
&& str_cmp(obj->chpoweroff,"(null)") )
kavitem(obj->chpoweroff,ch,obj,NULL,TO_CHAR);
if (obj->victpoweroff != NULL && obj->victpoweroff != '\0'
&& str_cmp(obj->victpoweroff,"(null)") )
kavitem(obj->victpoweroff,ch,obj,NULL,TO_ROOM);
if (!IS_SET(obj->quest, QUEST_ARTIFACT) &&
( IS_SET(ch->in_room->room_flags, ROOM_NO_TELEPORT) || IS_SET(ch->in_room->room_flags, ROOM_ASTRAL) )
&&
CAN_WEAR(obj,ITEM_TAKE))
{
send_to_char("A powerful force hurls you from the room.\n\r",ch);
act("$n is hurled from the room by a powerful force.",ch,NULL,NULL,TO_ROOM);
ch->position = POS_STUNNED;
char_from_room(ch);
char_to_room(ch,get_room_index(ROOM_VNUM_TEMPLE));
act("$n appears in the room, and falls to the ground stunned.",ch,NULL,NULL,TO_ROOM);
}
if ( (mount = ch->mount) == NULL) return;
char_from_room( mount );
char_to_room( mount, ch->in_room );
do_look( mount, "auto" );
return;
}
else if ( IS_SET(obj->spectype, SITEM_OBJECT))
{
if ( get_obj_index(obj->specpower) == NULL ) return;
obj2 = create_object(get_obj_index(obj->specpower), ch->level);
if ( CAN_WEAR(obj2,ITEM_TAKE) ) obj_to_char(obj2,ch);
else obj_to_room(obj2,ch->in_room);
}
else if ( IS_SET(obj->spectype, SITEM_MOBILE))
{
if ( get_mob_index(obj->specpower) == NULL ) return;
mob = create_mobile(get_mob_index(obj->specpower));
char_to_room(mob,ch->in_room);
}
else if ( IS_SET(obj->spectype, SITEM_ACTION))
{
interpret(ch,obj->victpoweron);
if (obj->victpoweroff != NULL && str_cmp(obj->victpoweroff,"(null)") &&
obj->victpoweroff != '\0')
{
for ( victim = char_list; victim != NULL; victim = victim_next )
{
victim_next = victim->next;
if ( victim->in_room == NULL ) continue;
if ( victim == ch ) continue;
if ( victim->in_room == ch->in_room )
{
interpret(victim,obj->victpoweroff);
continue;
}
}
}
}
return;
}
void do_twist( CHAR_DATA *ch, char *argument )
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
OBJ_DATA *obj2;
CHAR_DATA *victim;
CHAR_DATA *victim_next;
CHAR_DATA *mount;
CHAR_DATA *mob;
ROOM_INDEX_DATA *pRoomIndex;
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if (IS_NPC(ch)) return;
if (IS_SET(ch->in_room->room_flags,ROOM_NO_OTRANS))
{
send_to_char("A strange force is preventing the item from working.\n\r",ch);
return;
}
if ( arg1[0] == '\0' )
{
send_to_char( "Which item do you wish to twist?\n\r", ch );
return;
}
if ( (obj = get_obj_wear(ch,arg1,TRUE)) == NULL )
{
if ( ( obj = get_obj_here( ch, NULL, arg1 ) ) == NULL )
{
send_to_char( "You can't find that item.\n\r", ch );
return;
}
/* You should only be able to use nontake items on floor */
if (CAN_WEAR(obj, ITEM_TAKE))
{
send_to_char( "But you are not wearing it!\n\r", ch );
return;
}
}
if ( obj == NULL || !IS_SET(obj->spectype, SITEM_TWIST) )
{
send_to_char( "This item cannot be twisted.\n\r", ch );
return;
}
if ( IS_SET(obj->spectype, SITEM_TARGET) && arg2[0] == '\0' )
{
send_to_char( "Who do you wish to use it on?\n\r", ch );
return;
}
if ( IS_SET(obj->spectype, SITEM_TARGET) )
{
if ( ( victim = get_char_room( ch, NULL, arg2 ) ) == NULL )
{
send_to_char( "Nobody here by that name.\n\r", ch );
return;
}
}
else victim = ch;
if (obj->chpoweruse != NULL && obj->chpoweruse != '\0'
&& str_cmp(obj->chpoweruse,"(null)") )
kavitem(obj->chpoweruse,ch,obj,NULL,TO_CHAR);
