/***************************************************************************
* 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. *
* *
* 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. *
***************************************************************************/
/***************************************************************************
* ROM 2.4 is copyright 1993-1998 Russ Taylor *
* ROM has been brought to you by the ROM consortium *
* Russ Taylor (rtaylor@hypercube.org) *
* Gabrielle Taylor (gtaylor@hypercube.org) *
* Brian Moore (zump@rom.org) *
* By using this code, you have agreed to follow the terms of the *
* ROM license, in the file Rom24/doc/rom.license *
***************************************************************************/
#if defined(macintosh)
#include <types.h>
#include <time.h>
#else
#include <sys/types.h>
#include <sys/time.h>
#endif
#include <stdio.h>
#include <string.h>
#include <stdlib.h>
#include "include.h"
/*
* Local functions.
*/
#define CD CHAR_DATA
#define OD OBJ_DATA
bool remove_obj args( (CHAR_DATA *ch, int iWear, bool fReplace ) );
void wear_obj args( (CHAR_DATA *ch, OBJ_DATA *obj, bool fReplace ) );
CD * find_keeper args( (CHAR_DATA *ch ) );
int get_cost args( (CHAR_DATA *keeper, OBJ_DATA *obj, bool fBuy ) );
void obj_to_keeper args( (OBJ_DATA *obj, CHAR_DATA *ch ) );
OD * get_obj_keeper args( (CHAR_DATA *ch,CHAR_DATA *keeper,char *argument));
bool in_donation_room args( (OBJ_DATA *obj) );
extern AFFECT_DATA *affect_free;
DECLARE_SPELL_FUN( spell_null);
#undef OD
#undef CD
/* RT part of the corpse looting code */
bool can_loot(CHAR_DATA *ch, OBJ_DATA *obj)
{
CHAR_DATA *owner, *wch;
if (IS_IMMORTAL(ch))
return TRUE;
if (!obj->owner || obj->owner == NULL)
return TRUE;
owner = NULL;
for ( wch = char_list; wch != NULL ; wch = wch->next )
if (!str_cmp(wch->name,obj->owner))
owner = wch;
if (owner == NULL)
return TRUE;
if (!str_cmp(ch->name,owner->name))
return TRUE;
if (!IS_NPC(owner) && IS_SET(owner->act,PLR_CANLOOT))
return TRUE;
if (is_same_group(ch,owner))
return TRUE;
return FALSE;
}
void get_obj( CHAR_DATA *ch, OBJ_DATA *obj, OBJ_DATA *container )
{
/* variables for AUTOSPLIT */
CHAR_DATA *gch;
int members;
char buffer[100];
if ( !CAN_WEAR(obj, ITEM_TAKE) )
{
send_to_char( "You can't take that.\n\r", ch );
return;
}
if ( ch->carry_number + get_obj_number( obj ) > can_carry_n( ch ) )
{
act( "$d: you can't carry that many items.",
ch, NULL, obj->name, TO_CHAR );
return;
}
if (IS_QUESTOR(ch) && ch->pcdata->questobj > 0)
{
if (ch->pcdata->questobj == obj->pIndexData->vnum)
{
send_to_char("{RYou have almost completed your QUEST!{x\n\r", ch);
send_to_char("{RReturn to the questmaster before your time runs out!{x\n\r", ch);
}
}
if ((!obj->in_obj || obj->in_obj->carried_by != ch)
&& (get_carry_weight(ch) + get_obj_weight(obj) > can_carry_w(ch)))
{
act( "$d: you can't carry that much weight.",
ch, NULL, obj->name, TO_CHAR );
return;
}
if (!can_loot(ch,obj))
{
act("Corpse looting is not permitted.",ch,NULL,NULL,TO_CHAR );
return;
}
if (obj->in_room != NULL)
{
for (gch = obj->in_room->people; gch != NULL; gch = gch->next_in_room)
if (gch->on == obj)
{
act("$N appears to be using $p.",
ch,obj,gch,TO_CHAR);
return;
}
}
if (in_donation_room(obj))
{
if (get_trust(ch) < obj->level - 2)
{
send_to_char("You are not powerful enough to use that.\n\r",ch);
return;
}
else if (!IS_OBJ_STAT(obj, ITEM_HAD_TIMER))
obj->timer = 0;
REMOVE_BIT(obj->extra_flags,ITEM_HAD_TIMER);
}
if ( container != NULL )
{
act( "You get $p from $P.", ch, obj, container, TO_CHAR );
act( "$n gets $p from $P.", ch, obj, container, TO_ROOM );
obj_from_obj( obj );
}
else
{
act( "You get $p.", ch, obj, container, TO_CHAR );
act( "$n gets $p.", ch, obj, container, TO_ROOM );
obj_from_room( obj );
}
if ( obj->item_type == ITEM_MONEY)
{
ch->silver += obj->value[0];
ch->gold += obj->value[1];
if (IS_SET(ch->act,PLR_AUTOSPLIT))
{ /* AUTOSPLIT code */
members = 0;
for (gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room )
{
if (!IS_AFFECTED(gch,AFF_CHARM) && is_same_group( gch, ch ) )
members++;
}
if ( members > 1 && (obj->value[0] > 1 || obj->value[1]))
{
sprintf(buffer,"%d %d",obj->value[0],obj->value[1]);
do_function(ch, &do_split, buffer);
}
}
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 );
}
return;
}
void do_get( CHAR_DATA *ch, char *argument )
{
char arg1[MAX_INPUT_LENGTH];
char arg2[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 );
if (!str_cmp(arg2,"from"))
argument = one_argument(argument,arg2);
/* 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;
}
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 )
{
if(!IS_NPC(ch) && (IN_MINE(ch) || OBJ_IN_MINE(obj) ) && !OBJ_SAME_SHAFT(ch,obj) )
continue;
obj_next = obj->next_content;
if ( ( arg1[3] == '\0' || is_name( &arg1[4], obj->name ) )
&& can_see_obj( ch, obj ) )
{
found = TRUE;
if (IS_SET(ch->in_room->room_flags, ROOM_DONATION) && !IS_IMMORTAL(ch))
{
send_to_char("Don't be so greedy!\n\r",ch);
return;
}
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:
break;
case ITEM_CORPSE_PC:
{
if (!can_loot(ch,container))
{
send_to_char( "You can't do that.\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 ) )
{
/* 'get obj container' */
obj = get_obj_list( ch, arg1, container->contains );
if ( obj == NULL )
{
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
act( "I see nothing like that in the $T.",
ch, NULL, arg2, TO_CHAR );
}
}
}
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 *obj_next;
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if (!str_cmp(arg2,"in") || !str_cmp(arg2,"on"))
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 $d is closed.", ch, NULL, container->name, TO_CHAR );
return;
}
if ( str_cmp( arg1, "all" ) && str_prefix( "all.", arg1 ) )
{
/* 'put obj container' */
if ( ( obj = get_obj_carry( ch, arg1, ch ) ) == NULL )
{
send_to_char( "You do not have that item.\n\r", ch );
return;
}
if ( obj == container )
{
send_to_char( "You can't fold it into itself.\n\r", ch );
return;
}
if ( !can_drop_obj( ch, obj ) )
{
send_to_char( "You can't let go of it.\n\r", ch );
return;
}
if (WEIGHT_MULT(obj) != 100)
{
send_to_char("You have a feeling that would be a bad idea.\n\r",ch);
return;
}
if (IS_OBJ_STAT(obj, ITEM_QUEST) && !IS_OBJ_STAT(container, ITEM_QUEST))
{
send_to_char("You can't put a quest item in something.\n\r", ch);
return;
}
if (get_obj_weight( obj ) + get_true_weight( container )
> (container->value[0] * 10)
|| get_obj_weight(obj) > (container->value[3] * 10))
{
send_to_char( "It won't fit.\n\r", ch );
if ( ch->sex == 1 )
sound( "wontfit.wav", ch );
else
sound( "wontfitf.wav", ch );
return;
}
obj_from_char( obj );
obj_to_obj( obj, container );
if (IS_SET(container->value[1],CONT_PUT_ON))
{
act("$n puts $p on $P.",ch,obj,container, TO_ROOM);
act("You put $p on $P.",ch,obj,container, TO_CHAR);
}
else
{
act( "$n puts $p in $P.", ch, obj, container, TO_ROOM );
act( "You put $p in $P.", ch, obj, container, TO_CHAR );
}
}
else
{
/* 'put all container' or 'put all.obj container' */
for ( obj = ch->carrying; obj != NULL; obj = obj_next )
{
obj_next = obj->next_content;
if ( ( arg1[3] == '\0' || is_name( &arg1[4], obj->name ) )
&& can_see_obj( ch, obj )
&& WEIGHT_MULT(obj) == 100
&& obj->wear_loc == WEAR_NONE
&& obj != container
&& can_drop_obj( ch, obj )
&& get_obj_weight( obj ) + get_true_weight( container )
<= (container->value[0] * 10)
&& get_obj_weight(obj) <= (container->value[3] * 10))
{
obj_from_char( obj );
obj_to_obj( obj, container );
if (IS_SET(container->value[1],CONT_PUT_ON))
{
act("$n puts $p on $P.",ch,obj,container, TO_ROOM);
act("You put $p on $P.",ch,obj,container, TO_CHAR);
}
else
{
act( "$n puts $p in $P.", ch, obj, container, TO_ROOM );
act( "You put $p in $P.", ch, obj, container, TO_CHAR );
}
}
}
}
return;
}
void do_drop( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
OBJ_DATA *obj_next;
bool found;
argument = one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Drop what?\n\r", ch );
return;
}
if ( is_number( arg ) )
{
/* 'drop NNNN coins' */
int amount, gold = 0, silver = 0;
amount = atoi(arg);
argument = one_argument( argument, arg );
if ( amount <= 0
|| ( str_cmp( arg, "coins" ) && str_cmp( arg, "coin" ) &&
str_cmp( arg, "gold" ) && str_cmp( arg, "silver") ) )
{
send_to_char( "Sorry, you can't do that.\n\r", ch );
return;
}
if ( !str_cmp( arg, "coins") || !str_cmp(arg,"coin")
|| !str_cmp( arg, "silver"))
{
if (ch->silver < amount)
{
send_to_char("You don't have that much silver.\n\r",ch);
return;
}
ch->silver -= amount;
silver = amount;
}
else
{
if (ch->gold < amount)
{
send_to_char("You don't have that much gold.\n\r",ch);
return;
}
ch->gold -= amount;
gold = amount;
}
for ( obj = ch->in_room->contents; obj != NULL; obj = obj_next )
{
obj_next = obj->next_content;
if( obj->pIndexData->vnum == OBJ_VNUM_SILVER_ONE )
{ silver += 1;
extract_obj(obj);
}
else if( obj->pIndexData->vnum == OBJ_VNUM_GOLD_ONE )
{ gold += 1;
extract_obj( obj );
}
else if( obj->pIndexData->vnum == OBJ_VNUM_SILVER_SOME )
