/***************************************************************************
* STAR WARS REALITY 1.0 *
*--------------------------------------------------------------------------*
* Star Wars Reality Code Additions and changes from the Smaug Code *
* copyright (c) 1997 by Sean Cooper *
* -------------------------------------------------------------------------*
* Starwars and Starwars Names copyright(c) Lucas Film Ltd. *
*--------------------------------------------------------------------------*
* SMAUG 1.0 (C) 1994, 1995, 1996 by Derek Snider *
* SMAUG code team: Thoric, Altrag, Blodkai, Narn, Haus, *
* Scryn, Rennard, Swordbearer, Gorog, Grishnakh and Tricops *
* ------------------------------------------------------------------------ *
* Merc 2.1 Diku Mud improvments copyright (C) 1992, 1993 by Michael *
* Chastain, Michael Quan, and Mitchell Tse. *
* Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, *
* Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. *
* ------------------------------------------------------------------------ *
* All SWR:SQL additions/modifications added by Rojan *
* ------------------------------------------------------------------------ *
* Misc module for general commands: not skills or spells *
****************************************************************************
* Note: Most of the stuff in here would go in act_obj.c, but act_obj was *
* getting big. *
****************************************************************************/
#include <sys/types.h>
#include <stdio.h>
#include <string.h>
#include <time.h>
#include "mud.h"
extern int top_exit;
void do_buyhome( CHAR_DATA * ch, char *argument )
{
ROOM_INDEX_DATA *room;
AREA_DATA *pArea;
if( !ch->in_room )
return;
if( IS_NPC( ch ) || !ch->pcdata )
return;
if( ch->plr_home != NULL )
{
send_to_char( "&RYou already have a home!\n\r&w", ch );
return;
}
room = ch->in_room;
for( pArea = first_bsort; pArea; pArea = pArea->next_sort )
{
if( room->area == pArea )
{
send_to_char( "&RThis area isn't installed yet!\n\r&w", ch );
return;
}
}
if( !IS_SET( room->room_flags, ROOM_EMPTY_HOME ) )
{
send_to_char( "&RThis room isn't for sale!\n\r&w", ch );
return;
}
if( ch->gold < 100000 )
{
send_to_char( "&RThis room costs 100000 credits you don't have enough!\n\r&w", ch );
return;
}
if( argument[0] == '\0' )
{
send_to_char( "Set the room name. A very brief single line room description.\n\r", ch );
send_to_char( "Usage: Buyhome <Room Name>\n\r", ch );
return;
}
STRFREE( room->name );
room->name = STRALLOC( argument );
ch->gold -= 100000;
REMOVE_BIT( room->room_flags, ROOM_EMPTY_HOME );
SET_BIT( room->room_flags, ROOM_PLR_HOME );
fold_area( room->area, room->area->filename, FALSE );
ch->plr_home = room;
do_save( ch, "" );
}
void do_clone( CHAR_DATA * ch, char *argument )
{
long credits, bank;
long played;
char clanname[MAX_STRING_LENGTH];
char bestowments[MAX_STRING_LENGTH];
int flags;
ROOM_INDEX_DATA *home;
if( IS_NPC( ch ) )
{
ch_printf( ch, "Yeah right!\n\r" );
return;
}
if( ch->in_room->vnum != 10001 )
{
ch_printf( ch, "You can do that here!\n\r" );
return;
}
if( ch->gold < ch->top_level * 200 )
{
ch_printf( ch, "You don't have enough credits... You need %d.\n\r", ch->top_level * 200 );
return;
}
else
{
ch->gold -= ch->top_level * 200;
ch_printf( ch, "You pay %d credits for cloning.\n\r", ch->top_level * 200 );
ch_printf( ch, "You are escorted into a small room.\n\r\n\r" );
}
char_from_room( ch );
char_to_room( ch, get_room_index( 10000 ) );
flags = ch->act;
REMOVE_BIT( ch->act, PLR_KILLER );
credits = ch->gold;
ch->gold = 0;
played = ch->played;
ch->played = ch->played / 2;
bank = ch->pcdata->bank;
ch->pcdata->bank = 0;
home = ch->plr_home;
ch->plr_home = NULL;
if( ch->pcdata->clan_name && ch->pcdata->clan_name[0] != '\0' )
{
strcpy( clanname, ch->pcdata->clan_name );
STRFREE( ch->pcdata->clan_name );
ch->pcdata->clan_name = STRALLOC( "" );
strcpy( bestowments, ch->pcdata->bestowments );
DISPOSE( ch->pcdata->bestowments );
ch->pcdata->bestowments = str_dup( "" );
save_clone( ch );
STRFREE( ch->pcdata->clan_name );
ch->pcdata->clan_name = STRALLOC( clanname );
DISPOSE( ch->pcdata->bestowments );
ch->pcdata->bestowments = str_dup( clanname );
}
else
save_clone( ch );
ch->plr_home = home;
ch->played = played;
ch->gold = credits;
ch->pcdata->bank = bank;
ch->act = flags;
char_from_room( ch );
char_to_room( ch, get_room_index( 10002 ) );
do_look( ch, "" );
ch_printf( ch, "\n\r&WA small tissue sample is taken from your arm.\n\r" );
ch_printf( ch, "&ROuch!\n\r\n\r" );
ch_printf( ch, "&WYou have been succesfully cloned.\n\r" );
ch->hit--;
}
void do_arm( CHAR_DATA * ch, char *argument )
{
OBJ_DATA *obj;
if( IS_NPC( ch ) || !ch->pcdata )
{
ch_printf( ch, "You have no idea how to do that.\n\r" );
return;
}
if( ch->pcdata->learned[gsn_grenades] <= 0 )
{
ch_printf( ch, "You have no idea how to do that.\n\r" );
return;
}
obj = get_eq_char( ch, WEAR_HOLD );
if( !obj || obj->item_type != ITEM_GRENADE )
{
ch_printf( ch, "You don't seem to be holding a grenade!\n\r" );
return;
}
obj->timer = 1;
STRFREE( obj->armed_by );
obj->armed_by = STRALLOC( ch->name );
ch_printf( ch, "You arm %s.\n\r", obj->short_descr );
act( AT_PLAIN, "$n arms $p.", ch, obj, NULL, TO_ROOM );
learn_from_success( ch, gsn_grenades );
}
void do_ammo( CHAR_DATA * ch, char *argument )
{
OBJ_DATA *wield;
OBJ_DATA *obj;
bool checkammo = FALSE;
int charge = 0;
obj = NULL;
wield = get_eq_char( ch, WEAR_WIELD );
if( wield )
{
obj = get_eq_char( ch, WEAR_DUAL_WIELD );
if( !obj )
obj = get_eq_char( ch, WEAR_HOLD );
}
else
{
wield = get_eq_char( ch, WEAR_HOLD );
obj = NULL;
}
if( !wield || wield->item_type != ITEM_WEAPON )
{
send_to_char( "&RYou don't seem to be holding a weapon.\n\r&w", ch );
return;
}
if( wield->value[3] == WEAPON_BLASTER )
{
if( obj && obj->item_type != ITEM_AMMO )
{
send_to_char( "&RYour hands are too full to reload your blaster.\n\r&w", ch );
return;
}
if( obj )
{
if( obj->value[0] > wield->value[5] )
{
send_to_char( "That cartridge is too big for your blaster.", ch );
return;
}
unequip_char( ch, obj );
checkammo = TRUE;
charge = obj->value[0];
separate_obj( obj );
extract_obj( obj );
}
else
{
for( obj = ch->last_carrying; obj; obj = obj->prev_content )
{
if( obj->item_type == ITEM_AMMO )
{
if( obj->value[0] > wield->value[5] )
{
send_to_char( "That cartridge is too big for your blaster.", ch );
continue;
}
checkammo = TRUE;
charge = obj->value[0];
separate_obj( obj );
extract_obj( obj );
break;
}
}
}
if( !checkammo )
{
send_to_char( "&RYou don't seem to have any ammo to reload your blaster with.\n\r&w", ch );
return;
}
ch_printf( ch,
"You replace your ammunition cartridge.\n\rYour blaster is charged with %d shots at high power to %d shots on low.\n\r",
charge / 5, charge );
act( AT_PLAIN, "$n replaces the ammunition cell in $p.", ch, wield, NULL, TO_ROOM );
}
else if( wield->value[3] == WEAPON_BOWCASTER )
{
if( obj && obj->item_type != ITEM_BOLT )
{
send_to_char( "&RYour hands are too full to reload your bowcaster.\n\r&w", ch );
return;
}
if( obj )
{
if( obj->value[0] > wield->value[5] )
{
send_to_char( "That cartridge is too big for your bowcaster.", ch );
return;
}
unequip_char( ch, obj );
checkammo = TRUE;
charge = obj->value[0];
separate_obj( obj );
extract_obj( obj );
}
else
{
for( obj = ch->last_carrying; obj; obj = obj->prev_content )
{
if( obj->item_type == ITEM_BOLT )
{
if( obj->value[0] > wield->value[5] )
{
send_to_char( "That cartridge is too big for your bowcaster.", ch );
continue;
}
checkammo = TRUE;
charge = obj->value[0];
separate_obj( obj );
extract_obj( obj );
break;
}
}
}
if( !checkammo )
{
send_to_char( "&RYou don't seem to have any quarrels to reload your bowcaster with.\n\r&w", ch );
return;
}
ch_printf( ch, "You replace your quarrel pack.\n\rYour bowcaster is charged with %d energy bolts.\n\r", charge );
act( AT_PLAIN, "$n replaces the quarrels in $p.", ch, wield, NULL, TO_ROOM );
}
else
{
if( obj && obj->item_type != ITEM_BATTERY )
{
send_to_char( "&RYour hands are too full to replace the power cell.\n\r&w", ch );
return;
}
if( obj )
{
unequip_char( ch, obj );
checkammo = TRUE;
charge = obj->value[0];
separate_obj( obj );
extract_obj( obj );
}
else
{
for( obj = ch->last_carrying; obj; obj = obj->prev_content )
{
if( obj->item_type == ITEM_BATTERY )
{
checkammo = TRUE;
charge = obj->value[0];
separate_obj( obj );
extract_obj( obj );
break;
}
}
}
if( !checkammo )
{
send_to_char( "&RYou don't seem to have a power cell.\n\r&w", ch );