if (obj->victpoweruse != NULL && obj->victpoweruse != '\0'
&& str_cmp(obj->victpoweruse,"(null)") )
kavitem(obj->victpoweruse,ch,obj,NULL,TO_ROOM);
if ( IS_SET(obj->spectype, SITEM_SPELL))
{
int castlevel = obj->level;
if (castlevel < 1) castlevel = 1;
else if (castlevel > 60) castlevel = 60;
obj_cast_spell( obj->specpower, castlevel, ch, victim, NULL );
if (!IS_IMMORTAL( ch))
WAIT_STATE(ch,6);
if ( IS_SET(obj->spectype, SITEM_DELAY1))
{
if (!IS_IMMORTAL( ch))
WAIT_STATE(ch,6);
}
if ( IS_SET(obj->spectype, SITEM_DELAY2))
{
if (!IS_IMMORTAL( ch))
WAIT_STATE(ch,12);
}
return;
}
else if ( IS_SET(obj->spectype, SITEM_TRANSPORTER))
{
if (obj->chpoweron != NULL && obj->chpoweron != '\0'
&& str_cmp(obj->chpoweron,"(null)") )
kavitem(obj->chpoweron,ch,obj,NULL,TO_CHAR);
if (obj->victpoweron != NULL && obj->victpoweron != '\0'
&& str_cmp(obj->victpoweron,"(null)") )
kavitem(obj->victpoweron,ch,obj,NULL,TO_ROOM);
pRoomIndex = get_room_index(obj->specpower);
obj->specpower = ch->in_room->vnum;
if ( pRoomIndex == NULL ) return;
char_from_room(ch);
char_to_room(ch,pRoomIndex);
do_look(ch,"auto");
if (obj->chpoweroff != NULL && obj->chpoweroff != '\0'
&& str_cmp(obj->chpoweroff,"(null)") )
kavitem(obj->chpoweroff,ch,obj,NULL,TO_CHAR);
if (obj->victpoweroff != NULL && obj->victpoweroff != '\0'
&& str_cmp(obj->victpoweroff,"(null)") )
kavitem(obj->victpoweroff,ch,obj,NULL,TO_ROOM);
if (!IS_SET(obj->quest, QUEST_ARTIFACT) &&
( IS_SET(ch->in_room->room_flags, ROOM_NO_TELEPORT) || IS_SET(ch->in_room->room_flags, ROOM_ASTRAL)) &&
CAN_WEAR(obj,ITEM_TAKE))
{
send_to_char("A powerful force hurls you from the room.\n\r",ch);
act("$n is hurled from the room by a powerful force.",ch,NULL,NULL,TO_ROOM);
ch->position = POS_STUNNED;
char_from_room(ch);
char_to_room(ch,get_room_index(ROOM_VNUM_TEMPLE));
act("$n appears in the room, and falls to the ground stunned.",ch,NULL,NULL,TO_ROOM);
}
if ( (mount = ch->mount) == NULL) return;
char_from_room( mount );
char_to_room( mount, ch->in_room );
do_look( mount, "auto" );
return;
}
else if ( IS_SET(obj->spectype, SITEM_TELEPORTER))
{
if (obj->chpoweron != NULL && obj->chpoweron != '\0'
&& str_cmp(obj->chpoweron,"(null)") )
kavitem(obj->chpoweron,ch,obj,NULL,TO_CHAR);
if (obj->victpoweron != NULL && obj->victpoweron != '\0'
&& str_cmp(obj->victpoweron,"(null)") )
kavitem(obj->victpoweron,ch,obj,NULL,TO_ROOM);
pRoomIndex = get_room_index(obj->specpower);
if ( pRoomIndex == NULL ) return;
char_from_room(ch);
char_to_room(ch,pRoomIndex);
do_look(ch,"auto");
if (obj->chpoweroff != NULL && obj->chpoweroff != '\0'
&& str_cmp(obj->chpoweroff,"(null)") )
kavitem(obj->chpoweroff,ch,obj,NULL,TO_CHAR);
if (obj->victpoweroff != NULL && obj->victpoweroff != '\0'
&& str_cmp(obj->victpoweroff,"(null)") )
kavitem(obj->victpoweroff,ch,obj,NULL,TO_ROOM);
if (!IS_SET(obj->quest, QUEST_ARTIFACT) &&
( IS_SET(ch->in_room->room_flags, ROOM_NO_TELEPORT) || IS_SET(ch->in_room->room_flags, ROOM_ASTRAL) )
&&
CAN_WEAR(obj,ITEM_TAKE))
{
send_to_char("A powerful force hurls you from the room.\n\r",ch);
act("$n is hurled from the room by a powerful force.",ch,NULL,NULL,TO_ROOM);
ch->position = POS_STUNNED;
char_from_room(ch);
char_to_room(ch,get_room_index(ROOM_VNUM_TEMPLE));
act("$n appears in the room, and falls to the ground stunned.",ch,NULL,NULL,TO_ROOM);