{ silver += obj->value[0];
extract_obj(obj);
}
else if( obj->pIndexData->vnum == OBJ_VNUM_GOLD_SOME )
{ gold += obj->value[1];
extract_obj( obj );
}
else if( obj->pIndexData->vnum == OBJ_VNUM_COINS )
{ silver += obj->value[0];
gold += obj->value[1];
extract_obj(obj);
}
}
obj = create_money(gold, silver );
obj->carried_by = ch;
obj_to_room( obj, ch->in_room );
act( "$n drops some coins.", ch, NULL, NULL, TO_ROOM );
send_to_char( "OK.\n\r", 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;
}
if (IS_SET(ch->in_room->room_flags, ROOM_DONATION))
{
if (obj->timer)
SET_BIT(obj->extra_flags,ITEM_HAD_TIMER);
else
obj->timer = number_range(100,200);
}
obj_from_char( obj );
obj->carried_by = ch;
obj_to_room( obj, ch->in_room );
act( "$n drops $p.", ch, obj, NULL, TO_ROOM );
act( "You drop $p.", ch, obj, NULL, TO_CHAR );
if ( HAS_TRIGGER_OBJ( obj, TRIG_DROP ) )
p_give_trigger( NULL, obj, NULL, ch, obj, TRIG_DROP );
if ( HAS_TRIGGER_ROOM( ch->in_room, TRIG_DROP ) )
p_give_trigger( NULL, NULL, ch->in_room, ch, obj, TRIG_DROP );
if ( obj && IS_OBJ_STAT(obj,ITEM_MELT_DROP))
{
act("$p dissolves into smoke.",ch,obj,NULL,TO_ROOM);
act("$p dissolves into smoke.",ch,obj,NULL,TO_CHAR);
extract_obj(obj);
}
}
else
{
/* 'drop all' or 'drop all.obj' */
found = FALSE;
for ( obj = ch->carrying; obj != NULL; obj = obj_next )
{
obj_next = obj->next_content;
if ( ( arg[3] == '\0' || is_name( &arg[4], obj->name ) )
&& can_see_obj( ch, obj )
&& obj->wear_loc == WEAR_NONE
&& can_drop_obj( ch, obj )
&& obj->belted_vnum == 0
&& obj->strap_loc == -1)
{
found = TRUE;
if (IS_SET(ch->in_room->room_flags, ROOM_DONATION))
{
if (obj->timer)
SET_BIT(obj->extra_flags,ITEM_HAD_TIMER);
else
obj->timer = number_range(100,200);
}
obj_from_char( obj );
obj->carried_by = ch;
obj_to_room( obj, ch->in_room );
act( "$n drops $p.", ch, obj, NULL, TO_ROOM );
act( "You drop $p.", ch, obj, NULL, TO_CHAR );
if ( HAS_TRIGGER_OBJ( obj, TRIG_DROP ) )
p_give_trigger( NULL, obj, NULL, ch, obj, TRIG_DROP );
if ( HAS_TRIGGER_ROOM( ch->in_room, TRIG_DROP ) )
p_give_trigger( NULL, NULL, ch->in_room, ch, obj, TRIG_DROP );
if ( obj && IS_OBJ_STAT(obj,ITEM_MELT_DROP))
{
act("$p dissolves into smoke.",ch,obj,NULL,TO_ROOM);
act("$p dissolves into smoke.",ch,obj,NULL,TO_CHAR);
extract_obj(obj);
}
}
}
if ( !found )
{
if ( arg[3] == '\0' )
act( "You are not carrying anything.",
ch, NULL, arg, TO_CHAR );
else
act( "You are not carrying any $T.",
ch, NULL, &arg[4], TO_CHAR );
}
}
return;
}
void do_give( CHAR_DATA *ch, char *argument )
{
char arg1 [MAX_INPUT_LENGTH];
char arg2 [MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *obj;
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if ( arg1[0] == '\0' || arg2[0] == '\0' )
{
send_to_char( "Give what to whom?\n\r", ch );
return;
}
if ( is_number( arg1 ) )
{
/* 'give NNNN coins victim' */
int amount;
bool silver;
amount = atoi(arg1);
if ( amount <= 0
|| ( str_cmp( arg2, "coins" ) && str_cmp( arg2, "coin" ) &&
str_cmp( arg2, "gold" ) && str_cmp( arg2, "silver")) )
{
send_to_char( "Sorry, you can't do that.\n\r", ch );
return;
}
silver = str_cmp(arg2,"gold");
argument = one_argument( argument, arg2 );
if ( arg2[0] == '\0' )
{
send_to_char( "Give what to whom?\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, NULL, arg2 ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( (!silver && ch->gold < amount) || (silver && ch->silver < amount) )
{
send_to_char( "You haven't got that much.\n\r", ch );
return;
}
if (silver)
{
ch->silver -= amount;
victim->silver += amount;
}
else
{
ch->gold -= amount;
victim->gold += amount;
}
sprintf(buf,"$n gives you %d %s.",amount, silver ? "silver" : "gold");
act( buf, ch, NULL, victim, TO_VICT );
act( "$n gives $N some coins.", ch, NULL, victim, TO_NOTVICT );
sprintf(buf,"You give $N %d %s.",amount, silver ? "silver" : "gold");
act( buf, ch, NULL, victim, TO_CHAR );
if ( IS_NPC(victim) && HAS_TRIGGER_MOB( victim, TRIG_BRIBE ) )
p_bribe_trigger( victim, ch, silver ? amount : amount * 100 );
if (IS_NPC(victim) && IS_SET(victim->act,ACT_IS_CHANGER))
{
int change;
change = (silver ? 95 * amount / 100 / 100
: 95 * amount);
if (!silver && change > victim->silver)
victim->silver += change;
if (silver && change > victim->gold)
victim->gold += change;
if (change < 1 && can_see(victim,ch))
{
act(
"$n tells you 'I'm sorry, you did not give me enough to change.'"
,victim,NULL,ch,TO_VICT);
ch->reply = victim;
sprintf(buf,"%d %s %s",
amount, silver ? "silver" : "gold",ch->name);
do_function(victim, &do_give, buf);
}
else if (can_see(victim,ch))
{
sprintf(buf,"%d %s %s",
change, silver ? "gold" : "silver",ch->name);
do_function(victim, &do_give, buf);
if (silver)
{
sprintf(buf,"%d silver %s",
(95 * amount / 100 - change * 100),ch->name);
do_function(victim, &do_give, buf);
}
act("$n tells you 'Thank you, come again.'",
victim,NULL,ch,TO_VICT);
ch->reply = victim;
}
}
return;
}
if ( ( obj = get_obj_carry( ch, arg1, ch ) ) == NULL )
{
send_to_char( "You do not have that item.\n\r", ch );
return;
}
if ( obj->wear_loc != WEAR_NONE )
{
send_to_char( "You must remove it first.\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, NULL, arg2 ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if (IS_NPC(victim) && victim->pIndexData->pShop != NULL)
{
act("$N tells you 'Sorry, you'll have to sell that.'",
ch,NULL,victim,TO_CHAR);
ch->reply = victim;
return;
}
if ( !can_drop_obj( ch, obj ) )
{
send_to_char( "You can't let go of it.\n\r", ch );
return;
}
if ( victim->carry_number + get_obj_number( obj ) > can_carry_n( victim ) )
{
if ( ch->sex == 1 )
sound( "armsfull.wav", ch );
else
sound( "armsfullf.wav", ch );
act( "$N has $S hands full.", ch, NULL, victim, TO_CHAR );
return;
}
if (get_carry_weight(victim) + get_obj_weight(obj) > can_carry_w( victim ) )
{
act( "$N can't carry that much weight.", ch, NULL, victim, TO_CHAR );
return;
}
if ( !can_see_obj( victim, obj ) )
{
act( "$N can't see it.", ch, NULL, victim, TO_CHAR );
return;
}
if (IS_OBJ_STAT(obj, ITEM_QUEST) && ch->level <= HERO)
{
send_to_char("You can't give quest items.\n\r", ch);
return;
}
obj_from_char( obj );
obj_to_char( obj, victim );
MOBtrigger = FALSE;
act( "$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 );
if ( IS_NPC(victim) && HAS_TRIGGER_MOB( victim, TRIG_GIVE ) )
p_give_trigger( victim, NULL, NULL, ch, obj, TRIG_GIVE );
return;
}
/* for poisoning weapons and food/drink */
void do_envenom(CHAR_DATA *ch, char *argument)
{
OBJ_DATA *obj;
AFFECT_DATA af;
int percent,skill;
/* find out what */
if (argument[0] == '\0')
{
send_to_char("Envenom what item?\n\r",ch);
return;
}
obj = get_obj_list(ch,argument,ch->carrying);
if (obj== NULL)
{
send_to_char("You don't have that item.\n\r",ch);
return;
}
if ((skill = get_skill(ch,skill_lookup("envenom"))) < 1)
{
send_to_char("Are you crazy? You'd poison yourself!\n\r",ch);
return;
}
if (obj->item_type == ITEM_FOOD || obj->item_type == ITEM_DRINK_CON)
{
if (IS_OBJ_STAT(obj,ITEM_BLESS) || IS_OBJ_STAT(obj,ITEM_BURN_PROOF))
{
act("You fail to poison $p.",ch,obj,NULL,TO_CHAR);
return;
}
if (number_percent() < skill) /* success! */
{
act("$n treats $p with deadly poison.",ch,obj,NULL,TO_ROOM);
act("You treat $p with deadly poison.",ch,obj,NULL,TO_CHAR);
if (!obj->value[3])
{
obj->value[3] = 1;
check_improve(ch,skill_lookup("envenom"),TRUE,4);
}
WAIT_STATE(ch,skill_table[skill_lookup("envenom")].beats);
return;
}
act("You fail to poison $p.",ch,obj,NULL,TO_CHAR);
if (!obj->value[3])
check_improve(ch,skill_lookup("envenom"),FALSE,4);
WAIT_STATE(ch,skill_table[skill_lookup("envenom")].beats);
return;
}
if (obj->item_type == ITEM_WEAPON)
{
if (IS_WEAPON_STAT(obj,WEAPON_FLAMING)
|| IS_WEAPON_STAT(obj,WEAPON_FROST)
|| IS_WEAPON_STAT(obj,WEAPON_VAMPIRIC)
|| IS_WEAPON_STAT(obj,WEAPON_SHARP)
|| IS_WEAPON_STAT(obj,WEAPON_VORPAL)
|| IS_WEAPON_STAT(obj,WEAPON_SHOCKING)
|| IS_OBJ_STAT(obj,ITEM_BLESS) || IS_OBJ_STAT(obj,ITEM_BURN_PROOF))
{
act("You can't seem to envenom $p.",ch,obj,NULL,TO_CHAR);
return;
}
if (obj->value[3] < 0
|| attack_table[obj->value[3]].damage == DAM_BASH)
{
send_to_char("You can only envenom edged weapons.\n\r",ch);
return;
}
if (IS_WEAPON_STAT(obj,WEAPON_POISON))
{
act("$p is already envenomed.",ch,obj,NULL,TO_CHAR);
return;
}
percent = number_percent();
if (percent < skill)
{
af.where = TO_WEAPON;
af.type = skill_lookup("poison");
af.level = ch->level * percent / 100;
af.duration = ch->level/2 * percent / 100;
af.location = 0;
af.modifier = ch->level/10;
af.bitvector = WEAPON_POISON;
affect_to_obj(obj,&af);
act("$n coats $p with deadly venom.",ch,obj,NULL,TO_ROOM);
act("You coat $p with venom.",ch,obj,NULL,TO_CHAR);
check_improve(ch,skill_lookup("envenom"),TRUE,3);
WAIT_STATE(ch,skill_table[skill_lookup("envenom")].beats);
return;
}
else
{
act("You fail to envenom $p.",ch,obj,NULL,TO_CHAR);
check_improve(ch,skill_lookup("envenom"),FALSE,3);
WAIT_STATE(ch,skill_table[skill_lookup("envenom")].beats);
return;
}
}
act("You can't poison $p.",ch,obj,NULL,TO_CHAR);
return;
}