return;
}
if( wield->value[3] == WEAPON_LIGHTSABER )
{
ch_printf( ch, "You replace your power cell.\n\rYour lightsaber is charged to %d/%d units.\n\r", charge, charge );
act( AT_PLAIN, "$n replaces the power cell in $p.", ch, wield, NULL, TO_ROOM );
act( AT_PLAIN, "$p ignites with a bright glow.", ch, wield, NULL, TO_ROOM );
}
else if( wield->value[3] == WEAPON_VIBRO_BLADE )
{
ch_printf( ch, "You replace your power cell.\n\rYour vibro-blade is charged to %d/%d units.\n\r", charge, charge );
act( AT_PLAIN, "$n replaces the power cell in $p.", ch, wield, NULL, TO_ROOM );
}
else if( wield->value[3] == WEAPON_FORCE_PIKE )
{
ch_printf( ch, "You replace your power cell.\n\rYour force-pike is charged to %d/%d units.\n\r", charge, charge );
act( AT_PLAIN, "$n replaces the power cell in $p.", ch, wield, NULL, TO_ROOM );
}
else
{
ch_printf( ch, "You feel very foolish.\n\r" );
act( AT_PLAIN, "$n tries to jam a power cell into $p.", ch, wield, NULL, TO_ROOM );
}
}
wield->value[4] = charge;
}
void do_setblaster( CHAR_DATA * ch, char *argument )
{
OBJ_DATA *wield;
OBJ_DATA *wield2;
wield = get_eq_char( ch, WEAR_WIELD );
if( wield && !( wield->item_type == ITEM_WEAPON && wield->value[3] == WEAPON_BLASTER ) )
wield = NULL;
wield2 = get_eq_char( ch, WEAR_DUAL_WIELD );
if( wield2 && !( wield2->item_type == ITEM_WEAPON && wield2->value[3] == WEAPON_BLASTER ) )
wield2 = NULL;
if( !wield && !wield2 )
{
send_to_char( "&RYou don't seem to be wielding a blaster.\n\r&w", ch );
return;
}
if( argument[0] == '\0' )
{
send_to_char( "&RUsage: setblaster <full|high|normal|half|low|stun>\n\r&w", ch );
return;
}
if( wield )
act( AT_PLAIN, "$n adjusts the settings on $p.", ch, wield, NULL, TO_ROOM );
if( wield2 )
act( AT_PLAIN, "$n adjusts the settings on $p.", ch, wield2, NULL, TO_ROOM );
if( !str_cmp( argument, "full" ) )
{
if( wield )
{
wield->blaster_setting = BLASTER_FULL;
send_to_char( "&YWielded blaster set to FULL Power\n\r&w", ch );
}
if( wield2 )
{
wield2->blaster_setting = BLASTER_FULL;
send_to_char( "&YDual wielded blaster set to FULL Power\n\r&w", ch );
}
return;
}
if( !str_cmp( argument, "high" ) )
{
if( wield )
{
wield->blaster_setting = BLASTER_HIGH;
send_to_char( "&YWielded blaster set to HIGH Power\n\r&w", ch );
}
if( wield2 )
{
wield2->blaster_setting = BLASTER_HIGH;
send_to_char( "&YDual wielded blaster set to HIGH Power\n\r&w", ch );
}
return;
}
if( !str_cmp( argument, "normal" ) )
{
if( wield )
{
wield->blaster_setting = BLASTER_NORMAL;
send_to_char( "&YWielded blaster set to NORMAL Power\n\r&w", ch );
}
if( wield2 )
{
wield2->blaster_setting = BLASTER_NORMAL;
send_to_char( "&YDual wielded blaster set to NORMAL Power\n\r&w", ch );
}
return;
}
if( !str_cmp( argument, "half" ) )
{
if( wield )
{
wield->blaster_setting = BLASTER_HALF;
send_to_char( "&YWielded blaster set to HALF Power\n\r&w", ch );
}
if( wield2 )
{
wield2->blaster_setting = BLASTER_HALF;
send_to_char( "&YDual wielded blaster set to HALF Power\n\r&w", ch );
}
return;
}
if( !str_cmp( argument, "low" ) )
{
if( wield )
{
wield->blaster_setting = BLASTER_LOW;
send_to_char( "&YWielded blaster set to LOW Power\n\r&w", ch );
}
if( wield2 )
{
wield2->blaster_setting = BLASTER_LOW;
send_to_char( "&YDual wielded blaster set to LOW Power\n\r&w", ch );
}
return;
}
if( !str_cmp( argument, "stun" ) )
{
if( wield )
{
wield->blaster_setting = BLASTER_STUN;
send_to_char( "&YWielded blaster set to STUN\n\r&w", ch );
}
if( wield2 )
{
wield2->blaster_setting = BLASTER_STUN;
send_to_char( "&YDual wielded blaster set to STUN\n\r&w", ch );
}
return;
}
else
do_setblaster( ch, "" );
}
void do_use( CHAR_DATA * ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
char argd[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *device;
OBJ_DATA *obj;
ch_ret retcode;
argument = one_argument( argument, argd );
argument = one_argument( argument, arg );
if( !str_cmp( arg, "on" ) )
argument = one_argument( argument, arg );
if( argd[0] == '\0' )
{
send_to_char( "Use what?\n\r", ch );
return;
}
if( ( device = get_eq_char( ch, WEAR_HOLD ) ) == NULL || !nifty_is_name( argd, device->name ) )
{
do_takedrug( ch, argd );
return;
}
if( device->item_type == ITEM_SPICE )
{
do_takedrug( ch, argd );
return;
}
if( device->item_type != ITEM_DEVICE )
{
send_to_char( "You can't figure out what it is your supposed to do with it.\n\r", ch );
return;
}
if( device->value[2] <= 0 )
{
send_to_char( "It has no more charge left.", ch );
return;
}
obj = NULL;
if( arg[0] == '\0' )
{
if( ch->fighting )
{
victim = who_fighting( ch );
}
else
{
send_to_char( "Use on whom or what?\n\r", ch );
return;
}
}
else
{
if( ( victim = get_char_room( ch, arg ) ) == NULL && ( obj = get_obj_here( ch, arg ) ) == NULL )
{
send_to_char( "You can't find your target.\n\r", ch );
return;
}
}
WAIT_STATE( ch, 1 * PULSE_VIOLENCE );
if( device->value[2] > 0 )
{
device->value[2]--;
if( victim )
{
if( !oprog_use_trigger( ch, device, victim, NULL, NULL ) )
{
act( AT_MAGIC, "$n uses $p on $N.", ch, device, victim, TO_ROOM );
act( AT_MAGIC, "You use $p on $N.", ch, device, victim, TO_CHAR );
}
}
else
{
if( !oprog_use_trigger( ch, device, NULL, obj, NULL ) )
{
act( AT_MAGIC, "$n uses $p on $P.", ch, device, obj, TO_ROOM );
act( AT_MAGIC, "You use $p on $P.", ch, device, obj, TO_CHAR );
}
}
retcode = obj_cast_spell( device->value[3], device->value[0], ch, victim, obj );
if( retcode == rCHAR_DIED || retcode == rBOTH_DIED )
{
bug( "do_use: char died", 0 );
return;
}
}
return;
}
void do_takedrug( CHAR_DATA * ch, char *argument )
{
OBJ_DATA *obj;
AFFECT_DATA af;
int drug;
int sn = 0;
if( argument[0] == '\0' || !str_cmp( argument, "" ) )
{
send_to_char( "Use what?\n\r", ch );
return;
}
if( ( obj = find_obj( ch, argument, TRUE ) ) == NULL )
return;
if( obj->item_type == ITEM_DEVICE )
{
send_to_char( "Try holding it first.\n\r", ch );
return;
}
if( obj->item_type != ITEM_SPICE )
{
act( AT_ACTION, "$n looks at $p and scratches $s head.", ch, obj, NULL, TO_ROOM );
act( AT_ACTION, "You can't quite figure out what to do with $p.", ch, obj, NULL, TO_CHAR );
return;
}
separate_obj( obj );
if( obj->in_obj )
{
act( AT_PLAIN, "You take $p from $P.", ch, obj, obj->in_obj, TO_CHAR );
act( AT_PLAIN, "$n takes $p from $P.", ch, obj, obj->in_obj, TO_ROOM );
}
if( ch->fighting && number_percent( ) > ( get_curr_dex( ch ) * 2 + 48 ) )
{
act( AT_MAGIC, "$n accidentally drops $p rendering it useless.", ch, obj, NULL, TO_ROOM );
act( AT_MAGIC, "Oops... $p gets knocked from your hands rendering it completely useless!", ch, obj, NULL, TO_CHAR );
}
else
{
if( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) )
{
act( AT_ACTION, "$n takes $p.", ch, obj, NULL, TO_ROOM );
act( AT_ACTION, "You take $p.", ch, obj, NULL, TO_CHAR );
}
if( IS_NPC( ch ) )
{
extract_obj( obj );
return;
}
drug = obj->value[0];
WAIT_STATE( ch, PULSE_PER_SECOND / 4 );
gain_condition( ch, COND_THIRST, 1 );
ch->pcdata->drug_level[drug] = UMIN( ch->pcdata->drug_level[drug] + obj->value[1], 255 );
if( ch->pcdata->drug_level[drug] >= 255 || ch->pcdata->drug_level[drug] > ( ch->pcdata->addiction[drug] + 100 ) )
{
act( AT_POISON, "$n sputters and gags.", ch, NULL, NULL, TO_ROOM );
act( AT_POISON, "You feel sick. You may have taken too much.", ch, NULL, NULL, TO_CHAR );
ch->mental_state = URANGE( 20, ch->mental_state + 5, 100 );
af.type = gsn_poison;
af.location = APPLY_INT;
af.modifier = -5;
af.duration = ch->pcdata->drug_level[drug];
af.bitvector = AFF_POISON;
affect_to_char( ch, &af );
ch->hit = 1;
}
switch ( drug )
{
default:
case SPICE_GLITTERSTIM:
sn = skill_lookup( "true sight" );
if( sn < MAX_SKILL && !IS_AFFECTED( ch, AFF_TRUESIGHT ) )
{
af.type = sn;
af.location = APPLY_AC;
af.modifier = -10;
af.duration = URANGE( 1, ch->pcdata->drug_level[drug] - ch->pcdata->addiction[drug], obj->value[1] );
af.bitvector = AFF_TRUESIGHT;
affect_to_char( ch, &af );
}
break;
case SPICE_CARSANUM:
sn = skill_lookup( "sanctuary" );
if( sn < MAX_SKILL && !IS_AFFECTED( ch, AFF_SANCTUARY ) )
{
af.type = sn;
af.location = APPLY_NONE;
af.modifier = 0;
af.duration = URANGE( 1, ch->pcdata->drug_level[drug] - ch->pcdata->addiction[drug], obj->value[1] );
af.bitvector = AFF_SANCTUARY;
affect_to_char( ch, &af );
}
break;
case SPICE_RYLL:
af.type = -1;
af.location = APPLY_DEX;
af.modifier = 1;
af.duration = URANGE( 1, 2 * ( ch->pcdata->drug_level[drug] - ch->pcdata->addiction[drug] ), 2 * obj->value[1] );
af.bitvector = AFF_NONE;
affect_to_char( ch, &af );
af.type = -1;
af.location = APPLY_HITROLL;
af.modifier = 1;