}
if ( (mount = ch->mount) == NULL) return;
char_from_room( mount );
char_to_room( mount, ch->in_room );
do_look( mount, "auto" );
return;
}
else if ( IS_SET(obj->spectype, SITEM_OBJECT))
{
if ( get_obj_index(obj->specpower) == NULL ) return;
obj2 = create_object(get_obj_index(obj->specpower), ch->level);
if ( CAN_WEAR(obj2,ITEM_TAKE) ) obj_to_char(obj2,ch);
else obj_to_room(obj2,ch->in_room);
}
else if ( IS_SET(obj->spectype, SITEM_MOBILE))
{
if ( get_mob_index(obj->specpower) == NULL ) return;
mob = create_mobile(get_mob_index(obj->specpower));
char_to_room(mob,ch->in_room);
}
else if ( IS_SET(obj->spectype, SITEM_ACTION))
{
interpret(ch,obj->victpoweron);
if (obj->victpoweroff != NULL && str_cmp(obj->victpoweroff,"(null)") &&
obj->victpoweroff != '\0')
{
for ( victim = char_list; victim != NULL; victim = victim_next )
{
victim_next = victim->next;
if ( victim->in_room == NULL ) continue;
if ( victim == ch ) continue;
if ( victim->in_room == ch->in_room )
{
interpret(victim,obj->victpoweroff);
continue;
}
}
}
}
return;
}
void do_pull( CHAR_DATA *ch, char *argument )
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
OBJ_DATA *obj2;
CHAR_DATA *victim;
CHAR_DATA *victim_next;
CHAR_DATA *mount;
CHAR_DATA *mob;
ROOM_INDEX_DATA *pRoomIndex;
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if (IS_NPC(ch)) return;
if (IS_SET(ch->in_room->room_flags,ROOM_NO_OTRANS))
{
send_to_char("A strange force is preventing the item from working.\n\r",ch);
return;
}
if ( arg1[0] == '\0' )
{
send_to_char( "What do you wish to pull?\n\r", ch );
return;
}
if ( (obj = get_obj_wear(ch,arg1,TRUE)) == NULL )
{
if ( ( obj = get_obj_here( ch, NULL, arg1 ) ) == NULL )
{
send_to_char( "You can't find that item.\n\r", ch );
return;
}
/* You should only be able to use nontake items on floor */
if (CAN_WEAR(obj, ITEM_TAKE))
{
send_to_char( "But you are not wearing it!\n\r", ch );
return;
}
}
if ( obj == NULL || !IS_SET(obj->spectype, SITEM_PULL) )
{
send_to_char( "This item cannot be pulled.\n\r", ch );
return;
}
if ( IS_SET(obj->spectype, SITEM_TARGET) && arg2[0] == '\0' )
{
send_to_char( "Who do you wish to use it on?\n\r", ch );
return;
}
if ( IS_SET(obj->spectype, SITEM_TARGET) )
{
if ( ( victim = get_char_room( ch, NULL, arg2 ) ) == NULL )
{
send_to_char( "Nobody here by that name.\n\r", ch );
return;
}
}
else victim = ch;
if (obj->chpoweruse != NULL && obj->chpoweruse != '\0'
&& str_cmp(obj->chpoweruse,"(null)") )
kavitem(obj->chpoweruse,ch,obj,NULL,TO_CHAR);
if (obj->victpoweruse != NULL && obj->victpoweruse != '\0'
&& str_cmp(obj->victpoweruse,"(null)") )
kavitem(obj->victpoweruse,ch,obj,NULL,TO_ROOM);
if ( IS_SET(obj->spectype, SITEM_SPELL))
{
int castlevel = obj->level;
if (castlevel < 1) castlevel = 1;
else if (castlevel > 60) castlevel = 60;
obj_cast_spell( obj->specpower, castlevel, ch, victim, NULL );
if (!IS_IMMORTAL( ch))
WAIT_STATE(ch,6);
if ( IS_SET(obj->spectype, SITEM_DELAY1))
{
if (!IS_IMMORTAL( ch))
WAIT_STATE(ch,6);
}
if ( IS_SET(obj->spectype, SITEM_DELAY2))
{
if (!IS_IMMORTAL( ch))
WAIT_STATE(ch,12);
}
return;
}
else if ( IS_SET(obj->spectype, SITEM_TRANSPORTER))
{
if (obj->chpoweron != NULL && obj->chpoweron != '\0'
&& str_cmp(obj->chpoweron,"(null)") )