void do_fill( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
OBJ_DATA *obj;
OBJ_DATA *fountain;
bool found;
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 ( obj->item_type != ITEM_DRINK_CON )
{
send_to_char( "You can't fill that.\n\r", ch );
return;
}
if ( obj->value[1] != 0 && obj->value[2] != fountain->value[2] )
{
send_to_char( "There is already another liquid in it.\n\r", ch );
return;
}
if ( obj->value[1] >= obj->value[0] )
{
send_to_char( "Your container is full.\n\r", ch );
return;
}
if(!str_cmp(liq_table[fountain->value[2]].liq_name, "magic potion"))
{
sprintf(buf, "Strangly, you can't fill $p with %s from $P.", liq_table[fountain->value[2]].liq_name);
act( buf, ch, obj, fountain, TO_CHAR);
return;
}
sprintf(buf,"You fill $p with %s from $P.",
liq_table[fountain->value[2]].liq_name);
act( buf, ch, obj,fountain, TO_CHAR );
sprintf(buf,"$n fills $p with %s from $P.",
liq_table[fountain->value[2]].liq_name);
act(buf,ch,obj,fountain,TO_ROOM);
obj->value[2] = fountain->value[2];
obj->value[1] = obj->value[0];
return;
}
void do_pour (CHAR_DATA *ch, char *argument)
{
char arg[MAX_STRING_LENGTH],buf[MAX_STRING_LENGTH];
OBJ_DATA *out, *in;
CHAR_DATA *vch = NULL;
int amount;
argument = one_argument(argument,arg);
if (arg[0] == '\0' || argument[0] == '\0')
{
send_to_char("Pour what into what?\n\r",ch);
return;
}
if ((out = get_obj_carry(ch,arg, ch)) == NULL)
{
send_to_char("You don't have that item.\n\r",ch);
return;
}
if (out->item_type != ITEM_DRINK_CON)
{
send_to_char("That's not a drink container.\n\r",ch);
return;
}
if (!str_cmp(argument,"out"))
{
if (out->value[1] == 0)
{
send_to_char("It's already empty.\n\r",ch);
return;
}
out->value[1] = 0;
out->value[3] = 0;
sprintf(buf,"You invert $p, spilling %s all over the ground.",
liq_table[out->value[2]].liq_name);
act(buf,ch,out,NULL,TO_CHAR);
sprintf(buf,"$n inverts $p, spilling %s all over the ground.",
liq_table[out->value[2]].liq_name);
act(buf,ch,out,NULL,TO_ROOM);
return;
}
if ((in = get_obj_here(ch, NULL, argument)) == NULL)
{
vch = get_char_room(ch, NULL, argument);
if (vch == NULL)
{
send_to_char("Pour into what?\n\r",ch);
return;
}
in = get_eq_char(vch,WEAR_HOLD);
if (in == NULL)
{
send_to_char("They aren't holding anything.",ch);
return;
}
}
if (in->item_type != ITEM_DRINK_CON)
{
send_to_char("You can only pour into other drink containers.\n\r",ch);
return;
}
if (in == out)
{
send_to_char("You cannot change the laws of physics!\n\r",ch);
return;
}
if (in->value[1] != 0 && in->value[2] != out->value[2])
{
send_to_char("They don't hold the same liquid.\n\r",ch);
return;
}
if (out->value[1] == 0)
{
act("There's nothing in $p to pour.",ch,out,NULL,TO_CHAR);
return;
}
if (in->value[1] >= in->value[0])
{
act("$p is already filled to the top.",ch,in,NULL,TO_CHAR);
return;
}
amount = UMIN(out->value[1],in->value[0] - in->value[1]);
in->value[1] += amount;
out->value[1] -= amount;
in->value[2] = out->value[2];
if (vch == NULL)
{
sprintf(buf,"You pour %s from $p into $P.",
liq_table[out->value[2]].liq_name);
act(buf,ch,out,in,TO_CHAR);
sprintf(buf,"$n pours %s from $p into $P.",
liq_table[out->value[2]].liq_name);
act(buf,ch,out,in,TO_ROOM);
}
else
{
sprintf(buf,"You pour some %s for $N.",
liq_table[out->value[2]].liq_name);
act(buf,ch,NULL,vch,TO_CHAR);
sprintf(buf,"$n pours you some %s.",
liq_table[out->value[2]].liq_name);
act(buf,ch,NULL,vch,TO_VICT);
sprintf(buf,"$n pours some %s for $N.",
liq_table[out->value[2]].liq_name);
act(buf,ch,NULL,vch,TO_NOTVICT);
}
}
void do_drink( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
int amount;
int liquid;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
for ( obj = ch->in_room->contents; obj; obj = obj->next_content )
{
if ( obj->item_type == ITEM_FOUNTAIN )
break;
}
if ( obj == NULL )
{
send_to_char( "Drink what?\n\r", ch );
return;
}
}
else
{
if ( ( obj = get_obj_here( ch, NULL, arg ) ) == NULL )
{
send_to_char( "You can't find it.\n\r", ch );
return;
}
}
if ( !IS_NPC(ch) && ch->pcdata->condition[COND_DRUNK] > 10 )
{
send_to_char( "You fail to reach your mouth. *Hic*\n\r", ch );
return;
}
switch ( obj->item_type )
{
default:
send_to_char( "You can't drink from that.\n\r", ch );
return;
case ITEM_FOUNTAIN:
if ( ( liquid = obj->value[2] ) < 0 )
{
bug( "Do_drink: bad liquid number %d.", liquid );
liquid = obj->value[2] = 0;
}
amount = liq_table[liquid].liq_affect[4] * 3;
break;
case ITEM_DRINK_CON:
if ( obj->value[1] <= 0 )
{
send_to_char( "It is already empty.\n\r", ch );
return;
}
if ( ( liquid = obj->value[2] ) < 0 )
{
bug( "Do_drink: bad liquid number %d.", liquid );
liquid = obj->value[2] = 0;
}
amount = liq_table[liquid].liq_affect[4];
amount = UMIN(amount, obj->value[1]);
break;
}
if (!IS_NPC(ch) && !IS_IMMORTAL(ch)
&& ch->pcdata->condition[COND_FULL] > 45)
{
if ( ch->sex == 1 )
sound( "nothirst.wav", ch );
else
sound( "nothirstf.wav", ch );
send_to_char("You're too full to drink more.\n\r",ch);
return;
}
if ( !str_cmp ( liq_table[liquid].liq_name, "magic potion" ) )
{
spell_random(0, ch->level, ch, ch, TAR_IGNORE);
WAIT_STATE(ch, 5);
}
act( "$n drinks $T from $p.",
ch, obj, liq_table[liquid].liq_name, TO_ROOM );
act( "You drink $T from $p.",
ch, obj, liq_table[liquid].liq_name, TO_CHAR );
sound( "drink.wav", ch );
gain_condition( ch, COND_DRUNK,
amount * liq_table[liquid].liq_affect[COND_DRUNK] / 36 );
gain_condition( ch, COND_FULL,
amount * liq_table[liquid].liq_affect[COND_FULL] / 4 );
gain_condition( ch, COND_THIRST,
amount * liq_table[liquid].liq_affect[COND_THIRST] / 10 );
gain_condition(ch, COND_HUNGER,
amount * liq_table[liquid].liq_affect[COND_HUNGER] / 2 );
if ( !IS_NPC(ch) && ch->pcdata->condition[COND_DRUNK] > 10 )
send_to_char( "You feel drunk.\n\r", ch );
if ( !IS_NPC(ch) && ch->pcdata->condition[COND_FULL] > 40 )
send_to_char( "You are full.\n\r", ch );
if ( !IS_NPC(ch) && ch->pcdata->condition[COND_THIRST] > 40 )
send_to_char( "Your thirst is quenched.\n\r", ch );
if ( obj->value[3] != 0 )
{
/* The drink was poisoned ! */
AFFECT_DATA af;
act( "$n chokes and gags.", ch, NULL, NULL, TO_ROOM );
send_to_char( "You choke and gag.\n\r", ch );
af.where = TO_AFFECTS;
af.type = skill_lookup("poison");
af.level = number_fuzzy(amount);
af.duration = 3 * amount;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_POISON;
affect_join( ch, &af );
}
if (obj->value[0] > 0)
obj->value[1] -= amount;
return;
}
void do_eat( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
int value;
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 ( obj->item_type != ITEM_FOOD && obj->item_type != ITEM_PILL && obj->item_type != ITEM_TOKEN )
{
send_to_char( "That's not edible.\n\r", ch );
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;
}
}
act( "$n eats $p.", ch, obj, NULL, TO_ROOM );
act( "You eat $p.", ch, obj, NULL, TO_CHAR );
sound( "eat.wav", ch );
switch ( obj->item_type )
{
case ITEM_FOOD:
if ( !IS_NPC(ch) )
{
int condition;
condition = ch->pcdata->condition[COND_HUNGER];
gain_condition( ch, COND_FULL, obj->value[0] );
gain_condition( ch, COND_HUNGER, obj->value[1]);
if ( condition == 0 && ch->pcdata->condition[COND_HUNGER] > 0 )
send_to_char( "You are no longer hungry.\n\r", ch );
else if ( ch->pcdata->condition[COND_FULL] > 40 )
send_to_char( "You are full.\n\r", ch );
}
if ( obj->value[3] != 0 )
{
/* The food was poisoned! */
AFFECT_DATA af;
act( "$n chokes and gags.", ch, 0, 0, TO_ROOM );
send_to_char( "You choke and gag.\n\r", ch );
af.where = TO_AFFECTS;
af.type = skill_lookup("poison");
af.level = number_fuzzy(obj->value[0]);
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:
obj_cast_spell( obj->value[1], obj->value[0], ch, ch, NULL );
obj_cast_spell( obj->value[2], obj->value[0], ch, ch, NULL );
obj_cast_spell( obj->value[3], obj->value[0], ch, ch, NULL );
break;
case ITEM_TOKEN:
value = obj->value[0];
ch->pcdata->questpoints += value;
break;
}
extract_obj( obj );
return;
}
/*
* Remove an object.
*/
bool remove_obj( CHAR_DATA *ch, int iWear, bool fReplace )
{
OBJ_DATA *obj, *temp;
if ( ( obj = get_eq_char( ch, iWear ) ) == NULL )
return TRUE;
if ( !fReplace )
return FALSE;
if ( IS_SET(obj->extra_flags, ITEM_NOREMOVE) )
{
act( "You can't remove $p.", ch, obj, NULL, TO_CHAR );
return FALSE;
}
unequip_char( ch, obj );
act( "$n stops using $p.", ch, obj, NULL, TO_ROOM );
act( "You stop using $p.", ch, obj, NULL, TO_CHAR );
if ( obj->item_type == ITEM_BELT )
{
for ( temp = ch->carrying; temp; temp = temp->next_content )
{
if ( temp->belted_vnum == obj->pIndexData->vnum)
temp->belted_vnum = 0;
}
}
if( obj->item_type == ITEM_SHEATH )
{
for( temp = ch->carrying; temp; temp = temp->next_content )
{
if(temp->sheathed_in == obj)
temp->sheathed_in = NULL;
}
}
if( obj->wear_loc == WEAR_HOOD )
{
if(IS_SET(ch->mask,HOOD_RAISED) )
{
send_to_char("You lower, and remove your hood.\n\r",ch);
act("$n lowers, and removes $s hood", ch, NULL,NULL, TO_ROOM );
REMOVE_BIT(ch->mask,HOOD_RAISED);
SET_BIT(ch->mask,HOOD_REMOVED);
}
}
return TRUE;
}
/*
* Wear one object.
* Optional replacement of existing objects.
* Big repetitive code, ick.