af.duration = URANGE( 1, 2 * ( ch->pcdata->drug_level[drug] - ch->pcdata->addiction[drug] ), 2 * obj->value[1] );
af.bitvector = AFF_NONE;
affect_to_char( ch, &af );
break;
case SPICE_ANDRIS:
af.type = -1;
af.location = APPLY_HIT;
af.modifier = 10;
af.duration = URANGE( 1, 2 * ( ch->pcdata->drug_level[drug] - ch->pcdata->addiction[drug] ), 2 * obj->value[1] );
af.bitvector = AFF_NONE;
affect_to_char( ch, &af );
af.type = sn;
af.location = APPLY_CON;
af.modifier = 1;
af.duration = URANGE( 1, 2 * ( ch->pcdata->drug_level[drug] - ch->pcdata->addiction[drug] ), 2 * obj->value[1] );
af.bitvector = AFF_NONE;
affect_to_char( ch, &af );
break;
}
}
if( cur_obj == obj->serial )
global_objcode = rOBJ_EATEN;
extract_obj( obj );
return;
}
void jedi_bonus( CHAR_DATA * ch )
{
if( number_range( 1, 100 ) == 1 )
{
ch->max_mana++;
send_to_char( "&YYou are wise in your use of the force.\n\r", ch );
send_to_char( "You feel a little stronger in your wisdom.&w\n\r", ch );
}
}
void sith_penalty( CHAR_DATA * ch )
{
if( number_range( 1, 100 ) == 1 )
{
ch->max_mana++;
if( ch->max_hit > 100 )
ch->max_hit--;
ch->hit--;
send_to_char( "&zYour body grows weaker as your strength in the dark side grows.&w\n\r", ch );
}
}
/*
* Fill a container
* Many enhancements added by Thoric (ie: filling non-drink containers)
*/
void do_fill( CHAR_DATA * ch, char *argument )
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
OBJ_DATA *source;
short dest_item, src_item1, src_item2, src_item3, src_item4;
int diff = 0;
bool all = FALSE;
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
/*
* munch optional words
*/
if( ( !str_cmp( arg2, "from" ) || !str_cmp( arg2, "with" ) ) && argument[0] != '\0' )
argument = one_argument( argument, arg2 );
if( arg1[0] == '\0' )
{
send_to_char( "Fill what?\n\r", ch );
return;
}
if( ms_find_obj( ch ) )
return;
if( ( obj = get_obj_carry( ch, arg1 ) ) == NULL )
{
send_to_char( "You do not have that item.\n\r", ch );
return;
}
else
dest_item = obj->item_type;
src_item1 = src_item2 = src_item3 = src_item4 = -1;
switch ( dest_item )
{
default:
act( AT_ACTION, "$n tries to fill $p... (Don't ask me how)", ch, obj, NULL, TO_ROOM );
send_to_char( "You cannot fill that.\n\r", ch );
return;
/*
* place all fillable item types here
*/
case ITEM_DRINK_CON:
src_item1 = ITEM_FOUNTAIN;
src_item2 = ITEM_BLOOD;
break;
case ITEM_HERB_CON:
src_item1 = ITEM_HERB;
src_item2 = ITEM_HERB_CON;
break;
case ITEM_PIPE:
src_item1 = ITEM_HERB;
src_item2 = ITEM_HERB_CON;
break;
case ITEM_CONTAINER:
src_item1 = ITEM_CONTAINER;
src_item2 = ITEM_CORPSE_NPC;
src_item3 = ITEM_CORPSE_PC;
src_item4 = ITEM_CORPSE_NPC;
break;
}
if( dest_item == ITEM_CONTAINER )
{
if( IS_SET( obj->value[1], CONT_CLOSED ) )
{
act( AT_PLAIN, "The $d is closed.", ch, NULL, obj->name, TO_CHAR );
return;
}
if( get_obj_weight( obj ) / obj->count >= obj->value[0] )
{
send_to_char( "It's already full as it can be.\n\r", ch );
return;
}
}
else
{
diff = obj->value[0] - obj->value[1];
if( diff < 1 || obj->value[1] >= obj->value[0] )
{
send_to_char( "It's already full as it can be.\n\r", ch );
return;
}
}
if( dest_item == ITEM_PIPE && IS_SET( obj->value[3], PIPE_FULLOFASH ) )
{
send_to_char( "It's full of ashes, and needs to be emptied first.\n\r", ch );
return;
}
if( arg2[0] != '\0' )
{
if( dest_item == ITEM_CONTAINER && ( !str_cmp( arg2, "all" ) || !str_prefix( "all.", arg2 ) ) )
{
all = TRUE;
source = NULL;
}
else
/*
* This used to let you fill a pipe from an object on the ground. Seems
* to me you should be holding whatever you want to fill a pipe with.
* It's nitpicking, but I needed to change it to get a mobprog to work
* right. Check out Lord Fitzgibbon if you're curious. -Narn
*/
if( dest_item == ITEM_PIPE )
{
if( ( source = get_obj_carry( ch, arg2 ) ) == NULL )
{
send_to_char( "You don't have that item.\n\r", ch );
return;
}
if( source->item_type != src_item1 && source->item_type != src_item2
&& source->item_type != src_item3 && source->item_type != src_item4 )
{
act( AT_PLAIN, "You cannot fill $p with $P!", ch, obj, source, TO_CHAR );
return;
}
}
else
{
if( ( source = get_obj_here( ch, arg2 ) ) == NULL )
{
send_to_char( "You cannot find that item.\n\r", ch );
return;
}
}
}
else
source = NULL;
if( !source && dest_item == ITEM_PIPE )
{
send_to_char( "Fill it with what?\n\r", ch );
return;
}
if( !source )
{
bool found = FALSE;
OBJ_DATA *src_next;
found = FALSE;
separate_obj( obj );
for( source = ch->in_room->first_content; source; source = src_next )
{
src_next = source->next_content;
if( dest_item == ITEM_CONTAINER )
{
if( !CAN_WEAR( source, ITEM_TAKE )
|| ( IS_OBJ_STAT( source, ITEM_PROTOTYPE ) && !can_take_proto( ch ) )
|| ch->carry_weight + get_obj_weight( source ) > can_carry_w( ch )
|| ( get_obj_weight( source ) + get_obj_weight( obj ) / obj->count ) > obj->value[0] )
continue;
if( all && arg2[3] == '.' && !nifty_is_name( &arg2[4], source->name ) )
continue;
obj_from_room( source );
if( source->item_type == ITEM_MONEY )
{
ch->gold += source->value[0];
extract_obj( source );
}
else
obj_to_obj( source, obj );
found = TRUE;
}
else
if( source->item_type == src_item1
|| source->item_type == src_item2 || source->item_type == src_item3 || source->item_type == src_item4 )
{
found = TRUE;
break;
}
}
if( !found )
{
switch ( src_item1 )
{
default:
send_to_char( "There is nothing appropriate here!\n\r", ch );
return;
case ITEM_FOUNTAIN:
send_to_char( "There is no fountain or pool here!\n\r", ch );
return;
case ITEM_BLOOD:
send_to_char( "There is no blood pool here!\n\r", ch );
return;
case ITEM_HERB_CON:
send_to_char( "There are no herbs here!\n\r", ch );
return;
case ITEM_HERB:
send_to_char( "You cannot find any smoking herbs.\n\r", ch );
return;
}
}
if( dest_item == ITEM_CONTAINER )
{
act( AT_ACTION, "You fill $p.", ch, obj, NULL, TO_CHAR );
act( AT_ACTION, "$n fills $p.", ch, obj, NULL, TO_ROOM );
return;
}
}
if( dest_item == ITEM_CONTAINER )
{
OBJ_DATA *otmp, *otmp_next;
char name[MAX_INPUT_LENGTH];
CHAR_DATA *gch;
char *pd;
bool found = FALSE;
if( source == obj )
{
send_to_char( "You can't fill something with itself!\n\r", ch );
return;
}
switch ( source->item_type )
{
default: /* put something in container */
if( !source->in_room /* disallow inventory items */
|| !CAN_WEAR( source, ITEM_TAKE )
|| ( IS_OBJ_STAT( source, ITEM_PROTOTYPE ) && !can_take_proto( ch ) )
|| ch->carry_weight + get_obj_weight( source ) > can_carry_w( ch )
|| ( get_obj_weight( source ) + get_obj_weight( obj ) / obj->count ) > obj->value[0] )
{
send_to_char( "You can't do that.\n\r", ch );
return;
}
separate_obj( obj );
act( AT_ACTION, "You take $P and put it inside $p.", ch, obj, source, TO_CHAR );
act( AT_ACTION, "$n takes $P and puts it inside $p.", ch, obj, source, TO_ROOM );
obj_from_room( source );
obj_to_obj( source, obj );
break;
case ITEM_MONEY:
send_to_char( "You can't do that... yet.\n\r", ch );
break;
case ITEM_CORPSE_PC:
if( IS_NPC( ch ) )
{
send_to_char( "You can't do that.\n\r", ch );
return;
}
pd = source->short_descr;
pd = one_argument( pd, name );
pd = one_argument( pd, name );
pd = one_argument( pd, name );
pd = one_argument( pd, name );
if( str_cmp( name, ch->name ) && !IS_IMMORTAL( ch ) )
{
bool fGroup;
fGroup = FALSE;
for( gch = first_char; gch; gch = gch->next )
{
if( !IS_NPC( gch ) && is_same_group( ch, gch ) && !str_cmp( name, gch->name ) )
{
fGroup = TRUE;
break;
}
}
if( !fGroup )
{
send_to_char( "That's someone else's corpse.\n\r", ch );
return;
}
}
case ITEM_CONTAINER:
if( source->item_type == ITEM_CONTAINER /* don't remove */
&& IS_SET( source->value[1], CONT_CLOSED ) )
{
act( AT_PLAIN, "The $d is closed.", ch, NULL, source->name, TO_CHAR );
return;
}
case ITEM_DROID_CORPSE:
case ITEM_CORPSE_NPC:
if( ( otmp = source->first_content ) == NULL )
{
send_to_char( "It's empty.\n\r", ch );
return;
}
separate_obj( obj );
for( ; otmp; otmp = otmp_next )
{
otmp_next = otmp->next_content;
if( !CAN_WEAR( otmp, ITEM_TAKE )
|| ( IS_OBJ_STAT( otmp, ITEM_PROTOTYPE ) && !can_take_proto( ch ) )
|| ch->carry_number + otmp->count > can_carry_n( ch )
|| ch->carry_weight + get_obj_weight( otmp ) > can_carry_w( ch )
|| ( get_obj_weight( source ) + get_obj_weight( obj ) / obj->count ) > obj->value[0] )
continue;
obj_from_obj( otmp );
obj_to_obj( otmp, obj );
found = TRUE;
}
if( found )
{
act( AT_ACTION, "You fill $p from $P.", ch, obj, source, TO_CHAR );
act( AT_ACTION, "$n fills $p from $P.", ch, obj, source, TO_ROOM );
}
else
send_to_char( "There is nothing appropriate in there.\n\r", ch );
break;
}
return;
}