kavitem(obj->chpoweron,ch,obj,NULL,TO_CHAR);
if (obj->victpoweron != NULL && obj->victpoweron != '\0'
&& str_cmp(obj->victpoweron,"(null)") )
kavitem(obj->victpoweron,ch,obj,NULL,TO_ROOM);
pRoomIndex = get_room_index(obj->specpower);
obj->specpower = ch->in_room->vnum;
if ( pRoomIndex == NULL ) return;
char_from_room(ch);
char_to_room(ch,pRoomIndex);
do_look(ch,"auto");
if (obj->chpoweroff != NULL && obj->chpoweroff != '\0'
&& str_cmp(obj->chpoweroff,"(null)") )
kavitem(obj->chpoweroff,ch,obj,NULL,TO_CHAR);
if (obj->victpoweroff != NULL && obj->victpoweroff != '\0'
&& str_cmp(obj->victpoweroff,"(null)") )
kavitem(obj->victpoweroff,ch,obj,NULL,TO_ROOM);
if (!IS_SET(obj->quest, QUEST_ARTIFACT) &&
(IS_SET(ch->in_room->room_flags, ROOM_NO_TELEPORT) || IS_SET(ch->in_room->room_flags, ROOM_ASTRAL)) &&
CAN_WEAR(obj,ITEM_TAKE))
{
send_to_char("A powerful force hurls you from the room.\n\r",ch);
act("$n is hurled from the room by a powerful force.",ch,NULL,NULL,TO_ROOM);
ch->position = POS_STUNNED;
char_from_room(ch);
char_to_room(ch,get_room_index(ROOM_VNUM_TEMPLE));
act("$n appears in the room, and falls to the ground stunned.",ch,NULL,NULL,TO_ROOM);
}
if ( (mount = ch->mount) == NULL) return;
char_from_room( mount );
char_to_room( mount, ch->in_room );
do_look( mount, "auto" );
return;
}
else if ( IS_SET(obj->spectype, SITEM_TELEPORTER))
{
if (obj->chpoweron != NULL && obj->chpoweron != '\0'
&& str_cmp(obj->chpoweron,"(null)") )
kavitem(obj->chpoweron,ch,obj,NULL,TO_CHAR);
if (obj->victpoweron != NULL && obj->victpoweron != '\0'
&& str_cmp(obj->victpoweron,"(null)") )
kavitem(obj->victpoweron,ch,obj,NULL,TO_ROOM);
pRoomIndex = get_room_index(obj->specpower);
if ( pRoomIndex == NULL ) return;
char_from_room(ch);
char_to_room(ch,pRoomIndex);
do_look(ch,"auto");
if (obj->chpoweroff != NULL && obj->chpoweroff != '\0'
&& str_cmp(obj->chpoweroff,"(null)") )
kavitem(obj->chpoweroff,ch,obj,NULL,TO_CHAR);
if (obj->victpoweroff != NULL && obj->victpoweroff != '\0'
&& str_cmp(obj->victpoweroff,"(null)") )
kavitem(obj->victpoweroff,ch,obj,NULL,TO_ROOM);
if (!IS_SET(obj->quest, QUEST_ARTIFACT) &&
(IS_SET(ch->in_room->room_flags, ROOM_NO_TELEPORT) || IS_SET(ch->in_room->room_flags, ROOM_ASTRAL)) &&
CAN_WEAR(obj,ITEM_TAKE))
{
send_to_char("A powerful force hurls you from the room.\n\r",ch);
act("$n is hurled from the room by a powerful force.",ch,NULL,NULL,TO_ROOM);
ch->position = POS_STUNNED;
char_from_room(ch);
char_to_room(ch,get_room_index(ROOM_VNUM_TEMPLE));
act("$n appears in the room, and falls to the ground stunned.",ch,NULL,NULL,TO_ROOM);
}
if ( (mount = ch->mount) == NULL) return;
char_from_room( mount );
char_to_room( mount, ch->in_room );
do_look( mount, "auto" );
return;
}
else if ( IS_SET(obj->spectype, SITEM_OBJECT))
{
if ( get_obj_index(obj->specpower) == NULL ) return;
obj2 = create_object(get_obj_index(obj->specpower), ch->level);
if ( CAN_WEAR(obj2,ITEM_TAKE) ) obj_to_char(obj2,ch);
else obj_to_room(obj2,ch->in_room);
}
else if ( IS_SET(obj->spectype, SITEM_MOBILE))
{
if ( get_mob_index(obj->specpower) == NULL ) return;
mob = create_mobile(get_mob_index(obj->specpower));
char_to_room(mob,ch->in_room);
}
else if ( IS_SET(obj->spectype, SITEM_ACTION))
{
interpret(ch,obj->victpoweron);