*/
void wear_obj( CHAR_DATA *ch, OBJ_DATA *obj, bool fReplace )
{
char buf[MAX_STRING_LENGTH];
if ( ch->level < obj->level && number_classes(ch) <= 1 )
{
sprintf( buf, "You must be level %d to use this object.\n\r",
obj->level );
send_to_char( buf, ch );
act( "$n tries to use $p, but is too inexperienced.",
ch, obj, NULL, TO_ROOM );
if ( ch->sex == 1 )
sound( "nskilled.wav", ch );
else
sound( "nskilledf.wav", ch );
return;
}
if ( ch->level < obj->level -5 && number_classes(ch) == 2 )
{
sprintf( buf, "You must be level %d to use this object.\n\r", obj->level - 5 );
send_to_char( buf, ch );
act( "$n tries to use $p, but is too inexperienced.", ch, obj, NULL, TO_ROOM );
if ( ch->sex == 1 )
sound( "nskilled.wav", ch );
else
sound( "nskilledf.wav", ch );
return;
}
if ( ch->level < obj->level -10 && number_classes(ch) == 3 )
{
sprintf( buf, "You must be level %d to use this object.\n\r", obj->level -10 );
send_to_char( buf, ch );
act( "$n tries to use $p, but is too inexperienced.", ch, obj, NULL, TO_ROOM );
if ( ch->sex == 1 )
sound( "nskilled.wav", ch );
else
sound( "nskilledf.wav", ch );
return;
}
if ( ch->level < obj->level -15 && number_classes(ch) == 4 )
{
sprintf( buf, "You must be level %d to use this object.\n\r", obj->level -15 );
send_to_char( buf, ch );
act( "$n tries to use $p, but is too inexperienced.", ch, obj, NULL, TO_ROOM );
if ( ch->sex == 1 )
sound( "nskilled.wav", ch );
else
sound( "nskilledf.wav", ch );
return;
}
if ( obj->item_type == ITEM_LIGHT )
{
if ( !remove_obj( ch, WEAR_LIGHT, fReplace ) )
return;
act( "$n lights $p and holds it.", ch, obj, NULL, TO_ROOM );
act( "You light $p and hold it.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_LIGHT );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_FINGER ) )
{
if ( get_eq_char( ch, WEAR_FINGER_L ) != NULL
&& get_eq_char( ch, WEAR_FINGER_R ) != NULL
&& !remove_obj( ch, WEAR_FINGER_L, fReplace )
&& !remove_obj( ch, WEAR_FINGER_R, fReplace ) )
return;
if ( get_eq_char( ch, WEAR_FINGER_L ) == NULL )
{
act( "$n wears $p on $s left finger.", ch, obj, NULL, TO_ROOM );
act( "You wear $p on your left finger.", ch, obj, NULL, TO_CHAR );
sound( "ring.wav", ch );
equip_char( ch, obj, WEAR_FINGER_L );
return;
}
if ( get_eq_char( ch, WEAR_FINGER_R ) == NULL )
{
act( "$n wears $p on $s right finger.", ch, obj, NULL, TO_ROOM );
act( "You wear $p on your right finger.", ch, obj, NULL, TO_CHAR );
sound( "ring.wav", ch );
equip_char( ch, obj, WEAR_FINGER_R );
return;
}
bug( "Wear_obj: no free finger.", 0 );
send_to_char( "You already wear two rings.\n\r", ch );
return;
}
if (!wear_obj_size(ch, obj))
return;
if ( CAN_WEAR( obj, ITEM_WEAR_NECK ) )
{
if ( get_eq_char( ch, WEAR_NECK_1 ) != NULL
&& get_eq_char( ch, WEAR_NECK_2 ) != NULL
&& !remove_obj( ch, WEAR_NECK_1, fReplace )
&& !remove_obj( ch, WEAR_NECK_2, fReplace ) )
return;
if ( get_eq_char( ch, WEAR_NECK_1 ) == NULL )
{
act( "$n wears $p around $s neck.", ch, obj, NULL, TO_ROOM );
act( "You wear $p around your neck.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_NECK_1 );
return;
}
if ( get_eq_char( ch, WEAR_NECK_2 ) == NULL )
{
act( "$n wears $p around $s neck.", ch, obj, NULL, TO_ROOM );
act( "You wear $p around your neck.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_NECK_2 );
return;
}
bug( "Wear_obj: no free neck.", 0 );
send_to_char( "You already wear two neck items.\n\r", ch );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_BODY ) )
{
if ( !remove_obj( ch, WEAR_BODY, fReplace ) )
return;
act( "$n wears $p on $s torso.", ch, obj, NULL, TO_ROOM );
act( "You wear $p on your torso.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_BODY );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_HEAD ) )
{
if ( !remove_obj( ch, WEAR_HEAD, fReplace ) )
return;
act( "$n wears $p on $s head.", ch, obj, NULL, TO_ROOM );
act( "You wear $p on your head.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_HEAD );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_LEGS ) )
{
if ( !remove_obj( ch, WEAR_LEGS, fReplace ) )
return;
act( "$n wears $p on $s legs.", ch, obj, NULL, TO_ROOM );
act( "You wear $p on your legs.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_LEGS );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_FEET ) )
{
if ( !remove_obj( ch, WEAR_FEET, fReplace ) )
return;
act( "$n wears $p on $s feet.", ch, obj, NULL, TO_ROOM );
act( "You wear $p on your feet.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_FEET );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_HANDS ) )
{
if ( !remove_obj( ch, WEAR_HANDS, fReplace ) )
return;
act( "$n wears $p on $s hands.", ch, obj, NULL, TO_ROOM );
act( "You wear $p on your hands.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_HANDS );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_WEDDING ) )
{
if ( !remove_obj( ch, WEAR_WEDDING, fReplace ) )
return;
act( "$n wears $p on $s finger.", ch, obj, NULL, TO_ROOM );
act( "You wear $p on your finger.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_WEDDING );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_ARMS ) )
{
if ( !remove_obj( ch, WEAR_ARMS, fReplace ) )
return;
act( "$n wears $p on $s arms.", ch, obj, NULL, TO_ROOM );
act( "You wear $p on your arms.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_ARMS );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_SHOULDER ) )
{
if ( !remove_obj( ch, WEAR_SHOULDER, fReplace ) )
return;
act( "$n wears $p on $s shoulder.", ch, obj, NULL, TO_ROOM );
act( "You wear $p on your shoulder.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_SHOULDER );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_BACK ) )
{
if ( !remove_obj( ch, WEAR_BACK, fReplace ) )
return;
act( "$n places $p on thier back.", ch, obj, NULL, TO_ROOM );
act( "You place $p on your back.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_BACK );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_ABOUT ) )
{
if ( !remove_obj( ch, WEAR_ABOUT, fReplace ) )
return;
act( "$n wears $p about $s torso.", ch, obj, NULL, TO_ROOM );
act( "You wear $p about your torso.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_ABOUT );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_WAIST ) )
{
if ( !remove_obj( ch, WEAR_WAIST, fReplace ) )
return;
act( "$n wears $p about $s waist.", ch, obj, NULL, TO_ROOM );
act( "You wear $p about your waist.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_WAIST );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_WRIST ) )
{
if ( get_eq_char( ch, WEAR_WRIST_L ) != NULL
&& get_eq_char( ch, WEAR_WRIST_R ) != NULL
&& !remove_obj( ch, WEAR_WRIST_L, fReplace )
&& !remove_obj( ch, WEAR_WRIST_R, fReplace ) )
return;
if ( get_eq_char( ch, WEAR_WRIST_L ) == NULL )
{
act( "$n wears $p around $s left wrist.",
ch, obj, NULL, TO_ROOM );
act( "You wear $p around your left wrist.",
ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_WRIST_L );
return;
}
if ( get_eq_char( ch, WEAR_WRIST_R ) == NULL )
{
act( "$n wears $p around $s right wrist.",
ch, obj, NULL, TO_ROOM );
act( "You wear $p around your right wrist.",
ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_WRIST_R );
return;
}
bug( "Wear_obj: no free wrist.", 0 );
send_to_char( "You already wear two wrist items.\n\r", ch );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_SHIELD ) )
{
OBJ_DATA *weapon;
if ( !remove_obj( ch, WEAR_SHIELD, fReplace ) )
return;
weapon = get_eq_char(ch,WEAR_WIELD);
if (weapon != NULL && ch->size < SIZE_LARGE
&& IS_WEAPON_STAT(weapon,WEAPON_TWO_HANDS))
{
send_to_char("Your hands are tied up with your weapon!\n\r",ch);
return;
}
if (get_eq_char (ch, WEAR_SECONDARY) != NULL)
{
send_to_char ("You cannot use a shield while using 2 weapons.\n\r",ch);
return;
}
act( "$n wears $p as a shield.", ch, obj, NULL, TO_ROOM );
act( "You wear $p as a shield.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_SHIELD );
return;
}
if ( CAN_WEAR( obj, ITEM_WIELD ) )
{
int sn,skill;
if ( !remove_obj( ch, WEAR_WIELD, fReplace ) )
return;
if ( !IS_NPC(ch)
&& get_obj_weight(obj) > (str_app[get_curr_stat(ch,STAT_STR)].wield
* 10))
{
send_to_char( "It is too heavy for you to wield.\n\r", ch );
return;
}
if (!IS_NPC(ch) && ch->size < SIZE_LARGE
&& IS_WEAPON_STAT(obj,WEAPON_TWO_HANDS)
&& get_eq_char(ch,WEAR_SHIELD) != NULL)
{
send_to_char("You need two hands free for that weapon.\n\r",ch);
return;
}
act( "$n wields $p.", ch, obj, NULL, TO_ROOM );
act( "You wield $p.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_WIELD );
sn = get_weapon_sn(ch);
if (sn == skill_lookup("hand to hand"))
return;
skill = get_weapon_skill(ch,sn);
if (skill >= 100)
act("$p feels like a part of you!",ch,obj,NULL,TO_CHAR);
else if (skill > 85)
act("You feel quite confident with $p.",ch,obj,NULL,TO_CHAR);
else if (skill > 70)
act("You are skilled with $p.",ch,obj,NULL,TO_CHAR);
else if (skill > 50)
act("Your skill with $p is adequate.",ch,obj,NULL,TO_CHAR);
else if (skill > 25)
act("$p feels a little clumsy in your hands.",ch,obj,NULL,TO_CHAR);
else if (skill > 1)
act("You fumble and almost drop $p.",ch,obj,NULL,TO_CHAR);
else
act("You don't even know which end is up on $p.",
ch,obj,NULL,TO_CHAR);
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_CLOAK) )
{
if(get_eq_char(ch, WEAR_CLOAK) != NULL)
{
send_to_char("You are already wearing a cloak!\n\r",ch);
return;
}
if ( !remove_obj( ch, WEAR_CLOAK, fReplace ) )
return;
act( "$n wears $p about $s body.", ch, obj, NULL, TO_ROOM );
act( "You wear $p about your body.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_CLOAK );
return;
}
if ( CAN_WEAR( obj, ITEM_LAYER_ARMS) )
{
if(get_eq_char(ch, WEAR_LAYER_ARMS) != NULL)
{
send_to_char("You already have something wrapped about your arms!\n\r",ch);
return;
}
if ( !remove_obj( ch, WEAR_LAYER_ARMS, fReplace ) )
return;
act( "$n wears $p around $s arms.", ch, obj, NULL, TO_ROOM );