if( source->value[1] < 1 )
{
send_to_char( "There's none left!\n\r", ch );
return;
}
if( source->count > 1 && source->item_type != ITEM_FOUNTAIN )
separate_obj( source );
separate_obj( obj );
switch ( source->item_type )
{
default:
bug( "do_fill: got bad item type: %d", source->item_type );
send_to_char( "Something went wrong...\n\r", ch );
return;
case ITEM_FOUNTAIN:
if( obj->value[1] != 0 && obj->value[2] != 0 )
{
send_to_char( "There is already another liquid in it.\n\r", ch );
return;
}
obj->value[2] = 0;
obj->value[1] = obj->value[0];
act( AT_ACTION, "You fill $p from $P.", ch, obj, source, TO_CHAR );
act( AT_ACTION, "$n fills $p from $P.", ch, obj, source, TO_ROOM );
return;
case ITEM_BLOOD:
if( obj->value[1] != 0 && obj->value[2] != 13 )
{
send_to_char( "There is already another liquid in it.\n\r", ch );
return;
}
obj->value[2] = 13;
if( source->value[1] < diff )
diff = source->value[1];
obj->value[1] += diff;
act( AT_ACTION, "You fill $p from $P.", ch, obj, source, TO_CHAR );
act( AT_ACTION, "$n fills $p from $P.", ch, obj, source, TO_ROOM );
if( ( source->value[1] -= diff ) < 1 )
{
extract_obj( source );
make_bloodstain( ch );
}
return;
case ITEM_HERB:
if( obj->value[1] != 0 && obj->value[2] != source->value[2] )
{
send_to_char( "There is already another type of herb in it.\n\r", ch );
return;
}
obj->value[2] = source->value[2];
if( source->value[1] < diff )
diff = source->value[1];
obj->value[1] += diff;
act( AT_ACTION, "You fill $p with $P.", ch, obj, source, TO_CHAR );
act( AT_ACTION, "$n fills $p with $P.", ch, obj, source, TO_ROOM );
if( ( source->value[1] -= diff ) < 1 )
extract_obj( source );
return;
case ITEM_HERB_CON:
if( obj->value[1] != 0 && obj->value[2] != source->value[2] )
{
send_to_char( "There is already another type of herb in it.\n\r", ch );
return;
}
obj->value[2] = source->value[2];
if( source->value[1] < diff )
diff = source->value[1];
obj->value[1] += diff;
source->value[1] -= diff;
act( AT_ACTION, "You fill $p from $P.", ch, obj, source, TO_CHAR );
act( AT_ACTION, "$n fills $p from $P.", ch, obj, source, TO_ROOM );
return;
case ITEM_DRINK_CON:
if( obj->value[1] != 0 && obj->value[2] != source->value[2] )
{
send_to_char( "There is already another liquid in it.\n\r", ch );
return;
}
obj->value[2] = source->value[2];
if( source->value[1] < diff )
diff = source->value[1];
obj->value[1] += diff;
source->value[1] -= diff;
act( AT_ACTION, "You fill $p from $P.", ch, obj, source, TO_CHAR );
act( AT_ACTION, "$n fills $p from $P.", ch, obj, source, TO_ROOM );
return;
}
}
void do_drink( CHAR_DATA * ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
int amount;
int liquid;
argument = one_argument( argument, arg );
/*
* munch optional words
*/
if( !str_cmp( arg, "from" ) && argument[0] != '\0' )
argument = one_argument( argument, arg );
if( arg[0] == '\0' )
{
for( obj = ch->in_room->first_content; obj; obj = obj->next_content )
if( ( obj->item_type == ITEM_FOUNTAIN ) || ( obj->item_type == ITEM_BLOOD ) )
break;
if( !obj )
{
send_to_char( "Drink what?\n\r", ch );
return;
}
}
else
{
if( ( obj = get_obj_here( ch, arg ) ) == NULL )
{
send_to_char( "You can't find it.\n\r", ch );
return;
}
}
if( obj->count > 1 && obj->item_type != ITEM_FOUNTAIN )
separate_obj( obj );
if( !IS_NPC( ch ) && ch->pcdata->condition[COND_DRUNK] > 40 )
{
send_to_char( "You fail to reach your mouth. *Hic*\n\r", ch );
return;
}
switch ( obj->item_type )
{
default:
if( obj->carried_by == ch )
{
act( AT_ACTION, "$n lifts $p up to $s mouth and tries to drink from it...", ch, obj, NULL, TO_ROOM );
act( AT_ACTION, "You bring $p up to your mouth and try to drink from it...", ch, obj, NULL, TO_CHAR );
}
else
{
act( AT_ACTION, "$n gets down and tries to drink from $p... (Is $e feeling ok?)", ch, obj, NULL, TO_ROOM );
act( AT_ACTION, "You get down on the ground and try to drink from $p...", ch, obj, NULL, TO_CHAR );
}
break;
case ITEM_POTION:
if( obj->carried_by == ch )
do_quaff( ch, obj->name );
else
send_to_char( "You're not carrying that.\n\r", ch );
break;
case ITEM_FOUNTAIN:
if( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) )
{
act( AT_ACTION, "$n drinks from the fountain.", ch, NULL, NULL, TO_ROOM );
send_to_char( "You take a long thirst quenching drink.\n\r", ch );
}
if( !IS_NPC( ch ) )
ch->pcdata->condition[COND_THIRST] = 40;
break;
case ITEM_DRINK_CON:
if( obj->value[1] <= 0 )
{
send_to_char( "It is already empty.\n\r", ch );
return;
}
if( ( liquid = obj->value[2] ) >= LIQ_MAX )
{
bug( "Do_drink: bad liquid number %d.", liquid );
liquid = obj->value[2] = 0;
}
if( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) )
{
act( AT_ACTION, "$n drinks $T from $p.", ch, obj, liq_table[liquid].liq_name, TO_ROOM );
act( AT_ACTION, "You drink $T from $p.", ch, obj, liq_table[liquid].liq_name, TO_CHAR );
}
amount = 1; /* UMIN(amount, obj->value[1]); */
/*
* what was this? concentrated drinks? concentrated water
* too I suppose... sheesh!
*/
gain_condition( ch, COND_DRUNK, amount * liq_table[liquid].liq_affect[COND_DRUNK] );
gain_condition( ch, COND_FULL, amount * liq_table[liquid].liq_affect[COND_FULL] );
gain_condition( ch, COND_THIRST, amount * liq_table[liquid].liq_affect[COND_THIRST] );
if( !IS_NPC( ch ) )
{
if( ch->pcdata->condition[COND_DRUNK] > 24 )
send_to_char( "You feel quite sloshed.\n\r", ch );
else if( ch->pcdata->condition[COND_DRUNK] > 18 )
send_to_char( "You feel very drunk.\n\r", ch );
else if( ch->pcdata->condition[COND_DRUNK] > 12 )
send_to_char( "You feel drunk.\n\r", ch );
else if( ch->pcdata->condition[COND_DRUNK] > 8 )
send_to_char( "You feel a little drunk.\n\r", ch );
else if( ch->pcdata->condition[COND_DRUNK] > 5 )
send_to_char( "You feel light headed.\n\r", ch );
if( ch->pcdata->condition[COND_FULL] > 40 )
send_to_char( "You are full.\n\r", ch );
if( ch->pcdata->condition[COND_THIRST] > 40 )
send_to_char( "You feel bloated.\n\r", ch );
else if( ch->pcdata->condition[COND_THIRST] > 36 )
send_to_char( "Your stomach is sloshing around.\n\r", ch );
else if( ch->pcdata->condition[COND_THIRST] > 30 )
send_to_char( "You do not feel thirsty.\n\r", ch );
}
if( obj->value[3] )
{
/*
* The drink was poisoned!
*/
AFFECT_DATA af;
act( AT_POISON, "$n sputters and gags.", ch, NULL, NULL, TO_ROOM );
act( AT_POISON, "You sputter and gag.", ch, NULL, NULL, TO_CHAR );
ch->mental_state = URANGE( 20, ch->mental_state + 5, 100 );
af.type = gsn_poison;
af.duration = 3 * obj->value[3];
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_POISON;
affect_join( ch, &af );
}
obj->value[1] -= amount;
break;
}
WAIT_STATE( ch, PULSE_PER_SECOND );
return;
}
void do_eat( CHAR_DATA * ch, char *argument )
{
OBJ_DATA *obj;
ch_ret retcode;
int foodcond;
if( argument[0] == '\0' )
{
send_to_char( "Eat what?\n\r", ch );
return;
}
if( IS_NPC( ch ) || ch->pcdata->condition[COND_FULL] > 5 )
if( ms_find_obj( ch ) )
return;
if( ( obj = find_obj( ch, argument, TRUE ) ) == NULL )
return;
if( !IS_IMMORTAL( ch ) )
{
if( obj->item_type != ITEM_FOOD && obj->item_type != ITEM_PILL )
{
act( AT_ACTION, "$n starts to nibble on $p... ($e must really be hungry)", ch, obj, NULL, TO_ROOM );
act( AT_ACTION, "You try to nibble on $p...", ch, obj, NULL, TO_CHAR );
return;
}
if( !IS_NPC( ch ) && ch->pcdata->condition[COND_FULL] > 40 )
{
send_to_char( "You are too full to eat more.\n\r", ch );
return;
}
}
/*
* required due to object grouping
*/
separate_obj( obj );
WAIT_STATE( ch, PULSE_PER_SECOND / 2 );
if( obj->in_obj )
{
act( AT_PLAIN, "You take $p from $P.", ch, obj, obj->in_obj, TO_CHAR );
act( AT_PLAIN, "$n takes $p from $P.", ch, obj, obj->in_obj, TO_ROOM );
}
if( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) )
{
if( !obj->action_desc || obj->action_desc[0] == '\0' )
{
act( AT_ACTION, "$n eats $p.", ch, obj, NULL, TO_ROOM );
act( AT_ACTION, "You eat $p.", ch, obj, NULL, TO_CHAR );
}
else
actiondesc( ch, obj, NULL );
}
switch ( obj->item_type )
{
case ITEM_FOOD:
if( obj->timer > 0 && obj->value[1] > 0 )
foodcond = ( obj->timer * 10 ) / obj->value[1];
else
foodcond = 10;
if( !IS_NPC( ch ) )
{
int condition;
condition = ch->pcdata->condition[COND_FULL];
gain_condition( ch, COND_FULL, ( obj->value[0] * foodcond ) / 10 );
if( condition <= 1 && ch->pcdata->condition[COND_FULL] > 1 )
send_to_char( "You are no longer hungry.\n\r", ch );
else if( ch->pcdata->condition[COND_FULL] > 40 )
send_to_char( "You are full.\n\r", ch );
}
if( obj->value[3] != 0 || ( foodcond < 4 && number_range( 0, foodcond + 1 ) == 0 ) )
{
/*
* The food was poisoned!