if (obj->victpoweroff != NULL && str_cmp(obj->victpoweroff,"(null)") &&
obj->victpoweroff != '\0')
{
for ( victim = char_list; victim != NULL; victim = victim_next )
{
victim_next = victim->next;
if ( victim->in_room == NULL ) continue;
if ( victim == ch ) continue;
if ( victim->in_room == ch->in_room )
{
interpret(victim,obj->victpoweroff);
continue;
}
}
}
}
return;
}
bool is_ok_to_wear( CHAR_DATA *ch, bool wolf_ok, char *argument )
{
char arg [MAX_INPUT_LENGTH];
int count;
argument = one_argument( argument, arg );
if (!str_cmp(arg,"head"))
{
if (IS_HEAD(ch,LOST_HEAD)) return FALSE;
}
else if (!str_cmp(arg,"face"))
{
if (IS_HEAD(ch,LOST_HEAD)) return FALSE;
}
else if (!str_cmp(arg,"left_hand"))
{
if (!IS_NPC(ch) && IS_SET(ch->special, SPC_WOLFMAN) && !wolf_ok && !IS_CLASS(ch, CLASS_VAMPIRE))
return FALSE;
if (IS_ARM_L(ch,LOST_ARM)) return FALSE;
else if (IS_ARM_L(ch,BROKEN_ARM)) return FALSE;
else if (IS_ARM_L(ch,LOST_HAND)) return FALSE;
else if (IS_ARM_L(ch,BROKEN_THUMB)) return FALSE;
else if (IS_ARM_L(ch,LOST_THUMB)) return FALSE;
count = 0;
if (IS_ARM_L(ch,LOST_FINGER_I)||IS_ARM_L(ch,BROKEN_FINGER_I)) count+= 1;
if (IS_ARM_L(ch,LOST_FINGER_M)||IS_ARM_L(ch,BROKEN_FINGER_M)) count+= 1;
if (IS_ARM_L(ch,LOST_FINGER_R)||IS_ARM_L(ch,BROKEN_FINGER_R)) count+= 1;
if (IS_ARM_L(ch,LOST_FINGER_L)||IS_ARM_L(ch,BROKEN_FINGER_L)) count+= 1;
if (count > 2) return FALSE;
}
else if (!str_cmp(arg,"right_hand"))
{
if (!IS_NPC(ch) && IS_SET(ch->special, SPC_WOLFMAN) && !wolf_ok && !IS_CLASS(ch, CLASS_VAMPIRE))
return FALSE;
if (IS_ARM_R(ch,LOST_ARM)) return FALSE;
else if (IS_ARM_R(ch,BROKEN_ARM)) return FALSE;
else if (IS_ARM_R(ch,LOST_HAND)) return FALSE;
else if (IS_ARM_R(ch,BROKEN_THUMB)) return FALSE;
else if (IS_ARM_R(ch,LOST_THUMB)) return FALSE;
count = 0;
if (IS_ARM_R(ch,LOST_FINGER_I)||IS_ARM_R(ch,BROKEN_FINGER_I)) count+= 1;
if (IS_ARM_R(ch,LOST_FINGER_M)||IS_ARM_R(ch,BROKEN_FINGER_M)) count+= 1;
if (IS_ARM_R(ch,LOST_FINGER_R)||IS_ARM_R(ch,BROKEN_FINGER_R)) count+= 1;
if (IS_ARM_R(ch,LOST_FINGER_L)||IS_ARM_R(ch,BROKEN_FINGER_L)) count+= 1;
if (count > 2) return FALSE;
}
else if (!str_cmp(arg,"third_hand"))
{
if (!IS_SET(ch->newbits, THIRD_HAND)) return FALSE;
if (!IS_NPC(ch) && IS_SET(ch->special, SPC_WOLFMAN) && !wolf_ok && !IS_CLASS(ch, CLASS_VAMPIRE))
return FALSE;
}
else if (!str_cmp(arg,"fourth_hand"))
{
if (!IS_SET(ch->newbits, FOURTH_HAND)) return FALSE;
if (!IS_NPC(ch) && IS_SET(ch->special, SPC_WOLFMAN) && !wolf_ok && !IS_CLASS(ch, CLASS_VAMPIRE))
return FALSE;
}
else if (!str_cmp(arg,"left_wrist"))
{
if (IS_ARM_L(ch,LOST_ARM)) return FALSE;
else if (IS_ARM_L(ch,LOST_HAND)) return FALSE;
}
else if (!str_cmp(arg,"right_wrist"))
{
if (IS_ARM_R(ch,LOST_ARM)) return FALSE;
else if (IS_ARM_R(ch,LOST_HAND)) return FALSE;
}
else if (!str_cmp(arg,"left_finger"))
{
if (IS_ARM_L(ch,LOST_ARM)) return FALSE;
else if (IS_ARM_L(ch,LOST_HAND)) return FALSE;
else if (IS_ARM_L(ch,LOST_FINGER_R)) return FALSE;
}
else if (!str_cmp(arg,"right_finger"))
{
if (IS_ARM_R(ch,LOST_ARM)) return FALSE;
else if (IS_ARM_R(ch,LOST_HAND)) return FALSE;
else if (IS_ARM_R(ch,LOST_FINGER_R)) return FALSE;
}
else if (!str_cmp(arg,"arms"))
{
if (IS_ARM_L(ch,LOST_ARM) && IS_ARM_R(ch,LOST_ARM)) return FALSE;
}
else if (!str_cmp(arg,"hands"))
{