act( "You wear $p around your arms.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_LAYER_ARMS );
return;
}
if ( CAN_WEAR( obj, ITEM_LAYER_LEGS) )
{
if(get_eq_char(ch, WEAR_LAYER_LEGS) != NULL)
{
send_to_char("You already have something wrapped about your legs!\n\r",ch);
return;
}
if ( !remove_obj( ch, WEAR_LAYER_LEGS, fReplace ) )
return;
act( "$n wears $p around $s legs.", ch, obj, NULL, TO_ROOM );
act( "You wear $p around your legs.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_LAYER_LEGS );
return;
}
if ( CAN_WEAR( obj, ITEM_LAYER_BODY) )
{
if(get_eq_char(ch, WEAR_LAYER_BODY) != NULL)
{
send_to_char("You already have something wrapped about your body!\n\r",ch);
return;
}
if ( !remove_obj( ch, WEAR_LAYER_BODY, fReplace ) )
return;
act( "$n wears $p around $s body.", ch, obj, NULL, TO_ROOM );
act( "You wear $p around your body.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_LAYER_BODY );
return;
}
if ( CAN_WEAR( obj, ITEM_WEAR_HOOD) )
{
if(get_eq_char(ch, WEAR_HOOD) != NULL)
{
send_to_char("You are already wearing a hood!\n\r",ch);
return;
}
if ( !remove_obj( ch, WEAR_HOOD, fReplace ) )
return;
act( "$n wears $p as $s hood.", ch, obj, NULL, TO_ROOM );
act( "You wear $p as a hood.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_HOOD );
return;
}
if ( CAN_WEAR( obj, ITEM_HOLD ) )
{
if ( !remove_obj( ch, WEAR_HOLD, fReplace ) )
return;
act( "$n holds $p in $s hand.", ch, obj, NULL, TO_ROOM );
act( "You hold $p in your hand.", ch, obj, NULL, TO_CHAR );
equip_char( ch, obj, WEAR_HOLD );
return;
}
if ( CAN_WEAR(obj,ITEM_WEAR_FLOAT) )
{
if (!remove_obj(ch,WEAR_FLOAT, fReplace) )
return;
act("$n releases $p to float next to $m.",ch,obj,NULL,TO_ROOM);
act("You release $p and it floats next to you.",ch,obj,NULL,TO_CHAR);
equip_char(ch,obj,WEAR_FLOAT);
return;
}
if ( fReplace )
send_to_char( "You can't wear, wield, or hold that.\n\r", ch );
return;
}
void do_wear( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Wear, wield, or hold what?\n\r", ch );
return;
}
if ( !str_cmp( arg, "all" ) )
{
OBJ_DATA *obj_next;
for ( obj = ch->carrying; obj != NULL; obj = obj_next )
{
obj_next = obj->next_content;
if ( obj->wear_loc == WEAR_NONE && can_see_obj( ch, obj ) )
{
if (obj->condition != 0)
{
wear_obj( ch, obj, FALSE );
if ( obj->item_type == ITEM_WEAPON && chance( 10 ) && IS_OBJ2_STAT( obj, ITEM_RELIC ) )
{
printf_to_char( ch, "{c%s whispers ok lets rock!{x\n\r", obj->name );
}
}
else
act ("$p is too damaged to wear!", ch, obj, NULL, TO_CHAR);
}
}
return;
}
else
{
if ( ( obj = get_obj_carry( ch, arg, ch ) ) == NULL )
{
send_to_char( "You do not have that item.\n\r", ch );
return;
}
if (obj->condition == 0)
act("$p is too damaged to wear!", ch, obj, NULL, TO_CHAR);
else
{
wear_obj( ch, obj, TRUE );
if ( obj->item_type == ITEM_WEAPON && chance( 10 ) && IS_OBJ2_STAT( obj, ITEM_RELIC ) )
{
printf_to_char( ch, "%s whispers ok lets rock!\n\r", obj->name );
}
}
}
return;
}
void do_remove( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
OBJ_DATA *tmp, *temp;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Remove what?\n\r", ch );
return;
}
if (!str_cmp(arg, "all"))
{
for (tmp = ch->carrying ; tmp != NULL ; tmp = tmp->next_content)
{
if (tmp->wear_loc != WEAR_NONE)
remove_obj(ch, tmp->wear_loc, TRUE);
}
return;
}
if ( ( obj = get_obj_wear( ch, arg, TRUE ) ) == NULL )
{
if ( ( obj = get_obj_carry( ch, arg, ch ) ) && obj->belted_vnum > 0 )
{
printf_to_char( ch, "You carefully unstrap %s from your belt.\n\r", obj->short_descr );
sprintf( arg, "$n carefully unstraps %s from $s belt.", obj->short_descr );
act( arg, ch, NULL, NULL, TO_ROOM );
obj->belted_vnum = 0;
return;
}
if ( ( obj = get_obj_carry( ch, arg, ch ) ) && obj->sheathed_in != NULL )
{
if ( get_eq_char( ch, WEAR_WIELD ) != NULL )
{
send_to_char("You are already wielding a weapon. Remove it then unsheath this blade\n\r",ch);
return;
}
printf_to_char( ch, "You unsheath %s and wield it.\n\r", obj->short_descr );
sprintf( arg, "$n unsheaths %s and wields it.", obj->short_descr );
rnd_sound( 2, ch, "unsheath.wav", "unsheath2.wav" );
act( arg, ch, NULL, NULL, TO_ROOM );
equip_char( ch, obj, WEAR_WIELD );
obj->sheathed_in = NULL;
return;
}
if( (obj = get_obj_carry( ch, arg, ch) ) && obj->strap_loc > -1 )
{
printf_to_char(ch, "You unstrap %s, and remove it.\n\r",obj->short_descr);
obj->strap_loc = -1;
for( temp = ch->carrying; temp; temp = temp->next_content )
{
if(temp->sheathed_in == obj)
temp->sheathed_in = NULL;
}
return;
}
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];
char buf[MAX_STRING_LENGTH];
OBJ_DATA *obj;
int silver;
/* variables for AUTOSPLIT */
CHAR_DATA *gch;
int members;
char buffer[100];
one_argument( argument, arg );
if ( arg[0] == '\0' || !str_cmp( arg, ch->name ) )
{
/* It says ShadowStorm may accept it later ... =) */
if (number_percent() == 1)
{
act("$n offers $mself to Someone, who graciously accepts!", ch,NULL,NULL,TO_ROOM);
act("Shadowstorm appreciates your offer and accepts it!",ch,NULL,NULL,TO_CHAR);
ch->mana = 1;
ch->move = 1;
ch->hit = 1;
return;
}
act( "$n offers $mself to Someone, who graciously declines.",ch, NULL, NULL, TO_ROOM );
act( "ShadowStorm appreciates your offer and may accept it later.\n\r", ch, NULL, NULL, TO_CHAR );
return;
}
if (IS_SET(ch->in_room->room_flags, ROOM_DONATION))
{
send_to_char("You cannot sacrifice in a donation room.\n\r",ch);
return;
}
if (!str_cmp("all",arg) || !str_prefix("all.",arg))
{
OBJ_DATA *obj_next;
bool found = FALSE;
for (obj = ch->in_room->contents;obj;obj = obj_next)
{
obj_next = obj->next_content;
if (arg[3] != '\0' && !is_name(&arg[4],obj->name))
continue;
if ( (!CAN_WEAR(obj,ITEM_TAKE) || CAN_WEAR(obj,ITEM_NO_SAC))
|| (obj->item_type == ITEM_CORPSE_PC && obj->contains))
continue;
silver = UMAX(1,obj->level * 3);
if (obj->item_type != ITEM_CORPSE_NPC && obj->item_type != ITEM_CORPSE_PC)
silver = UMIN(silver,obj->cost);
found = TRUE;
/* if(!IS_NPC(ch) && ch->pcdata->religion != NULL )
{
religious_sacrifice(ch, obj );
continue;
} */
printf_to_char( ch, "{CShadowStorm gives you {Y%d{c silver for your sacrifice of {w%s{c.{x\n\r", silver, obj->short_descr );
act( "$n sacrifices $p to ShadowStorm.", ch, obj, NULL, TO_ROOM );
ch->silver += silver;
extract_obj( obj );
if (IS_SET(ch->act,PLR_AUTOSPLIT))
{
members = 0;
for (gch = ch->in_room->people;gch;gch = gch->next_in_room)
if (is_same_group(ch,gch))
members++;
if (members > 1 && silver > 1)
{
sprintf(buf,"%d",silver);
do_function( ch, &do_split, buf);
}
}
}
if (found)
wiznet("$N sends up everything in that room as a burnt offering.",ch,obj,WIZ_SACCING,0,0);
else
send_to_char("There is nothing sacrificable in this room.\n\r",ch);
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 ( obj->item_type == ITEM_CORPSE_PC )
{
if (obj->contains)
{
act( "ShadowStorm wouldn't like that.\n\r", ch, NULL, NULL, TO_CHAR );
return;
}
}
if ( !CAN_WEAR(obj, ITEM_TAKE) || CAN_WEAR(obj, ITEM_NO_SAC))
{
act( "$p is not an acceptable sacrifice.", ch, obj, 0, TO_CHAR );
return;
}
if (obj->in_room != NULL)
{
for (gch = obj->in_room->people; gch != NULL; gch = gch->next_in_room)
if (gch->on == obj)
{
act("$N appears to be using $p.",
ch,obj,gch,TO_CHAR);
return;
}
}
silver = UMAX(1,obj->level * 3);
if (obj->item_type != ITEM_CORPSE_NPC && obj->item_type != ITEM_CORPSE_PC)
silver = UMIN(silver,obj->cost);
/*if(!IS_NPC(ch) && HAS_RELIGION(ch) )
{
religious_sacrifice(ch, obj );
return;
}*/
if (silver == 1)
act( "ShadowStorm gives you one silver coin for your sacrifice.\n\r", ch,NULL, NULL, TO_CHAR );
else
{
sprintf(buf,"ShadowStorm gives you %d silver coins for your sacrifice.\n\r",silver);
send_to_char(buf,ch);
}
ch->silver += silver;
if (IS_SET(ch->act,PLR_AUTOSPLIT) )
{ /* AUTOSPLIT code */
members = 0;
for (gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room )
{
if ( is_same_group( gch, ch ) )
members++;
}
if ( members > 1 && silver > 1)
{
sprintf(buffer,"%d",silver);
do_function(ch, &do_split, buffer);
}
}
act( "$n sacrifices $p to ShadowStorm", ch, obj, NULL, TO_ROOM );
wiznet("$N sends up $p as a burnt offering.",
ch,obj,WIZ_SACCING,0,0);
extract_obj( obj );
return;
}
void do_quaff( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Quaff what?\n\r", ch );
return;
}
/* Stop quaff of healing potions in arena */
if (IS_SET(ch->in_room->room_flags, ROOM_ARENA))
{
act("You try to drink from $p, but feel to many eyes watching you.", ch, NULL, NULL, TO_CHAR);
return;
}
if ( ( obj = get_obj_carry( ch, arg, ch ) ) == NULL )
{
send_to_char( "You do not have that potion.\n\r", ch );
return;
}
if ( obj->item_type != ITEM_POTION )
{
send_to_char( "You can quaff only potions.\n\r", ch );
return;
}
if (ch->level < obj->level)
{
send_to_char("This liquid is too powerful for you to drink.\n\r",ch);
return;
}
else if (ch->level < obj->level - 5 && number_classes( ch ) == 2 )
{
send_to_char("This liquid is too powerful for you to drink.\n\r", ch );
return;
}
else if (ch->level < obj->level - 10 && number_classes( ch ) == 3 )
{
send_to_char("This liquid is too powerful for you to drink.\n\r", ch );
return;
}
else if (ch->level < obj->level - 15 && number_classes( ch ) == 4 )
{
send_to_char("This liquid is too powerful for you to drink.\n\r", ch );
return;
}
act( "$n quaffs $p.", ch, obj, NULL, TO_ROOM );
act( "You quaff $p.", ch, obj, NULL ,TO_CHAR );
sound( "quaff.wav", ch );
obj_cast_spell( obj->value[1], obj->value[0], ch, ch, NULL );
obj_cast_spell( obj->value[2], obj->value[0], ch, ch, NULL );
obj_cast_spell( obj->value[3], obj->value[0], ch, ch, NULL );
extract_obj( obj );
return;
}
void do_recite( CHAR_DATA *ch, char *argument )
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *scroll;
OBJ_DATA *obj;
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if ( ( scroll = get_obj_carry( ch, arg1, ch ) ) == NULL )
{
send_to_char( "You do not have that scroll.\n\r", ch );