*/
AFFECT_DATA af;
if( obj->value[3] != 0 )
{
act( AT_POISON, "$n chokes and gags.", ch, NULL, NULL, TO_ROOM );
act( AT_POISON, "You choke and gag.", ch, NULL, NULL, TO_CHAR );
ch->mental_state = URANGE( 20, ch->mental_state + 5, 100 );
}
else
{
act( AT_POISON, "$n gags on $p.", ch, obj, NULL, TO_ROOM );
act( AT_POISON, "You gag on $p.", ch, obj, NULL, TO_CHAR );
ch->mental_state = URANGE( 15, ch->mental_state + 5, 100 );
}
af.type = gsn_poison;
af.duration = 2 * obj->value[0] * ( obj->value[3] > 0 ? obj->value[3] : 1 );
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_POISON;
affect_join( ch, &af );
}
break;
case ITEM_PILL:
/*
* allow pills to fill you, if so desired
*/
if( !IS_NPC( ch ) && obj->value[4] )
{
int condition;
condition = ch->pcdata->condition[COND_FULL];
gain_condition( ch, COND_FULL, obj->value[4] );
if( condition <= 1 && ch->pcdata->condition[COND_FULL] > 1 )
send_to_char( "You are no longer hungry.\n\r", ch );
else if( ch->pcdata->condition[COND_FULL] > 40 )
send_to_char( "You are full.\n\r", ch );
}
retcode = obj_cast_spell( obj->value[1], obj->value[0], ch, ch, NULL );
if( retcode == rNONE )
retcode = obj_cast_spell( obj->value[2], obj->value[0], ch, ch, NULL );
if( retcode == rNONE )
retcode = obj_cast_spell( obj->value[3], obj->value[0], ch, ch, NULL );
break;
}
if( obj->serial == cur_obj )
global_objcode = rOBJ_EATEN;
extract_obj( obj );
return;
}
void do_quaff( CHAR_DATA * ch, char *argument )
{
OBJ_DATA *obj;
ch_ret retcode;
if( argument[0] == '\0' || !str_cmp( argument, "" ) )
{
send_to_char( "Quaff what?\n\r", ch );
return;
}
if( ( obj = find_obj( ch, argument, TRUE ) ) == NULL )
return;
if( obj->item_type != ITEM_POTION )
{
if( obj->item_type == ITEM_DRINK_CON )
do_drink( ch, obj->name );
else
{
act( AT_ACTION, "$n lifts $p up to $s mouth and tries to drink from it...", ch, obj, NULL, TO_ROOM );
act( AT_ACTION, "You bring $p up to your mouth and try to drink from it...", ch, obj, NULL, TO_CHAR );
}
return;
}
/*
* Fullness checking -Thoric
*/
if( !IS_NPC( ch ) && ( ch->pcdata->condition[COND_FULL] >= 48 || ch->pcdata->condition[COND_THIRST] >= 48 ) )
{
send_to_char( "Your stomach cannot contain any more.\n\r", ch );
return;
}
separate_obj( obj );
if( obj->in_obj )
{
act( AT_PLAIN, "You take $p from $P.", ch, obj, obj->in_obj, TO_CHAR );
act( AT_PLAIN, "$n takes $p from $P.", ch, obj, obj->in_obj, TO_ROOM );
}
/*
* If fighting, chance of dropping potion -Thoric
*/
if( ch->fighting && number_percent( ) > ( get_curr_dex( ch ) * 2 + 48 ) )
{
act( AT_MAGIC, "$n accidentally drops $p and it smashes into a thousand fragments.", ch, obj, NULL, TO_ROOM );
act( AT_MAGIC, "Oops... $p gets knocked from your hands and smashes into pieces!", ch, obj, NULL, TO_CHAR );
}
else
{
if( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) )
{
act( AT_ACTION, "$n quaffs $p.", ch, obj, NULL, TO_ROOM );
act( AT_ACTION, "You quaff $p.", ch, obj, NULL, TO_CHAR );
}
WAIT_STATE( ch, PULSE_PER_SECOND / 4 );
gain_condition( ch, COND_THIRST, 1 );
retcode = obj_cast_spell( obj->value[1], obj->value[0], ch, ch, NULL );
if( retcode == rNONE )
retcode = obj_cast_spell( obj->value[2], obj->value[0], ch, ch, NULL );
if( retcode == rNONE )
retcode = obj_cast_spell( obj->value[3], obj->value[0], ch, ch, NULL );
}
if( cur_obj == obj->serial )
global_objcode = rOBJ_QUAFFED;
extract_obj( obj );
return;
}
void do_recite( CHAR_DATA * ch, char *argument )
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *scroll;
OBJ_DATA *obj;
ch_ret retcode;
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if( arg1[0] == '\0' )
{
send_to_char( "Activate what?\n\r", ch );
return;
}
if( ms_find_obj( ch ) )
return;
if( ( scroll = get_obj_carry( ch, arg1 ) ) == NULL )
{
send_to_char( "You do not have that item.\n\r", ch );
return;
}
if( scroll->item_type != ITEM_SCROLL )
{
act( AT_ACTION, "$n attempts to activate $p ... the silly fool.", ch, scroll, NULL, TO_ROOM );
act( AT_ACTION, "You try to activate $p. (Now what?)", ch, scroll, NULL, TO_CHAR );
return;
}
if( IS_NPC( ch ) && ( scroll->pIndexData->vnum == OBJ_VNUM_SCROLL_SCRIBING ) )
{
send_to_char( "As a mob, this dialect is foreign to you.\n\r", ch );
return;
}
if( ( scroll->pIndexData->vnum == OBJ_VNUM_SCROLL_SCRIBING ) && ( ch->top_level + 10 < scroll->value[0] ) )
{
send_to_char( "This item is too complex for you to understand.\n\r", ch );
return;
}
obj = NULL;
if( arg2[0] == '\0' )
victim = ch;
else
{
if( ( victim = get_char_room( ch, arg2 ) ) == NULL && ( obj = get_obj_here( ch, arg2 ) ) == NULL )
{
send_to_char( "You can't find it.\n\r", ch );
return;
}
}
separate_obj( scroll );
act( AT_MAGIC, "$n activate $p.", ch, scroll, NULL, TO_ROOM );
act( AT_MAGIC, "You activate $p.", ch, scroll, NULL, TO_CHAR );
WAIT_STATE( ch, PULSE_PER_SECOND / 2 );
retcode = obj_cast_spell( scroll->value[1], scroll->value[0], ch, victim, obj );
if( retcode == rNONE )
retcode = obj_cast_spell( scroll->value[2], scroll->value[0], ch, victim, obj );
if( retcode == rNONE )
retcode = obj_cast_spell( scroll->value[3], scroll->value[0], ch, victim, obj );
if( scroll->serial == cur_obj )
global_objcode = rOBJ_USED;
extract_obj( scroll );
return;
}
/*
* Function to handle the state changing of a triggerobject (lever) -Thoric
*/
void pullorpush( CHAR_DATA * ch, OBJ_DATA * obj, bool pull )
{
char buf[MAX_STRING_LENGTH];
CHAR_DATA *rch;
bool isup;
ROOM_INDEX_DATA *room, *to_room = NULL;
EXIT_DATA *pexit, *pexit_rev;
int edir;
char *txt;
if( IS_SET( obj->value[0], TRIG_UP ) )
isup = TRUE;
else
isup = FALSE;
switch ( obj->item_type )
{
default:
sprintf( buf, "You can't %s that!\n\r", pull ? "pull" : "push" );
send_to_char( buf, ch );
return;
break;
case ITEM_SWITCH:
case ITEM_LEVER:
case ITEM_PULLCHAIN:
if( ( !pull && isup ) || ( pull && !isup ) )
{
sprintf( buf, "It is already %s.\n\r", isup ? "up" : "down" );
send_to_char( buf, ch );
return;
}
case ITEM_BUTTON:
if( ( !pull && isup ) || ( pull & !isup ) )
{
sprintf( buf, "It is already %s.\n\r", isup ? "in" : "out" );
send_to_char( buf, ch );
return;
}
break;
}
if( ( pull ) && IS_SET( obj->pIndexData->progtypes, PULL_PROG ) )
{
if( !IS_SET( obj->value[0], TRIG_AUTORETURN ) )
REMOVE_BIT( obj->value[0], TRIG_UP );
oprog_pull_trigger( ch, obj );
return;
}
if( ( !pull ) && IS_SET( obj->pIndexData->progtypes, PUSH_PROG ) )
{
if( !IS_SET( obj->value[0], TRIG_AUTORETURN ) )
SET_BIT( obj->value[0], TRIG_UP );
oprog_push_trigger( ch, obj );
return;
}
if( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) )
{
sprintf( buf, "$n %s $p.", pull ? "pulls" : "pushes" );
act( AT_ACTION, buf, ch, obj, NULL, TO_ROOM );
sprintf( buf, "You %s $p.", pull ? "pull" : "push" );
act( AT_ACTION, buf, ch, obj, NULL, TO_CHAR );
}
if( !IS_SET( obj->value[0], TRIG_AUTORETURN ) )
{
if( pull )
REMOVE_BIT( obj->value[0], TRIG_UP );
else
SET_BIT( obj->value[0], TRIG_UP );
}
if( IS_SET( obj->value[0], TRIG_TELEPORT )
|| IS_SET( obj->value[0], TRIG_TELEPORTALL ) || IS_SET( obj->value[0], TRIG_TELEPORTPLUS ) )
{
int flags;
if( ( room = get_room_index( obj->value[1] ) ) == NULL )
{
bug( "PullOrPush: obj points to invalid room %d", obj->value[1] );
return;
}
flags = 0;
if( IS_SET( obj->value[0], TRIG_SHOWROOMDESC ) )
SET_BIT( flags, TELE_SHOWDESC );
if( IS_SET( obj->value[0], TRIG_TELEPORTALL ) )
SET_BIT( flags, TELE_TRANSALL );
if( IS_SET( obj->value[0], TRIG_TELEPORTPLUS ) )
SET_BIT( flags, TELE_TRANSALLPLUS );
teleport( ch, obj->value[1], flags );
return;
}
if( IS_SET( obj->value[0], TRIG_RAND4 ) || IS_SET( obj->value[0], TRIG_RAND6 ) )
{
int maxd;
if( ( room = get_room_index( obj->value[1] ) ) == NULL )
{
bug( "PullOrPush: obj points to invalid room %d", obj->value[1] );
return;
}
if( IS_SET( obj->value[0], TRIG_RAND4 ) )
maxd = 3;
else
maxd = 5;
randomize_exits( room, maxd );
for( rch = room->first_person; rch; rch = rch->next_in_room )
{
send_to_char( "You hear a loud rumbling sound.\n\r", rch );
send_to_char( "Something seems different...\n\r", rch );
}
}
if( IS_SET( obj->value[0], TRIG_DOOR ) )
{
room = get_room_index( obj->value[1] );
if( !room )
room = obj->in_room;
if( !room )
{
bug( "PullOrPush: obj points to invalid room %d", obj->value[1] );
return;
}
if( IS_SET( obj->value[0], TRIG_D_NORTH ) )
{
edir = DIR_NORTH;
txt = "to the north";
}
else if( IS_SET( obj->value[0], TRIG_D_SOUTH ) )
{
edir = DIR_SOUTH;
txt = "to the south";
}
else if( IS_SET( obj->value[0], TRIG_D_EAST ) )
{
edir = DIR_EAST;
txt = "to the east";