if (IS_ARM_L(ch,LOST_ARM) && IS_ARM_R(ch,LOST_ARM)) return FALSE;
if (IS_ARM_L(ch,LOST_HAND) || IS_ARM_R(ch,LOST_HAND)) return FALSE;
}
else if (!str_cmp(arg,"legs"))
{
if (IS_LEG_L(ch,LOST_LEG) && IS_LEG_R(ch,LOST_LEG)) return FALSE;
}
else if (!str_cmp(arg,"feet"))
{
if (IS_LEG_L(ch,LOST_LEG) && IS_LEG_R(ch,LOST_LEG)) return FALSE;
if (IS_LEG_L(ch,LOST_FOOT) || IS_LEG_R(ch,LOST_FOOT)) return FALSE;
}
return TRUE;
}
void do_sheath( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
one_argument(argument,arg);
if (arg[0] == '\0') send_to_char("Which hand, left or right?\n\r",ch);
else if (!str_cmp(arg,"all") || !str_cmp(arg,"both"))
{
sheath(ch,TRUE );
sheath(ch,FALSE);
}
else if (!str_cmp(arg,"l") || !str_cmp(arg,"left" )) sheath(ch,FALSE);
else if (!str_cmp(arg,"r") || !str_cmp(arg,"right")) sheath(ch,TRUE );
else send_to_char("Which hand, left or right?\n\r",ch);
return;
}
void do_draw( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
one_argument(argument,arg);
if (arg[0] == '\0') send_to_char("Which hand, left or right?\n\r",ch);
else if (!str_cmp(arg,"all") || !str_cmp(arg,"both"))
{
if (IS_ARM_L(ch, LOST_ARM) || IS_ARM_R(ch, LOST_ARM))
{
send_to_char("You don't have both of your arms.\n\r",ch);
return;
}
draw(ch,TRUE );
draw(ch,FALSE);
}
else if (!str_cmp(arg,"l") || !str_cmp(arg,"left" ))
{
if (IS_ARM_L(ch, LOST_ARM))
{
send_to_char("You have lost your left arm.\n\r",ch);
return;
}
draw(ch,FALSE);
}
else if (!str_cmp(arg,"r") || !str_cmp(arg,"right"))
{
if (IS_ARM_R(ch, LOST_ARM))
{
send_to_char("You have lost your right arm.\n\r",ch);
return;
}
draw(ch,TRUE );
}
else send_to_char("Which hand, left or right?\n\r",ch);
return;
}
void sheath( CHAR_DATA *ch, bool right )
{
OBJ_DATA *obj;
OBJ_DATA *obj2;
int scabbard;
int sn;
if (right)
{
scabbard = WEAR_SCABBARD_R;
if ( (obj = get_eq_char(ch,WEAR_WIELD)) == NULL )
{
send_to_char("You are not holding anything in your right hand.\n\r",ch);
return;
}
else if ( (obj2 = get_eq_char(ch,scabbard)) != NULL)
{
act("You already have $p in your right scabbard.",ch,obj2,NULL,TO_CHAR);
return;
}
act("You slide $p into your right scabbard.",ch,obj,NULL,TO_CHAR);
act("$n slides $p into $s right scabbard.",ch,obj,NULL,TO_ROOM);
}
else
{
scabbard = WEAR_SCABBARD_L;
if ( (obj = get_eq_char(ch,WEAR_HOLD)) == NULL )
{
send_to_char("You are not holding anything in your left hand.\n\r",ch);
return;
}
else if ( (obj2 = get_eq_char(ch,scabbard)) != NULL)
{
act("You already have $p in your left scabbard.",ch,obj2,NULL,TO_CHAR);
return;
}
act("You slide $p into your left scabbard.",ch,obj,NULL,TO_CHAR);
act("$n slides $p into $s left scabbard.",ch,obj,NULL,TO_ROOM);
}
if (obj->item_type == ITEM_ARMOR)
sn = obj->value[3];
else
sn = obj->value[0] / 1000;
if( sn == 25 )
{
stc( "You can't sheath a rage weapon.\n\r",ch);
return;
}
if (obj->item_type != ITEM_WEAPON)
{
act("$p is not a weapon.",ch,obj,NULL,TO_CHAR);
return;
}
unequip_char(ch,obj);
obj->wear_loc = scabbard;
return;
}
void draw( CHAR_DATA *ch, bool right )
{
OBJ_DATA *obj;
OBJ_DATA *obj2;
int scabbard;
int worn;
if (right)
{
scabbard = WEAR_SCABBARD_R;
worn = WEAR_WIELD;
if ( (obj = get_eq_char(ch,scabbard)) == NULL )
{
send_to_char("Your right scabbard is empty.\n\r",ch);
return;
}