return;
}
if ( scroll->item_type != ITEM_SCROLL )
{
send_to_char( "You can recite only scrolls.\n\r", ch );
return;
}
if ( ch->level < scroll->level)
{
send_to_char(
"This scroll is too complex for you to comprehend.\n\r",ch);
return;
}
else if ( ch->level < scroll->level - 5 && number_classes( ch ) == 2 )
{
send_to_char(
"This scroll is too complex for you to comprehend.\n\r", ch );
return;
}
else if ( ch->level < scroll->level - 10 && number_classes( ch ) == 3 )
{
send_to_char(
"This scroll is too complex for you to comprehend.\n\r", ch );
return;
}
else if ( ch->level < scroll->level - 15 && number_classes( ch ) == 4 )
{
send_to_char(
"This scroll is too complex for you to comprehend.\n\r", ch );
return;
}
obj = NULL;
if ( arg2[0] == '\0' )
{
victim = ch;
}
else
{
if ( ( victim = get_char_room ( ch, NULL, arg2 ) ) == NULL
&& ( obj = get_obj_here ( ch, NULL, arg2 ) ) == NULL )
{
send_to_char( "You can't find it.\n\r", ch );
return;
}
}
act( "$n recites $p.", ch, scroll, NULL, TO_ROOM );
act( "You recite $p.", ch, scroll, NULL, TO_CHAR );
sound( "scroll.wav", ch );
if (number_percent() >= 20 + get_skill(ch,skill_lookup("scrolls")) * 4/5)
{
send_to_char("You mispronounce a syllable.\n\r",ch);
check_improve(ch,skill_lookup("scrolls"),FALSE,2);
}
else
{
obj_cast_spell( scroll->value[1], scroll->value[0], ch, victim, obj );
obj_cast_spell( scroll->value[2], scroll->value[0], ch, victim, obj );
obj_cast_spell( scroll->value[3], scroll->value[0], ch, victim, obj );
check_improve(ch,skill_lookup("scrolls"),TRUE,2);
}
extract_obj( scroll );
return;
}
void do_brandish( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
OBJ_DATA *staff;
int sn;
if ( ( staff = get_eq_char( ch, WEAR_HOLD ) ) == NULL )
{
send_to_char( "You hold nothing in your hand.\n\r", ch );
return;
}
if ( staff->item_type != ITEM_STAFF )
{
send_to_char( "You can brandish only with a staff.\n\r", ch );
return;
}
if ( ( sn = staff->value[3] ) < 0
|| sn >= MAX_SKILL
|| skill_table[sn].spell_fun == 0 )
{
bug( "Do_brandish: bad sn %d.", sn );
return;
}
WAIT_STATE( ch, 2 * PULSE_VIOLENCE );
if ( staff->value[2] > 0 )
{
act( "$n brandishes $p.", ch, staff, NULL, TO_ROOM );
act( "You brandish $p.", ch, staff, NULL, TO_CHAR );
if ( ch->level < staff->level
|| number_percent() >= 20 + get_skill(ch,skill_lookup("staves")) * 4/5)
{
act ("You fail to invoke $p.",ch,staff,NULL,TO_CHAR);
act ("...and nothing happens.",ch,NULL,NULL,TO_ROOM);
check_improve(ch,skill_lookup("staves"),FALSE,2);
}
else for ( vch = ch->in_room->people; vch; vch = vch_next )
{
vch_next = vch->next_in_room;
switch ( skill_table[sn].target )
{
default:
bug( "Do_brandish: bad target for sn %d.", sn );
return;
case TAR_IGNORE:
if ( vch != ch )
continue;
break;
case TAR_CHAR_OFFENSIVE:
if ( IS_NPC(ch) ? IS_NPC(vch) : !IS_NPC(vch) )
continue;
break;
case TAR_CHAR_DEFENSIVE:
if ( IS_NPC(ch) ? !IS_NPC(vch) : IS_NPC(vch) )
continue;
break;
case TAR_CHAR_SELF:
if ( vch != ch )
continue;
break;
}
obj_cast_spell( staff->value[3], staff->value[0], ch, vch, NULL );
check_improve(ch,skill_lookup("staves"),TRUE,2);
}
}
if ( --staff->value[2] <= 0 )
{
act( "$n's $p blazes bright and is gone.", ch, staff, NULL, TO_ROOM );
act( "Your $p blazes bright and is gone.", ch, staff, NULL, TO_CHAR );
extract_obj( staff );
}
return;
}
void do_zap( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *wand;
OBJ_DATA *obj;
one_argument( argument, arg );
if ( arg[0] == '\0' && ch->fighting == NULL )
{
send_to_char( "Zap whom or what?\n\r", ch );
return;
}
if ( ( wand = get_eq_char( ch, WEAR_HOLD ) ) == NULL )
{
send_to_char( "You hold nothing in your hand.\n\r", ch );
return;
}
if ( wand->item_type != ITEM_WAND )
{
send_to_char( "You can zap only with a wand.\n\r", ch );
return;
}
obj = NULL;
if ( arg[0] == '\0' )
{
if ( ch->fighting != NULL )
{
victim = ch->fighting;
}
else
{
send_to_char( "Zap whom or what?\n\r", ch );
return;
}
}
else
{
if ( ( victim = get_char_room ( ch, NULL, arg ) ) == NULL
&& ( obj = get_obj_here ( ch, NULL, arg ) ) == NULL )
{
send_to_char( "You can't find it.\n\r", ch );
return;
}
}
WAIT_STATE( ch, 2 * PULSE_VIOLENCE );
if ( wand->value[2] > 0 )
{
if ( victim != NULL )
{
act( "$n zaps $N with $p.", ch, wand, victim, TO_NOTVICT );
act( "You zap $N with $p.", ch, wand, victim, TO_CHAR );
act( "$n zaps you with $p.",ch, wand, victim, TO_VICT );
}
else
{
act( "$n zaps $P with $p.", ch, wand, obj, TO_ROOM );
act( "You zap $P with $p.", ch, wand, obj, TO_CHAR );
}
if (ch->level < wand->level
|| number_percent() >= 20 + get_skill(ch,skill_lookup("wands")) * 4/5)
{
act( "Your efforts with $p produce only smoke and sparks.",
ch,wand,NULL,TO_CHAR);
act( "$n's efforts with $p produce only smoke and sparks.",
ch,wand,NULL,TO_ROOM);
check_improve(ch,skill_lookup("wands"),FALSE,2);
}
else
{
obj_cast_spell( wand->value[3], wand->value[0], ch, victim, obj );
check_improve(ch,skill_lookup("wands"),TRUE,2);
}
}
if ( --wand->value[2] <= 0 )
{
act( "$n's $p explodes into fragments.", ch, wand, NULL, TO_ROOM );
act( "Your $p explodes into fragments.", ch, wand, NULL, TO_CHAR );
extract_obj( wand );
}
return;
}
void do_steal( CHAR_DATA *ch, char *argument )
{
char buf [MAX_STRING_LENGTH];
char arg1 [MAX_INPUT_LENGTH];
char arg2 [MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *obj;
int percent;
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if ( arg1[0] == '\0' || arg2[0] == '\0' )
{
send_to_char( "Steal what from whom?\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, NULL, arg2 ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( victim == ch )
{
send_to_char( "That's pointless.\n\r", ch );
return;
}
if (is_safe(ch,victim))
return;
if (IS_SET(victim->in_room->room_flags, ROOM_ARENA))
{
send_to_char("You are here to do battle, not to steal!\n\r", ch);
return;
}
if ( IS_NPC(victim)
&& victim->position == POS_FIGHTING)
{
send_to_char( "Kill stealing is not permitted.\n\r"
"You'd better not -- you might get hit.\n\r",ch);
return;
}
WAIT_STATE( ch, skill_table[skill_lookup("steal")].beats );
percent = number_percent();
if (!IS_AWAKE(victim))
percent -= 10;
else if (!can_see(victim,ch))
percent += 25;
else
percent += 50;
if ( ((ch->level + 7 < victim->level || ch->level -7 > victim->level)
&& !IS_NPC(victim) && !IS_NPC(ch) )
|| ( !IS_NPC(ch) && percent > get_skill(ch,skill_lookup("steal")))
|| ( !IS_NPC(ch) && !is_clan(ch)) )
{
/*
* Failure.
*/
send_to_char( "Oops.\n\r", ch );
affect_strip(ch,skill_lookup("sneak"));
REMOVE_BIT(ch->affected_by,AFF_SNEAK);
act( "$n tried to steal from you.\n\r", ch, NULL, victim, TO_VICT );
act( "$n tried to steal from $N.\n\r", ch, NULL, victim, TO_NOTVICT );
switch(number_range(0,3))
{
case 0 :
sprintf( buf, "%s is a lousy thief!", ch->name );
break;
case 1 :
sprintf( buf, "%s couldn't rob %s way out of a paper bag!",
ch->name,(ch->sex == 2) ? "her" : "his");
break;
case 2 :
sprintf( buf,"%s tried to rob me!",ch->name );
break;
case 3 :
sprintf(buf,"Keep your hands out of there, %s!",ch->name);
break;
}
if (!IS_AWAKE(victim))
do_function(victim, &do_wake, "");
if (IS_AWAKE(victim))
do_function(victim, &do_yell, buf );
if ( !IS_NPC(ch) )
{
if ( IS_NPC(victim) )
{
check_improve(ch,skill_lookup("steal"),FALSE,2);
multi_hit( victim, ch, TYPE_UNDEFINED );
}
else
{
sprintf(buf,"$N tried to steal from %s.",victim->name);
wiznet(buf,ch,NULL,WIZ_FLAGS,0,0);
if ( !IS_SET(ch->act, PLR_THIEF) )
{
SET_BIT(ch->act, PLR_THIEF);
send_to_char( "*** You are now a THIEF!! ***\n\r", ch );
save_char_obj( ch );
}
}
}
return;
}
if ( !str_cmp( arg1, "coin" )
|| !str_cmp( arg1, "coins" )
|| !str_cmp( arg1, "gold" )
|| !str_cmp( arg1, "silver"))
{
int gold, silver;
gold = victim->gold * number_range(1, ch->level) / MAX_LEVEL;
silver = victim->silver * number_range(1,ch->level) / MAX_LEVEL;
if ( gold <= 0 && silver <= 0 )
{
send_to_char( "You couldn't get any coins.\n\r", ch );
return;
}
ch->gold += gold;
ch->silver += silver;
victim->silver -= silver;
victim->gold -= gold;
if (silver <= 0)
sprintf( buf, "Bingo! You got %d gold coins.\n\r", gold );
else if (gold <= 0)
sprintf( buf, "Bingo! You got %d silver coins.\n\r",silver);
else
sprintf(buf, "Bingo! You got %d silver and %d gold coins.\n\r",
silver,gold);
send_to_char( buf, ch );
check_improve(ch,skill_lookup("steal"),TRUE,2);
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_INVENTORY)
|| obj->level > ch->level )
{
send_to_char( "You can't pry it away.\n\r", ch );
return;
}
if ( ch->carry_number + get_obj_number( obj ) > 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 );
act("You pocket $p.",ch,obj,NULL,TO_CHAR);
check_improve(ch,skill_lookup("steal"),TRUE,2);
send_to_char( "Got it!\n\r", ch );
return;
}
/*
* Shopping commands.
*/
CHAR_DATA *find_keeper( CHAR_DATA *ch )
{
/*char buf[MAX_STRING_LENGTH];*/
CHAR_DATA *keeper;
SHOP_DATA *pShop;
pShop = NULL;
for ( keeper = ch->in_room->people; keeper; keeper = keeper->next_in_room )
{
if ( IS_NPC(keeper) && (pShop = keeper->pIndexData->pShop) != NULL )
break;
}
if ( pShop == NULL )
{
send_to_char( "You can't do that here.\n\r", ch );
return NULL;
}
/*
* Undesirables.
*
if ( !IS_NPC(ch) && IS_SET(ch->act, PLR_KILLER) )
{
do_function(keeper, &do_say, "Killers are not welcome!");
sprintf(buf, "%s the KILLER is over here!\n\r", ch->name);
do_function(keeper, &do_yell, buf );
return NULL;
}
if ( !IS_NPC(ch) && IS_SET(ch->act, PLR_THIEF) )
{
do_function(keeper, &do_say, "Thieves are not welcome!");
sprintf(buf, "%s the THIEF is over here!\n\r", ch->name);
do_function(keeper, &do_yell, buf );
return NULL;
}
*/
/*
* Shop hours.
*/
if ( time_info.hour < pShop->open_hour )
{
do_function(keeper, &do_say, "Sorry, I am closed. Come back later.");
return NULL;
}
if ( time_info.hour > pShop->close_hour )
{
do_function(keeper, &do_say, "Sorry, I am closed. Come back tomorrow.");
return NULL;
}
/*
* Invisible or hidden people.