}
else if( IS_SET( obj->value[0], TRIG_D_WEST ) )
{
edir = DIR_WEST;
txt = "to the west";
}
else if( IS_SET( obj->value[0], TRIG_D_UP ) )
{
edir = DIR_UP;
txt = "from above";
}
else if( IS_SET( obj->value[0], TRIG_D_DOWN ) )
{
edir = DIR_DOWN;
txt = "from below";
}
else
{
bug( "PullOrPush: door: no direction flag set.", 0 );
return;
}
pexit = get_exit( room, edir );
if( !pexit )
{
if( !IS_SET( obj->value[0], TRIG_PASSAGE ) )
{
bug( "PullOrPush: obj points to non-exit %d", obj->value[1] );
return;
}
to_room = get_room_index( obj->value[2] );
if( !to_room )
{
bug( "PullOrPush: dest points to invalid room %d", obj->value[2] );
return;
}
pexit = make_exit( room, to_room, edir );
pexit->keyword = STRALLOC( "" );
pexit->description = STRALLOC( "" );
pexit->key = -1;
pexit->exit_info = 0;
top_exit++;
act( AT_PLAIN, "A passage opens!", ch, NULL, NULL, TO_CHAR );
act( AT_PLAIN, "A passage opens!", ch, NULL, NULL, TO_ROOM );
return;
}
if( IS_SET( obj->value[0], TRIG_UNLOCK ) && IS_SET( pexit->exit_info, EX_LOCKED ) )
{
REMOVE_BIT( pexit->exit_info, EX_LOCKED );
act( AT_PLAIN, "You hear a faint click $T.", ch, NULL, txt, TO_CHAR );
act( AT_PLAIN, "You hear a faint click $T.", ch, NULL, txt, TO_ROOM );
if( ( pexit_rev = pexit->rexit ) != NULL && pexit_rev->to_room == ch->in_room )
REMOVE_BIT( pexit_rev->exit_info, EX_LOCKED );
return;
}
if( IS_SET( obj->value[0], TRIG_LOCK ) && !IS_SET( pexit->exit_info, EX_LOCKED ) )
{
SET_BIT( pexit->exit_info, EX_LOCKED );
act( AT_PLAIN, "You hear a faint click $T.", ch, NULL, txt, TO_CHAR );
act( AT_PLAIN, "You hear a faint click $T.", ch, NULL, txt, TO_ROOM );
if( ( pexit_rev = pexit->rexit ) != NULL && pexit_rev->to_room == ch->in_room )
SET_BIT( pexit_rev->exit_info, EX_LOCKED );
return;
}
if( IS_SET( obj->value[0], TRIG_OPEN ) && IS_SET( pexit->exit_info, EX_CLOSED ) )
{
REMOVE_BIT( pexit->exit_info, EX_CLOSED );
for( rch = room->first_person; rch; rch = rch->next_in_room )
act( AT_ACTION, "The $d opens.", rch, NULL, pexit->keyword, TO_CHAR );
if( ( pexit_rev = pexit->rexit ) != NULL && pexit_rev->to_room == ch->in_room )
{
REMOVE_BIT( pexit_rev->exit_info, EX_CLOSED );
for( rch = to_room->first_person; rch; rch = rch->next_in_room )
act( AT_ACTION, "The $d opens.", rch, NULL, pexit_rev->keyword, TO_CHAR );
}
check_room_for_traps( ch, trap_door[edir] );
return;
}
if( IS_SET( obj->value[0], TRIG_CLOSE ) && !IS_SET( pexit->exit_info, EX_CLOSED ) )
{
SET_BIT( pexit->exit_info, EX_CLOSED );
for( rch = room->first_person; rch; rch = rch->next_in_room )
act( AT_ACTION, "The $d closes.", rch, NULL, pexit->keyword, TO_CHAR );
if( ( pexit_rev = pexit->rexit ) != NULL && pexit_rev->to_room == ch->in_room )
{
SET_BIT( pexit_rev->exit_info, EX_CLOSED );
for( rch = to_room->first_person; rch; rch = rch->next_in_room )
act( AT_ACTION, "The $d closes.", rch, NULL, pexit_rev->keyword, TO_CHAR );
}
check_room_for_traps( ch, trap_door[edir] );
return;
}
}
}
void do_pull( CHAR_DATA * ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
one_argument( argument, arg );
if( arg[0] == '\0' )
{
send_to_char( "Pull what?\n\r", ch );
return;
}
if( ms_find_obj( ch ) )
return;
if( ( obj = get_obj_here( ch, arg ) ) == NULL )
{
act( AT_PLAIN, "I see no $T here.", ch, NULL, arg, TO_CHAR );
return;
}
pullorpush( ch, obj, TRUE );
}
void do_push( CHAR_DATA * ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
one_argument( argument, arg );
if( arg[0] == '\0' )
{
send_to_char( "Push what?\n\r", ch );
return;
}
if( ms_find_obj( ch ) )
return;
if( ( obj = get_obj_here( ch, arg ) ) == NULL )
{
act( AT_PLAIN, "I see no $T here.", ch, NULL, arg, TO_CHAR );
return;
}
pullorpush( ch, obj, FALSE );
}
/* pipe commands (light, tamp, smoke) by Thoric */
void do_tamp( CHAR_DATA * ch, char *argument )
{
OBJ_DATA *pipe;
char arg[MAX_INPUT_LENGTH];
one_argument( argument, arg );
if( arg[0] == '\0' )
{
send_to_char( "Tamp what?\n\r", ch );
return;
}
if( ms_find_obj( ch ) )
return;
if( ( pipe = get_obj_carry( ch, arg ) ) == NULL )
{
send_to_char( "You aren't carrying that.\n\r", ch );
return;
}
if( pipe->item_type != ITEM_PIPE )
{
send_to_char( "You can't tamp that.\n\r", ch );
return;
}
if( !IS_SET( pipe->value[3], PIPE_TAMPED ) )
{
act( AT_ACTION, "You gently tamp $p.", ch, pipe, NULL, TO_CHAR );
act( AT_ACTION, "$n gently tamps $p.", ch, pipe, NULL, TO_ROOM );
SET_BIT( pipe->value[3], PIPE_TAMPED );
return;
}
send_to_char( "It doesn't need tamping.\n\r", ch );
}
void do_smoke( CHAR_DATA * ch, char *argument )
{
OBJ_DATA *pipe;
char arg[MAX_INPUT_LENGTH];
one_argument( argument, arg );
if( arg[0] == '\0' )
{
send_to_char( "Smoke what?\n\r", ch );
return;
}
if( ms_find_obj( ch ) )
return;
if( ( pipe = get_obj_carry( ch, arg ) ) == NULL )
{
send_to_char( "You aren't carrying that.\n\r", ch );
return;
}
if( pipe->item_type != ITEM_PIPE )
{
act( AT_ACTION, "You try to smoke $p... but it doesn't seem to work.", ch, pipe, NULL, TO_CHAR );
act( AT_ACTION, "$n tries to smoke $p... (I wonder what $e's been putting his $s pipe?)", ch, pipe, NULL, TO_ROOM );
return;
}
if( !IS_SET( pipe->value[3], PIPE_LIT ) )
{
act( AT_ACTION, "You try to smoke $p, but it's not lit.", ch, pipe, NULL, TO_CHAR );
act( AT_ACTION, "$n tries to smoke $p, but it's not lit.", ch, pipe, NULL, TO_ROOM );
return;
}
if( pipe->value[1] > 0 )
{
if( !oprog_use_trigger( ch, pipe, NULL, NULL, NULL ) )
{
act( AT_ACTION, "You draw thoughtfully from $p.", ch, pipe, NULL, TO_CHAR );
act( AT_ACTION, "$n draws thoughtfully from $p.", ch, pipe, NULL, TO_ROOM );
}
if( IS_VALID_HERB( pipe->value[2] ) && pipe->value[2] < top_herb )
{
int sn = pipe->value[2] + TYPE_HERB;
SKILLTYPE *skill = get_skilltype( sn );
WAIT_STATE( ch, skill->beats );
if( skill->spell_fun )
obj_cast_spell( sn, UMIN( skill->min_level, ch->top_level ), ch, ch, NULL );
if( obj_extracted( pipe ) )
return;
}
else
bug( "do_smoke: bad herb type %d", pipe->value[2] );
SET_BIT( pipe->value[3], PIPE_HOT );
if( --pipe->value[1] < 1 )
{
REMOVE_BIT( pipe->value[3], PIPE_LIT );
SET_BIT( pipe->value[3], PIPE_DIRTY );
SET_BIT( pipe->value[3], PIPE_FULLOFASH );
}
}
}
void do_light( CHAR_DATA * ch, char *argument )
{
OBJ_DATA *pipe;
char arg[MAX_INPUT_LENGTH];
one_argument( argument, arg );
if( arg[0] == '\0' )
{
send_to_char( "Light what?\n\r", ch );
return;
}
if( ms_find_obj( ch ) )
return;
if( ( pipe = get_obj_carry( ch, arg ) ) == NULL )
{
send_to_char( "You aren't carrying that.\n\r", ch );
return;
}
if( pipe->item_type != ITEM_PIPE )
{
send_to_char( "You can't light that.\n\r", ch );
return;
}
if( !IS_SET( pipe->value[3], PIPE_LIT ) )
{
if( pipe->value[1] < 1 )
{
act( AT_ACTION, "You try to light $p, but it's empty.", ch, pipe, NULL, TO_CHAR );
act( AT_ACTION, "$n tries to light $p, but it's empty.", ch, pipe, NULL, TO_ROOM );
return;
}
act( AT_ACTION, "You carefully light $p.", ch, pipe, NULL, TO_CHAR );
act( AT_ACTION, "$n carefully lights $p.", ch, pipe, NULL, TO_ROOM );
SET_BIT( pipe->value[3], PIPE_LIT );
return;
}
send_to_char( "It's already lit.\n\r", ch );
}
void do_empty( CHAR_DATA * ch, char *argument )
{
OBJ_DATA *obj;
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if( !str_cmp( arg2, "into" ) && argument[0] != '\0' )
argument = one_argument( argument, arg2 );
if( arg1[0] == '\0' )
{
send_to_char( "Empty what?\n\r", ch );
return;
}
if( ms_find_obj( ch ) )
return;
if( ( obj = get_obj_carry( ch, arg1 ) ) == NULL )
{
send_to_char( "You aren't carrying that.\n\r", ch );
return;
}
if( obj->count > 1 )
separate_obj( obj );
switch ( obj->item_type )
{
default:
act( AT_ACTION, "You shake $p in an attempt to empty it...", ch, obj, NULL, TO_CHAR );
act( AT_ACTION, "$n begins to shake $p in an attempt to empty it...", ch, obj, NULL, TO_ROOM );
return;
case ITEM_PIPE:
act( AT_ACTION, "You gently tap $p and empty it out.", ch, obj, NULL, TO_CHAR );
act( AT_ACTION, "$n gently taps $p and empties it out.", ch, obj, NULL, TO_ROOM );
REMOVE_BIT( obj->value[3], PIPE_FULLOFASH );
REMOVE_BIT( obj->value[3], PIPE_LIT );
obj->value[1] = 0;
return;
case ITEM_DRINK_CON:
if( obj->value[1] < 1 )
{
send_to_char( "It's already empty.\n\r", ch );
return;
}
act( AT_ACTION, "You empty $p.", ch, obj, NULL, TO_CHAR );
act( AT_ACTION, "$n empties $p.", ch, obj, NULL, TO_ROOM );
obj->value[1] = 0;
return;
case ITEM_CONTAINER:
if( IS_SET( obj->value[1], CONT_CLOSED ) )
{
act( AT_PLAIN, "The $d is closed.", ch, NULL, obj->name, TO_CHAR );
return;
}
if( !obj->first_content )