else if ( (obj2 = get_eq_char(ch,WEAR_WIELD)) != NULL)
{
act("You already have $p in your right hand.",ch,obj2,NULL,TO_CHAR);
return;
}
act("You draw $p from your right scabbard.",ch,obj,NULL,TO_CHAR);
act("$n draws $p from $s right scabbard.",ch,obj,NULL,TO_ROOM);
}
else
{
scabbard = WEAR_SCABBARD_L;
worn = WEAR_HOLD;
if ( (obj = get_eq_char(ch,scabbard)) == NULL )
{
send_to_char("Your left scabbard is empty.\n\r",ch);
return;
}
else if ( (obj2 = get_eq_char(ch,WEAR_HOLD)) != NULL)
{
act("You already have $p in your left hand.",ch,obj2,NULL,TO_CHAR);
return;
}
act("You draw $p from your left scabbard.",ch,obj,NULL,TO_CHAR);
act("$n draws $p from $s left scabbard.",ch,obj,NULL,TO_ROOM);
}
obj->wear_loc = -1;
equip_char(ch,obj,worn);
return;
}
void do_thirdeye(CHAR_DATA *ch, char *argument)
{
CHAR_DATA *victim;
DESCRIPTOR_DATA *d;
char buf [MAX_STRING_LENGTH];
if (IS_NPC(ch)) return;
if (!IS_ITEMAFF(ch, ITEMA_AFFEYE))
{
send_to_char("Huh?\n\r", ch);
return;
}
send_to_char("#CYou experience the world through your third eye.#n\n\r", ch);
for (d = descriptor_list; d != NULL; d = d->next)
{
if (d->connected != CON_PLAYING) continue;
if ((victim = d->character) == NULL) continue;
if (IS_NPC(victim) || victim->in_room == NULL) continue;
if (victim == ch) continue;
if (!can_see(ch,victim)) continue;
if (victim->level > 6) continue;
xprintf(buf,"#n%-14s - %s\n\r", victim->name, victim->in_room->name);
send_to_char(buf,ch);
}
}
void do_connect( CHAR_DATA *ch, char *argument )
{
OBJ_DATA * first_ob;
OBJ_DATA * second_ob;
OBJ_DATA * new_ob;
char arg1[MAX_STRING_LENGTH], arg2[MAX_STRING_LENGTH];
char buf[MAX_STRING_LENGTH];
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if ( arg1[0] == '\0' || arg2[0] == '\0' )
{
send_to_char( "Syntax: Connect <firstobj> <secondobj>.\n\r", ch );
return;
}
if ( ( first_ob = get_obj_carry( ch, arg1, ch ) ) == NULL )
{
xprintf( buf, "You must be holding both parts!!\n\r" );
send_to_char( buf, ch );
return;
}
if ( ( second_ob = get_obj_carry( ch, arg2, ch ) ) == NULL )
{
xprintf( buf, "You must be holding both parts!!\n\r" );
send_to_char( buf, ch );
return;
}
if ( first_ob->item_type != ITEM_PIECE || second_ob->item_type !=ITEM_PIECE )
{
send_to_char( "Both items must be pieces of another item!\n\r", ch );
return;
}
/* check to see if the pieces connect */
if ( ( first_ob->value[0] == second_ob->pIndexData->vnum )
|| ( first_ob->value[1] == second_ob->pIndexData->vnum ) )
/* good connection */
{
new_ob = create_object( get_obj_index( first_ob->value[2] ), ch->level );
extract_obj( first_ob );
extract_obj( second_ob );
obj_to_char( new_ob , ch );
act( "$n jiggles some pieces together...\r\n ...suddenly they snap in place, creating $p!", ch, new_ob,NULL, TO_ROOM );
act( "You jiggle the pieces together...\r\n ...suddenly they snap into place, creating $p!", ch, new_ob, NULL, TO_CHAR);
}
else
{
act( "$n jiggles some pieces together, but can't seem to make them connect.", ch, NULL, NULL, TO_ROOM);
act( "You try to fit them together every which way, but they just don't want to fit together.", ch, NULL, NULL, TO_CHAR);
return;
}
return;
}
void do_claim( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
one_argument( argument, arg );
if (IS_NPC(ch))
{
send_to_char("Not while switched.\n\r", ch);
return;