*/
if ( !can_see( keeper, ch ) )
{
do_function(keeper, &do_say, "I don't trade with folks I can't see.");
return NULL;
}
return keeper;
}
/* insert an object at the right spot for the keeper */
void obj_to_keeper( OBJ_DATA *obj, CHAR_DATA *ch )
{
OBJ_DATA *t_obj, *t_obj_next;
/* see if any duplicates are found */
for (t_obj = ch->carrying; t_obj != NULL; t_obj = t_obj_next)
{
t_obj_next = t_obj->next_content;
if (obj->pIndexData == t_obj->pIndexData
&& !str_cmp(obj->short_descr,t_obj->short_descr))
{
/* if this is an unlimited item, destroy the new one */
if (IS_OBJ_STAT(t_obj,ITEM_INVENTORY))
{
extract_obj(obj);
return;
}
obj->cost = t_obj->cost; /* keep it standard */
break;
}
}
if (t_obj == NULL)
{
obj->next_content = ch->carrying;
ch->carrying = obj;
}
else
{
obj->next_content = t_obj->next_content;
t_obj->next_content = obj;
}
obj->carried_by = ch;
obj->in_room = NULL;
obj->in_obj = NULL;
ch->carry_number += get_obj_number( obj );
ch->carry_weight += get_obj_weight( obj );
}
/* get an object from a shopkeeper's list */
OBJ_DATA *get_obj_keeper( CHAR_DATA *ch, CHAR_DATA *keeper, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
int number;
int count;
number = number_argument( argument, arg );
count = 0;
for ( obj = keeper->carrying; obj != NULL; obj = obj->next_content )
{
if (obj->wear_loc == WEAR_NONE
&& can_see_obj( keeper, obj )
&& can_see_obj(ch,obj)
&& is_name( arg, obj->name ) )
{
if ( ++count == number )
return obj;
/* skip other objects of the same name */
while (obj->next_content != NULL
&& obj->pIndexData == obj->next_content->pIndexData
&& !str_cmp(obj->short_descr,obj->next_content->short_descr))
obj = obj->next_content;
}
}
return NULL;
}
int get_cost( CHAR_DATA *keeper, OBJ_DATA *obj, bool fBuy )
{
SHOP_DATA *pShop;
int cost;
if ( obj == NULL || ( pShop = keeper->pIndexData->pShop ) == NULL )
return 0;
if ( fBuy )
{
cost = obj->cost * pShop->profit_buy / 100;
}
else
{
OBJ_DATA *obj2;
int itype;
cost = 0;
for ( itype = 0; itype < MAX_TRADE; itype++ )
{
if ( obj->item_type == pShop->buy_type[itype] )
{
cost = obj->cost * pShop->profit_sell / 100;
break;
}
}
if (!IS_OBJ_STAT(obj,ITEM_SELL_EXTRACT))
for ( obj2 = keeper->carrying; obj2; obj2 = obj2->next_content )
{
if ( obj->pIndexData == obj2->pIndexData
&& !str_cmp(obj->short_descr,obj2->short_descr) )
{
if (IS_OBJ_STAT(obj2,ITEM_INVENTORY))
cost /= 2;
else
cost = cost * 3 / 4;
}
}
}
if ( obj->item_type == ITEM_STAFF || obj->item_type == ITEM_WAND )
{
if (obj->value[1] == 0)
cost /= 4;
else
cost = cost * obj->value[2] / obj->value[1];
}
return cost;
}
void do_buy( CHAR_DATA *ch, char *argument )
{
char buf[MAX_STRING_LENGTH];
int cost,roll;
if ( argument[0] == '\0' )
{
send_to_char( "Buy what?\n\r", ch );
return;
}
if ( IS_SET(ch->in_room->room_flags, ROOM_MOUNT_SHOP) )
{
do_buy_mount( ch, argument );
return;
}
if ( IS_SET(ch->in_room->room_flags, ROOM_PET_SHOP))
{
char arg[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
CHAR_DATA *pet;
ROOM_INDEX_DATA *pRoomIndexNext;
ROOM_INDEX_DATA *in_room;
smash_tilde(argument);
if ( IS_NPC(ch) )
return;
argument = one_argument(argument,arg);
/* hack to make new thalos pets work */
if (ch->in_room->vnum == 9621)
pRoomIndexNext = get_room_index(9706);
else
pRoomIndexNext = get_room_index( ch->in_room->vnum + 1 );
if ( pRoomIndexNext == NULL )
{
bug( "Do_buy: bad pet shop at vnum %d.", ch->in_room->vnum );
send_to_char( "Sorry, you can't buy that here.\n\r", ch );
return;
}
in_room = ch->in_room;
ch->in_room = pRoomIndexNext;
pet = get_char_room( ch, NULL, arg );
ch->in_room = in_room;
if ( pet == NULL || !IS_SET(pet->act, ACT_PET) )
{
send_to_char( "Sorry, you can't buy that here.\n\r", ch );
return;
}
pet->hometown = ch->hometown;
if ( ch->pet != NULL )
{
send_to_char("You already own a pet.\n\r",ch);
return;
}
cost = 10 * pet->level * pet->level;
if ( (ch->silver + 100 * ch->gold) < cost )
{
send_to_char( "You can't afford it.\n\r", ch );
return;
}
if ( ch->level < pet->level )
{
send_to_char(
"You're not powerful enough to master this pet.\n\r", ch );
return;
}
/* haggle */
roll = number_percent();
if (roll < get_skill(ch,skill_lookup("haggle")))
{
cost -= cost / 2 * roll / 100;
sprintf(buf,"You haggle the price down to %d coins.\n\r",cost);
send_to_char(buf,ch);
check_improve(ch,skill_lookup("haggle"),TRUE,4);
}
deduct_cost(ch,cost);
pet = create_mobile( pet->pIndexData );
SET_BIT(pet->act, ACT_PET);
SET_BIT(pet->affected_by, AFF_CHARM);
pet->comm = COMM_NOTELL|COMM_NOSHOUT|COMM_NOCHANNELS;
argument = one_argument( argument, arg );
if ( arg[0] != '\0' )
{
sprintf( buf, "%s %s", pet->name, arg );
free_string( pet->name );
pet->name = str_dup( buf );
}
sprintf( buf, "%sA neck tag says 'I belong to %s'.\n\r",
pet->description, ch->name );
free_string( pet->description );
pet->description = str_dup( buf );
char_to_room( pet, ch->in_room );
add_follower( pet, ch );
pet->leader = ch;
ch->pet = pet;
free_string( ch->powner );
pet->powner = str_dup( ch->name );
if ( pet->xp_tolevel == 0 )
pet->xp_tolevel = 1000;
send_to_char( "Enjoy your pet.\n\r", ch );
act( "$n bought $N as a pet.", ch, NULL, pet, TO_ROOM );
rnd_sound( 2, ch, "buy.wav", "coins.wav" );
return;
}
else
{
CHAR_DATA *keeper;
OBJ_DATA *obj,*t_obj;
char arg[MAX_INPUT_LENGTH];
int number, count = 1;
if ( ( keeper = find_keeper( ch ) ) == NULL )
return;
number = mult_argument(argument,arg);
obj = get_obj_keeper( ch,keeper, arg );
cost = get_cost( keeper, obj, TRUE );
if (number < 1 || number > 99)
{
act("$n tells you 'Get real!",keeper,NULL,ch,TO_VICT);
return;
}
if ( cost <= 0 || !can_see_obj( ch, obj ) )
{
act( "$n tells you 'I don't sell that -- try 'list''.",
keeper, NULL, ch, TO_VICT );
ch->reply = keeper;
return;
}
if (!IS_OBJ_STAT(obj,ITEM_INVENTORY))
{
for (t_obj = obj->next_content;
count < number && t_obj != NULL;
t_obj = t_obj->next_content)
{
if (t_obj->pIndexData == obj->pIndexData
&& !str_cmp(t_obj->short_descr,obj->short_descr))
count++;
else
break;
}
if (count < number)
{
act("$n tells you 'I don't have that many in stock.",
keeper,NULL,ch,TO_VICT);
ch->reply = keeper;
return;
}
}
if ( (ch->silver + ch->gold * 100) < cost * number )
{
if (number > 1)
act("$n tells you 'You can't afford to buy that many.",
keeper,obj,ch,TO_VICT);
else
act( "$n tells you 'You can't afford to buy $p'.",
keeper, obj, ch, TO_VICT );
ch->reply = keeper;
return;
}
if ( ch->level < obj->level && number_classes( ch ) <= 1 )
{
act( "$n tells you 'You can't use $p yet'.",
keeper, obj, ch, TO_VICT );
ch->reply = keeper;
if ( ch->sex == 1 )
sound( "nskilled.wav", ch );
else
sound( "nskilledf.wav", ch );
return;
}
else if ( ch->level < obj->level - 5 && number_classes( ch ) == 2 )
{
act( "$n tells you 'You can't use $p yet'.",
keeper, obj, ch, TO_VICT );
ch->reply = keeper;
if ( ch->sex == 1 )
sound( "nskilled.wav", ch );
else
sound( "nskilledf.wav", ch );
return;
}
else if ( ch->level < obj->level - 10 && number_classes( ch ) == 3 )
{
act( "$n tells you 'You can't use $p yet'.",
keeper, obj, ch, TO_VICT );
ch->reply = keeper;
if ( ch->sex == 1 )
sound( "nskilled.wav", ch );
else
sound( "nskilledf.wav", ch );
return;
}
else if ( ch->level < obj->level - 15 && number_classes( ch ) == 4 )
{
act( "$n tells you 'You can't use $p yet'.",
keeper, obj, ch, TO_VICT );
ch->reply = keeper;
if ( ch->sex == 1 )
sound( "nskilled.wav", ch );
else
sound( "nskilledf.wav", ch );
return;
}
if (ch->carry_number + number * get_obj_number(obj) > can_carry_n(ch))
{
send_to_char( "You can't carry that many items.\n\r", ch );
if ( ch->sex == 1 )
sound( "armsfull.wav", ch );
else
sound( "armsfullf.wav", ch );
return;
}
if ( ch->carry_weight + number * get_obj_weight(obj) > can_carry_w(ch))
{
send_to_char( "You can't carry that much weight.\n\r", ch );
return;
}
/* haggle */
roll = number_percent();
if (!IS_OBJ_STAT(obj,ITEM_SELL_EXTRACT)
&& roll < get_skill(ch,skill_lookup("haggle")))
{
cost -= obj->cost / 2 * roll / 100;
act("You haggle with $N.",ch,NULL,keeper,TO_CHAR);
check_improve(ch,skill_lookup("haggle"),TRUE,4);
}
if (number > 1)
{
rnd_sound( 2, ch, "buy.wav", "coins.wav" );
sprintf(buf,"$n buys $p[%d].",number);
act(buf,ch,obj,NULL,TO_ROOM);
sprintf(buf,"You buy $p[%d] for %d silver.",number,cost * number);
act(buf,ch,obj,NULL,TO_CHAR);
}
else
{
rnd_sound( 2, ch, "buy.wav", "coins.wav" );
act( "$n buys $p.", ch, obj, NULL, TO_ROOM );
sprintf(buf,"You buy $p for %d silver.",cost);
act( buf, ch, obj, NULL, TO_CHAR );
}
deduct_cost(ch,cost * number);
keeper->gold += cost * number/100;
keeper->silver += cost * number - (cost * number/100) * 100;
for (count = 0; count < number; count++)
{
if ( IS_SET( obj->extra_flags, ITEM_INVENTORY ) )
t_obj = create_object( obj->pIndexData, obj->level );
else
{
t_obj = obj;
obj = obj->next_content;
obj_from_char( t_obj );
}