{
send_to_char( "It's already empty.\n\r", ch );
return;
}
if( arg2[0] == '\0' )
{
if( IS_SET( ch->in_room->room_flags, ROOM_NODROP ) || ( !IS_NPC( ch ) && IS_SET( ch->act, PLR_LITTERBUG ) ) )
{
set_char_color( AT_MAGIC, ch );
send_to_char( "A magical force stops you!\n\r", ch );
set_char_color( AT_TELL, ch );
send_to_char( "Someone tells you, 'No littering here!'\n\r", ch );
return;
}
if( IS_SET( ch->in_room->room_flags, ROOM_NODROPALL ) )
{
send_to_char( "You can't seem to do that here...\n\r", ch );
return;
}
if( empty_obj( obj, NULL, ch->in_room ) )
{
act( AT_ACTION, "You empty $p.", ch, obj, NULL, TO_CHAR );
act( AT_ACTION, "$n empties $p.", ch, obj, NULL, TO_ROOM );
if( IS_SET( sysdata.save_flags, SV_DROP ) )
save_char_obj( ch );
}
else
send_to_char( "Hmmm... didn't work.\n\r", ch );
}
else
{
OBJ_DATA *dest = get_obj_here( ch, arg2 );
if( !dest )
{
send_to_char( "You can't find it.\n\r", ch );
return;
}
if( dest == obj )
{
send_to_char( "You can't empty something into itself!\n\r", ch );
return;
}
if( dest->item_type != ITEM_CONTAINER )
{
send_to_char( "That's not a container!\n\r", ch );
return;
}
if( IS_SET( dest->value[1], CONT_CLOSED ) )
{
act( AT_PLAIN, "The $d is closed.", ch, NULL, dest->name, TO_CHAR );
return;
}
separate_obj( dest );
if( empty_obj( obj, dest, NULL ) )
{
act( AT_ACTION, "You empty $p into $P.", ch, obj, dest, TO_CHAR );
act( AT_ACTION, "$n empties $p into $P.", ch, obj, dest, TO_ROOM );
if( !dest->carried_by && IS_SET( sysdata.save_flags, SV_PUT ) )
save_char_obj( ch );
}
else
act( AT_ACTION, "$P is too full.", ch, obj, dest, TO_CHAR );
}
return;
}
}
/*
* Apply a salve/ointment -Thoric
*/
void do_apply( CHAR_DATA * ch, char *argument )
{
OBJ_DATA *obj;
ch_ret retcode;
if( argument[0] == '\0' )
{
send_to_char( "Apply what?\n\r", ch );
return;
}
if( ms_find_obj( ch ) )
return;
if( ( obj = get_obj_carry( ch, argument ) ) == NULL )
{
send_to_char( "You do not have that.\n\r", ch );
return;
}
if( obj->item_type != ITEM_SALVE )
{
act( AT_ACTION, "$n starts to rub $p on $mself...", ch, obj, NULL, TO_ROOM );
act( AT_ACTION, "You try to rub $p on yourself...", ch, obj, NULL, TO_CHAR );
return;
}
separate_obj( obj );
--obj->value[1];
if( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) )
{
if( !obj->action_desc || obj->action_desc[0] == '\0' )
{
act( AT_ACTION, "$n rubs $p onto $s body.", ch, obj, NULL, TO_ROOM );
if( obj->value[1] <= 0 )
act( AT_ACTION, "You apply the last of $p onto your body.", ch, obj, NULL, TO_CHAR );
else
act( AT_ACTION, "You apply $p onto your body.", ch, obj, NULL, TO_CHAR );
}
else
actiondesc( ch, obj, NULL );
}
WAIT_STATE( ch, obj->value[2] );
retcode = obj_cast_spell( obj->value[4], obj->value[0], ch, ch, NULL );
if( retcode == rNONE )
retcode = obj_cast_spell( obj->value[5], obj->value[0], ch, ch, NULL );
if( !obj_extracted( obj ) && obj->value[1] <= 0 )
extract_obj( obj );
return;
}
void actiondesc( CHAR_DATA * ch, OBJ_DATA * obj, void *vo )
{
char charbuf[MAX_STRING_LENGTH];
char roombuf[MAX_STRING_LENGTH];
char *srcptr = obj->action_desc;
char *charptr = charbuf;
char *roomptr = roombuf;
const char *ichar = NULL;
const char *iroom = NULL;
while( *srcptr != '\0' )
{
if( *srcptr == '$' )
{
srcptr++;
switch ( *srcptr )
{
case 'e':
ichar = "you";
iroom = "$e";
break;
case 'm':
ichar = "you";
iroom = "$m";
break;
case 'n':
ichar = "you";
iroom = "$n";
break;
case 's':
ichar = "your";
iroom = "$s";
break;
/*
* case 'q':
* iroom = "s";
* break;
*/
default:
srcptr--;
*charptr++ = *srcptr;
*roomptr++ = *srcptr;
break;
}
}
else if( *srcptr == '%' && *++srcptr == 's' )
{
ichar = "You";
iroom = IS_NPC( ch ) ? ch->short_descr : ch->name;
}
else
{
*charptr++ = *srcptr;
*roomptr++ = *srcptr;
srcptr++;
continue;
}
while( ( *charptr = *ichar ) != '\0' )
{
charptr++;
ichar++;
}
while( ( *roomptr = *iroom ) != '\0' )
{
roomptr++;
iroom++;
}
srcptr++;
}
*charptr = '\0';
*roomptr = '\0';
/*
sprintf( buf, "Charbuf: %s", charbuf );
log_string_plus( buf, LOG_HIGH, LEVEL_LESSER );
sprintf( buf, "Roombuf: %s", roombuf );
log_string_plus( buf, LOG_HIGH, LEVEL_LESSER );
*/
switch ( obj->item_type )
{
case ITEM_BLOOD:
case ITEM_FOUNTAIN:
act( AT_ACTION, charbuf, ch, obj, ch, TO_CHAR );
act( AT_ACTION, roombuf, ch, obj, ch, TO_ROOM );
return;
case ITEM_DRINK_CON:
act( AT_ACTION, charbuf, ch, obj, liq_table[obj->value[2]].liq_name, TO_CHAR );
act( AT_ACTION, roombuf, ch, obj, liq_table[obj->value[2]].liq_name, TO_ROOM );
return;
case ITEM_PIPE:
return;
case ITEM_ARMOR:
case ITEM_WEAPON:
case ITEM_LIGHT:
act( AT_ACTION, charbuf, ch, obj, ch, TO_CHAR );
act( AT_ACTION, roombuf, ch, obj, ch, TO_ROOM );
return;
case ITEM_FOOD:
case ITEM_PILL:
act( AT_ACTION, charbuf, ch, obj, ch, TO_CHAR );
act( AT_ACTION, roombuf, ch, obj, ch, TO_ROOM );
return;
default:
return;
}
return;
}
void do_hail( CHAR_DATA * ch, char *argument )
{
int vnum;
ROOM_INDEX_DATA *room = NULL;
if( !ch->in_room )
return;
if( ch->position < POS_FIGHTING )
{
send_to_char( "You might want to stop fighting first!\n\r", ch );
return;
}
if( ch->position < POS_STANDING )
{
send_to_char( "You might want to stand up first!\n\r", ch );
return;
}
if( IS_SET( ch->in_room->room_flags, ROOM_INDOORS ) )
{
send_to_char( "You'll have to go outside to do that!\n\r", ch );
return;
}
if( IS_SET( ch->in_room->room_flags, ROOM_SPACECRAFT ) )
{
send_to_char( "You can't do that on spacecraft!\n\r", ch );
return;
}
if( ch->gold < ( ch->top_level - 9 ) )
{
send_to_char( "You don't have enough credits!\n\r", ch );
return;
}
vnum = ch->in_room->vnum;
for( vnum = ch->in_room->area->low_r_vnum; vnum <= ch->in_room->area->hi_r_vnum; vnum++ )
{
room = get_room_index( vnum );
if( room != NULL )
{
if( IS_SET( room->room_flags, ROOM_HOTEL ) )
break;
else
room = NULL;
}
}
if( room == NULL )
{
send_to_char( "There doesn't seem to be any taxis nearby!\n\r", ch );
return;
}
ch->gold -= UMAX( ch->top_level - 9, 0 );
act( AT_ACTION, "$n hails a speederbike, and drives off to seek shelter.", ch, NULL, NULL, TO_ROOM );
char_from_room( ch );
char_to_room( ch, room );
send_to_char( "A speederbike picks you up and drives you to a safe location.\n\rYou pay the driver 20 credits.\n\r\n\n",
ch );
act( AT_ACTION, "$n $T", ch, NULL, "arrives on a speederbike, gets off and pays the driver before it leaves.", TO_ROOM );
do_look( ch, "auto" );
}
void do_train( CHAR_DATA * ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *mob;
bool tfound = FALSE;
bool successful = FALSE;
if( IS_NPC( ch ) )
return;
strcpy( arg, argument );
switch ( ch->substate )
{
default:
if( arg[0] == '\0' )
{
send_to_char( "Train what?\n\r", ch );
send_to_char( "\n\rChoices: strength, intelligence, wisdom, dexterity, constitution or charisma\n\r", ch );
return;
}
if( !IS_AWAKE( ch ) )
{
send_to_char( "In your dreams, or what?\n\r", ch );
return;
}
for( mob = ch->in_room->first_person; mob; mob = mob->next_in_room )
if( IS_NPC( mob ) && IS_SET( mob->act, ACT_TRAIN ) )
{
tfound = TRUE;
break;
}
if( ( !mob ) || ( !tfound ) )
{
send_to_char( "You can't do that here.\n\r", ch );
return;
}
if( str_cmp( arg, "str" ) && str_cmp( arg, "strength" )
&& str_cmp( arg, "dex" ) && str_cmp( arg, "dexterity" )
&& str_cmp( arg, "con" ) && str_cmp( arg, "constitution" )
&& str_cmp( arg, "cha" ) && str_cmp( arg, "charisma" )
&& str_cmp( arg, "wis" ) && str_cmp( arg, "wisdom" )
&& str_cmp( arg, "int" ) && str_cmp( arg, "intelligence" ) )
{
do_train( ch, "" );
return;
}
if( !str_cmp( arg, "str" ) || !str_cmp( arg, "strength" ) )
{
if( mob->perm_str <= ch->perm_str || ch->perm_str >= 20 + race_table[ch->race].str_plus || ch->perm_str >= 25 )
{
act( AT_TELL, "$n tells you 'I cannot help you... you are already stronger than I.'",
mob, NULL, ch, TO_VICT );
return;
}
send_to_char( "&GYou begin your weight training.\n\r", ch );
}
if( !str_cmp( arg, "dex" ) || !str_cmp( arg, "dexterity" ) )
{
if( mob->perm_dex <= ch->perm_dex || ch->perm_dex >= 20 + race_table[ch->race].dex_plus || ch->perm_dex >= 25 )
{
act( AT_TELL, "$n tells you 'I cannot help you... you are already more dextrous than I.'",
mob, NULL, ch, TO_VICT );
return;
}
send_to_char( "&GYou begin to work at some challenging tests of coordination.\n\r", ch );
}
if( !str_cmp( arg, "int" ) || !str_cmp( arg, "intelligence" ) )
{
if( mob->perm_int <= ch->perm_int || ch->perm_int >= 20 + race_table[ch->race].int_plus || ch->perm_int >= 25 )
{
act( AT_TELL, "$n tells you 'I cannot help you... you are already more educated than I.'",