}
if (ch->exp < 500)
{
send_to_char("It costs 500 exp to claim ownership of an item.\n\r", ch);
return;
}
if ( arg[0] == '\0' )
{
send_to_char( "What object do you wish to claim ownership of?\n\r", ch );
return;
}
if ( ( obj = get_obj_carry(ch, arg, ch) ) == NULL )
{
send_to_char("You are not carrying that item.\n\r", ch);
return;
}
if (IS_OBJ_STAT(obj, ITEM_NOCLAIM))
{
send_to_char("You cannot claim this item.\n\r", ch);
return;
}
if (obj->item_type == ITEM_QUEST || obj->item_type == ITEM_AMMO ||
obj->item_type == ITEM_EGG || obj->item_type == ITEM_VOODOO ||
obj->item_type == ITEM_MONEY || obj->item_type == ITEM_TREASURE ||
obj->item_type == ITEM_PAGE || IS_SET(obj->quest, QUEST_ARTIFACT))
{
send_to_char( "You cannot claim that item.\n\r", ch );
return;
}
else if (obj->chobj != NULL && !IS_NPC(obj->chobj) && obj->chobj->pcdata->obj_vnum != 0)
{
send_to_char( "You cannot claim that item.\n\r", ch );
return;
}
if (obj->ownerid != 0)
{
if (obj->ownerid == ch->pcdata->playerid)
send_to_char("But you already own it.\n\r", ch);
else
send_to_char("Someone else already own it.\n\r", ch);
return;
}
if ( obj->questowner != NULL && strlen(obj->questowner) > 1 )
{
if (!str_cmp(ch->pcdata->switchname,obj->questowner))
{
if (obj->ownerid != 0)
send_to_char("But you already own it!\n\r",ch);
else
{
send_to_char("You #Creclaim#n the object.\n\r", ch);
obj->ownerid = ch->pcdata->playerid;
}
}
else
send_to_char("Someone else has already claimed ownership to it.\n\r",ch);
return;
}
ch->exp -= 500;
if (obj->questowner != NULL) free_string(obj->questowner);
obj->questowner = str_dup(ch->pcdata->switchname);
obj->ownerid = ch->pcdata->playerid;
act("You are now the owner of $p.",ch,obj,NULL,TO_CHAR);
act("$n is now the owner of $p.",ch,obj,NULL,TO_ROOM);
return;
}
void do_gift( CHAR_DATA *ch, char *argument )
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
CHAR_DATA *victim;
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if (IS_NPC(ch))
{
send_to_char("Not while switched.\n\r", ch);
return;
}
if (ch->exp < 500)
{
send_to_char("It costs 500 exp to make a gift of an item.\n\r", ch);
return;
}
if ( arg1[0] == '\0' || arg2[0] == '\0' )
{
send_to_char( "Make a gift of which object to whom?\n\r", ch );
return;
}
if ( ( obj = get_obj_carry(ch, arg1, ch) ) == NULL )
{
send_to_char("You are not carrying that item.\n\r", ch);
return;
}
if ( ( victim = get_char_room( ch, NULL, arg2 ) ) == NULL )
{
send_to_char("Nobody here by that name.\n\r", ch);
return;
}
if ( IS_NPC(victim) )
{
send_to_char("Not on NPC's.\n\r",ch);
return;
}
if (obj->ownerid == 0)
{
send_to_char("That item has not yet been claimed.\n\r",ch);
return;
}
if (obj->ownerid != ch->pcdata->playerid && ch->level < 7)
{
send_to_char("But you don't own it!\n\r",ch);
return;
}
if (IS_SET(obj->quest, QUEST_RELIC) && ch->level < 7)
{
send_to_char("You can't gift relics.\n\r",ch);
return;
}
ch->exp -= 500;
if (obj->questowner != NULL)
free_string(obj->questowner);
obj->questowner = str_dup(victim->pcdata->switchname);
obj->ownerid = victim->pcdata->playerid;
act("You grant ownership of $p to $N.",ch,obj,victim,TO_CHAR);
act("$n grants ownership of $p to $N.",ch,obj,victim,TO_NOTVICT);
act("$n grants ownership of $p to you.",ch,obj,victim,TO_VICT);
return;
}