mob, NULL, ch, TO_VICT );
return;
}
send_to_char( "&GYou begin your studies.\n\r", ch );
}
if( !str_cmp( arg, "wis" ) || !str_cmp( arg, "wisdom" ) )
{
if( mob->perm_wis <= ch->perm_wis || ch->perm_wis >= 20 + race_table[ch->race].wis_plus || ch->perm_wis >= 25 )
{
act( AT_TELL, "$n tells you 'I cannot help you... you are already far wiser than I.'",
mob, NULL, ch, TO_VICT );
return;
}
send_to_char( "&GYou begin contemplating several ancient texts in an effort to gain wisdom.\n\r", ch );
}
if( !str_cmp( arg, "con" ) || !str_cmp( arg, "constitution" ) )
{
if( mob->perm_con <= ch->perm_con || ch->perm_con >= 20 + race_table[ch->race].con_plus || ch->perm_con >= 25 )
{
act( AT_TELL, "$n tells you 'I cannot help you... you are already healthier than I.'",
mob, NULL, ch, TO_VICT );
return;
}
send_to_char( "&GYou begin your endurance training.\n\r", ch );
}
if( !str_cmp( arg, "cha" ) || !str_cmp( arg, "charisma" ) )
{
if( mob->perm_cha <= ch->perm_cha || ch->perm_cha >= 20 + race_table[ch->race].cha_plus || ch->perm_cha >= 25 )
{
act( AT_TELL, "$n tells you 'I cannot help you... you already are more charming than I.'",
mob, NULL, ch, TO_VICT );
return;
}
send_to_char( "&GYou begin lessons in maners and ettiquite.\n\r", ch );
}
add_timer( ch, TIMER_DO_FUN, 10, do_train, 1 );
ch->dest_buf = str_dup( arg );
return;
case 1:
if( !ch->dest_buf )
return;
strcpy( arg, ch->dest_buf );
DISPOSE( ch->dest_buf );
break;
case SUB_TIMER_DO_ABORT:
DISPOSE( ch->dest_buf );
ch->substate = SUB_NONE;
send_to_char( "&RYou fail to complete your training.\n\r", ch );
return;
}
ch->substate = SUB_NONE;
if( number_bits( 2 ) == 0 )
{
successful = TRUE;
}
if( !str_cmp( arg, "str" ) || !str_cmp( arg, "strength" ) )
{
if( !successful )
{
send_to_char( "&RYou feel that you have wasted alot of energy for nothing...\n\r", ch );
return;
}
send_to_char( "&GAfter much of excercise you feel a little stronger.\n\r", ch );
ch->perm_str++;
return;
}
if( !str_cmp( arg, "dex" ) || !str_cmp( arg, "dexterity" ) )
{
if( !successful )
{
send_to_char( "&RAfter all that training you still feel like a clutz...\n\r", ch );
return;
}
send_to_char( "&GAfter working hard at many challenging tasks you feel a bit more coordinated.\n\r", ch );
ch->perm_dex++;
return;
}
if( !str_cmp( arg, "int" ) || !str_cmp( arg, "intelligence" ) )
{
if( !successful )
{
send_to_char( "&RHitting the books leaves you only with sore eyes...\n\r", ch );
return;
}
send_to_char( "&GAfter much study you feel alot more knowledgeable.\n\r", ch );
ch->perm_int++;
return;
}
if( !str_cmp( arg, "wis" ) || !str_cmp( arg, "wisdom" ) )
{
if( !successful )
{
send_to_char( "&RStudying the ancient texts has left you more confused than wise...\n\r", ch );
return;
}
send_to_char
( "&GAfter contemplating several seemingly meaningless events you suddenly \n\rreceive a flash of insight into the workings of the universe.\n\r",
ch );
ch->perm_wis++;
return;
}
if( !str_cmp( arg, "con" ) || !str_cmp( arg, "constitution" ) )
{
if( !successful )
{
send_to_char
( "&RYou spend long a long arobics session ecersising very hard but finish \n\rfeeling only tired and out of breath....\n\r",
ch );
return;
}
send_to_char( "&GAfter a long tiring excersise session you feel much healthier than before.\n\r", ch );
ch->perm_con++;
return;
}
if( !str_cmp( arg, "cha" ) || !str_cmp( arg, "charisma" ) )
{
if( !successful )
{
send_to_char( "&RYou finish your self improvement session feeling a little depressed.\n\r", ch );
return;
}
send_to_char
( "&GYou spend some time focusing on how to improve your personality and feel \n\rmuch better about yourself and the ways others see you.\n\r",
ch );
ch->perm_cha++;
return;
}
}
void do_suicide( CHAR_DATA * ch, char *argument )
{
char logbuf[MAX_STRING_LENGTH];
if( IS_NPC( ch ) || !ch->pcdata )
{
send_to_char( "Yeah right!\n\r", ch );
return;
}
if( argument[0] == '\0' )
{
send_to_char( "&RIf you really want to delete this character type suicide and your password.\n\r", ch );
return;
}
if( strcmp( smaug_crypt( argument ), ch->pcdata->pwd ) )
{
send_to_char( "Sorry wrong password.\n\r", ch );
sprintf( logbuf, "%s attempting to commit suicide... WRONG PASSWORD!", ch->name );
log_string( logbuf );
return;
}
act( AT_BLOOD, "With a sad determination and trembling hands you slit your own throat!", ch, NULL, NULL, TO_CHAR );
act( AT_BLOOD, "Cold shivers run down your spine as you watch $n slit $s own throat!", ch, NULL, NULL, TO_ROOM );
set_cur_char( ch );
raw_kill( ch, ch );
}
void do_bank( CHAR_DATA * ch, char *argument )
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
long amount = 0;
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if( IS_NPC( ch ) || !ch->pcdata )
return;
if( !ch->in_room || !IS_SET( ch->in_room->room_flags, ROOM_BANK ) )
{
send_to_char( "You must be in a bank to do that!\n\r", ch );
return;
}
if( arg1[0] == '\0' )
{
send_to_char( "Usage: BANK <deposit|withdraw|ballance> [amount]\n\r", ch );
return;
}
if( arg2[0] != '\0' )
amount = atoi( arg2 );
if( !str_prefix( arg1, "deposit" ) )
{
if( amount <= 0 )
{
send_to_char( "You may only deposit amounts greater than zero.\n\r", ch );
do_bank( ch, "" );
return;
}
if( ch->gold < amount )
{
send_to_char( "You don't have that many credits on you.\n\r", ch );
return;
}
ch->gold -= amount;
ch->pcdata->bank += amount;
ch_printf( ch, "You deposit %ld credits into your account.\n\r", amount );
return;
}
else if( !str_prefix( arg1, "withdrawl" ) )
{
if( amount <= 0 )
{
send_to_char( "You may only withdraw amounts greater than zero.\n\r", ch );
do_bank( ch, "" );
return;
}
if( ch->pcdata->bank < amount )
{
send_to_char( "You don't have that many credits in your account.\n\r", ch );
return;
}
ch->gold += amount;
ch->pcdata->bank -= amount;
ch_printf( ch, "You withdraw %ld credits from your account.\n\r", amount );
return;
}
else if( !str_prefix( arg1, "ballance" ) )
{
ch_printf( ch, "You have %ld credits in your account.\n\r", ch->pcdata->bank );
return;
}
else
{
do_bank( ch, "" );
return;
}
}
/*
* Extended Bitvector Routines -Thoric
*/
/* check to see if the extended bitvector is completely empty */
bool ext_is_empty(EXT_BV * bits)
{
int x;
for (x = 0; x < XBI; x++)
if (bits->bits[x] != 0)
return FALSE;
return TRUE;
}
void ext_clear_bits(EXT_BV * bits)
{
int x;
for (x = 0; x < XBI; x++)
bits->bits[x] = 0;
}
/* for use by xHAS_BITS() -- works like IS_SET() */
int ext_has_bits(EXT_BV * var, EXT_BV * bits)
{
int x, bit;
for (x = 0; x < XBI; x++)
if ((bit = (var->bits[x] & bits->bits[x])) != 0)
return bit;
return 0;
}
/* for use by xSAME_BITS() -- works like == */
bool ext_same_bits(EXT_BV * var, EXT_BV * bits)
{
int x;
for (x = 0; x < XBI; x++)
if (var->bits[x] != bits->bits[x])
return FALSE;
return TRUE;
}
/* for use by xSET_BITS() -- works like SET_BIT() */
void ext_set_bits(EXT_BV * var, EXT_BV * bits)
{
int x;
for (x = 0; x < XBI; x++)
var->bits[x] |= bits->bits[x];
}
/* for use by xREMOVE_BITS() -- works like REMOVE_BIT() */
void ext_remove_bits(EXT_BV * var, EXT_BV * bits)
{
int x;
for (x = 0; x < XBI; x++)
var->bits[x] &= ~(bits->bits[x]);
}
/* for use by xTOGGLE_BITS() -- works like TOGGLE_BIT() */
void ext_toggle_bits(EXT_BV * var, EXT_BV * bits)
{
int x;
for (x = 0; x < XBI; x++)
var->bits[x] ^= bits->bits[x];
}
/*
* Read an extended bitvector from a file. -Thoric
*/
EXT_BV fread_bitvector(FILE * fp)
{
EXT_BV ret;
int c, x = 0;
int num = 0;
memset(&ret, '\0', sizeof(ret));
for (;;)
{
num = fread_number(fp);
if (x < XBI)
ret.bits[x] = num;
++x;
if ((c = getc(fp)) != '&')
{
ungetc(c, fp);
break;
}
}
return ret;
}
/* return a string for writing a bitvector to a file */
char *print_bitvector(EXT_BV * bits)
{
static char buf[XBI * 12];
char *p = buf;
int x, cnt = 0;
for (cnt = XBI - 1; cnt > 0; cnt--)
if (bits->bits[cnt])
break;
for (x = 0; x <= cnt; x++)
{
sprintf(p, "%d", bits->bits[x]);
p += strlen(p);
if (x < cnt)
*p++ = '&';
}
*p = '\0';
return buf;
}
/*
* Write an extended bitvector to a file -Thoric
*/
void fwrite_bitvector(EXT_BV * bits, FILE * fp)
{
fputs(print_bitvector(bits), fp);
}
EXT_BV meb(int bit)
{
EXT_BV bits;
xCLEAR_BITS(bits);
if (bit >= 0)
xSET_BIT(bits, bit);
return bits;
}
EXT_BV multimeb(int bit, ...)
{
EXT_BV bits;
va_list param;
int b;
xCLEAR_BITS(bits);
if (bit < 0)
return bits;
xSET_BIT(bits, bit);
va_start(param, bit);
while ((b = va_arg(param, int)) != -1)
xSET_BIT(bits, b);
va_end(param);
return bits;
}