if (t_obj->timer > 0 && !IS_OBJ_STAT(t_obj,ITEM_HAD_TIMER))
t_obj->timer = 0;
REMOVE_BIT(t_obj->extra_flags,ITEM_HAD_TIMER);
obj_to_char( t_obj, ch );
if (cost < t_obj->cost)
t_obj->cost = cost;
t_obj->size = ch->size;
}
}
}
void do_list( CHAR_DATA *ch, char *argument )
{
char buf[MAX_STRING_LENGTH];
if ( IS_SET(ch->in_room->room_flags, ROOM_PET_SHOP) )
{
ROOM_INDEX_DATA *pRoomIndexNext;
CHAR_DATA *pet;
bool found;
/* hack to make new thalos pets work */
if (ch->in_room->vnum == 9621)
pRoomIndexNext = get_room_index(9706);
else
pRoomIndexNext = get_room_index( ch->in_room->vnum + 1 );
if ( pRoomIndexNext == NULL )
{
bug( "Do_list: bad pet shop at vnum %d.", ch->in_room->vnum );
send_to_char( "You can't do that here.\n\r", ch );
return;
}
found = FALSE;
for ( pet = pRoomIndexNext->people; pet; pet = pet->next_in_room )
{
if ( IS_SET(pet->act, ACT_PET)
|| IS_SET(pet->act, ACT_MOUNT) )
{
if ( !found )
{
found = TRUE;
if (IS_SET(pet->act, ACT_PET))
send_to_char( "Pets for sale:\n\r\n\r", ch );
else if (IS_SET(pet->act, ACT_MOUNT))
send_to_char( "Mounts for sale:\n\r\n\r", ch );
sprintf( buf, "LVL Price Pet type Exp to Level\n\r");
send_to_char( buf, ch );
send_to_char( "{B============================================={x\n\r", ch );
}
if ( pet->xp_tolevel == 0 )
pet->xp_tolevel = 1000;
if ( IS_MXP( ch ) )
{
sprintf( buf, MXP_SECURE "<send href=\" buy %s\" hint=\"Buy|buy\">[%3d] %6d %14s %4d</Send>\n\r" MXP_LLOCK,
pet->name, pet->level,
10 * pet->level * pet->level,
pet->short_descr, pet->xp_tolevel );
send_to_char( buf, ch );
}
else
{
sprintf( buf, "[%3d] %6d %14s %4d\n\r",
pet->level,
10 * pet->level * pet->level,
pet->short_descr, pet->xp_tolevel );
send_to_char( buf, ch );
}
}
}
if ( !found )
{
if (IS_SET(ch->in_room->room_flags, ROOM_PET_SHOP) )
send_to_char( "Sorry, we're out of pets right now.\n\r", ch );
else
send_to_char( "Sorry, we're out of mounts right now.\n\r", ch );
return;
}
}
else
{
CHAR_DATA *keeper;
OBJ_DATA *obj;
int cost,count;
bool found;
char arg[MAX_INPUT_LENGTH];
if ( ( keeper = find_keeper( ch ) ) == NULL )
return;
one_argument(argument,arg);
found = FALSE;
for ( obj = keeper->carrying; obj; obj = obj->next_content )
{
if ( obj->wear_loc == WEAR_NONE
&& can_see_obj( ch, obj )
&& ( cost = get_cost( keeper, obj, TRUE ) ) > 0
&& ( arg[0] == '\0'
|| is_name(arg,obj->name) ))
{
if ( !found )
{
found = TRUE;
send_to_char( "Lv Price Qty Item\n\r", ch );
send_to_char( "{G====================================={x\n\r", ch );
}
if (IS_OBJ_STAT(obj,ITEM_INVENTORY))
{
if ( IS_MXP( ch ) )
sprintf(buf,MXP_SECURE "<send href=\"buy %s\" hint=\"Buy|buy\">[%2d %5d -- ] %s</Send>\n\r" MXP_LLOCK,
obj->name, obj->level,cost,obj->short_descr);
else
sprintf(buf,"[%2d %5d -- ] %s\n\r",
obj->level,cost,obj->short_descr);
}
else
{
count = 1;
while (obj->next_content != NULL
&& obj->pIndexData == obj->next_content->pIndexData
&& !str_cmp(obj->short_descr,
obj->next_content->short_descr))
{
obj = obj->next_content;
count++;
}
if ( IS_MXP( ch ) )
sprintf(buf,MXP_SECURE"<send href=\"buy %s\" hint=\"Buy|buy\">[%2d %5d %2d ] %s</Send>\n\r" MXP_LLOCK,
obj->name, obj->level,cost,count,obj->short_descr);
else
sprintf(buf,"[%2d %5d %2d ] %s\n\r",
obj->level,cost,count,obj->short_descr);
}
send_to_char( buf, ch );
}
}
if ( !found )
send_to_char( "You can't buy anything here.\n\r", ch );
return;
}
}
void do_sell( CHAR_DATA *ch, char *argument )
{
char buf[MAX_STRING_LENGTH];
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *keeper;
OBJ_DATA *obj;
int cost,roll;
OBJ_DATA *obj_next;
int tcost = 0, count = 0;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Sell what?\n\r", ch );
return;
}
if ( ( keeper = find_keeper( ch ) ) == NULL )
return;
if (!str_cmp(arg, "all"))
{
for (obj = ch->carrying; obj != NULL; obj = obj_next)
{
obj_next = obj->next_content;
if (can_drop_obj(ch, obj)
&& obj->wear_loc == WEAR_NONE
&& can_see_obj(keeper, obj)
&& ((cost = get_cost(keeper, obj, FALSE)) > 0)
&& (cost < keeper->gold))
{
tcost += cost;
count++;
ch->gold += cost;
deduct_cost(keeper, cost);
if (keeper->gold < 0)
keeper->gold = 0;
if (obj->item_type == ITEM_TRASH || IS_OBJ_STAT(obj, ITEM_SELL_EXTRACT))
{
extract_obj(obj);
}
else
{
obj_from_char(obj);
if (obj->timer)
SET_BIT(obj->extra_flags, ITEM_HAD_TIMER);
else
obj->timer = number_range(50, 100);
obj_to_keeper(obj, keeper);
}
} // salable item ifcheck
} // for loop
sprintf(buf, "You sell %d items for %d gold.\r\n", count, tcost);
send_to_char(buf, ch);
return;
}
if ( ( obj = get_obj_carry( ch, arg, ch ) ) == NULL )
{
act( "$n tells you 'You don't have that item'.",
keeper, NULL, ch, TO_VICT );
ch->reply = keeper;
return;
}
if ( !can_drop_obj( ch, obj ) )
{
send_to_char( "You can't let go of it.\n\r", ch );
return;
}
if (!can_see_obj(keeper,obj))
{
act("$n doesn't see what you are offering.",keeper,NULL,ch,TO_VICT);
return;
}
if ( ( cost = get_cost( keeper, obj, FALSE ) ) <= 0 )
{
act( "$n looks uninterested in $p.", keeper, obj, ch, TO_VICT );
return;
}
if ( cost > (keeper-> silver + 100 * keeper->gold) )
{
act("$n tells you 'I'm afraid I don't have enough wealth to buy $p.",
keeper,obj,ch,TO_VICT);
return;
}
if (IS_OBJ_STAT(obj, ITEM_QUEST))
{
send_to_char("You should sell that to the questor instead!\n\r", ch);
return;
}
act( "$n sells $p.", ch, obj, NULL, TO_ROOM );
/* haggle */
roll = number_percent();
if (!IS_OBJ_STAT(obj,ITEM_SELL_EXTRACT) && roll < get_skill(ch,skill_lookup("haggle")))
{
send_to_char("You haggle with the shopkeeper.\n\r",ch);
cost += obj->cost / 2 * roll / 100;
cost = UMIN(cost,95 * get_cost(keeper,obj,TRUE) / 100);
cost = UMIN(cost,(keeper->silver + 100 * keeper->gold));
check_improve(ch,skill_lookup("haggle"),TRUE,4);
}
sprintf( buf, "You sell $p for %d silver and %d gold piece%s.",
cost - (cost/100) * 100, cost/100, cost == 1 ? "" : "s" );
act( buf, ch, obj, NULL, TO_CHAR );
ch->gold += cost/100;
ch->silver += cost - (cost/100) * 100;
deduct_cost(keeper,cost);
if ( keeper->gold < 0 )
keeper->gold = 0;
if ( keeper->silver< 0)
keeper->silver = 0;
if ( obj->item_type == ITEM_TRASH || IS_OBJ_STAT(obj,ITEM_SELL_EXTRACT))
{
extract_obj( obj );
}
else
{
obj_from_char( obj );
if (obj->timer)
SET_BIT(obj->extra_flags,ITEM_HAD_TIMER);
else
obj->timer = number_range(50,100);
obj_to_keeper( obj, keeper );
}
return;
}
void do_value( CHAR_DATA *ch, char *argument )
{
char buf[MAX_STRING_LENGTH];
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *keeper;
OBJ_DATA *obj;
int cost;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Value what?\n\r", ch );
return;
}
if ( ( keeper = find_keeper( ch ) ) == NULL )
return;
if ( ( obj = get_obj_carry( ch, arg, ch ) ) == NULL )
{
act( "$n tells you 'You don't have that item'.",
keeper, NULL, ch, TO_VICT );
ch->reply = keeper;
return;
}
if (!can_see_obj(keeper,obj))
{
act("$n doesn't see what you are offering.",keeper,NULL,ch,TO_VICT);
return;
}
if ( !can_drop_obj( ch, obj ) )
{
send_to_char( "You can't let go of it.\n\r", ch );
return;
}
if ( ( cost = get_cost( keeper, obj, FALSE ) ) <= 0 )
{
act( "$n looks uninterested in $p.", keeper, obj, ch, TO_VICT );
return;
}
sprintf( buf,
"$n tells you 'I'll give you %d silver and %d gold coins for $p'.",
cost - (cost/100) * 100, cost/100 );
act( buf, keeper, obj, ch, TO_VICT );
ch->reply = keeper;
return;
}
void do_second (CHAR_DATA *ch, char *argument)
{
OBJ_DATA *obj;
char buf[MAX_STRING_LENGTH]; /* overkill, but what the heck */
if ( !IS_NPC(ch)
&& !can_use_skpell( ch, skill_lookup("dual wield") ) )
{
send_to_char(
"You don't know how to dual wield.\n\r", ch );
return;
}
if (argument[0] == '\0') /* empty */
{
send_to_char ("Wear which weapon in your off-hand?\n\r",ch);
return;
}
obj = get_obj_carry (ch, argument, ch);
if (obj == NULL)
{
send_to_char ("You have no such thing in your backpack.\n\r",ch);
return;
}
if (!wear_obj_size(ch, obj))
return;
if ( obj->item_type == ITEM_CORPSE_PC || obj->item_type == ITEM_CORPSE_NPC )
{
send_to_char ("You can't dual wield a corpse.\n\r", ch );
return;
}
if ( (get_eq_char (ch,WEAR_SHIELD) != NULL) ||
(get_eq_char (ch,WEAR_HOLD) != NULL) )
{
send_to_char ("You cannot use a secondary weapon while using a shieldor holding an item\n\r",ch);
return;
}
if ( ch->level < obj->level && number_classes(ch) <= 1 )
{
sprintf( buf, "You must be level %d to use this object.\n\r",obj->level );
send_to_char( buf, ch );
act( "$n tries to use $p, but is too inexperienced.",
ch, obj, NULL, TO_ROOM );
return;
}
if ( ch->level < obj->level -5 && number_classes(ch) == 2 )
{
sprintf( buf, "You must be level %d to use this object.\n\r",obj->level - 5 );
send_to_char( buf, ch );
act( "$n tries to use $p, but is too inexperienced.",
ch, obj, NULL, TO_ROOM );
return;
}
if ( ch->level < obj->level -10 && number_classes(ch) == 3 )
{
sprintf( buf, "You must be level %d to use this object.\n\r",obj->level - 10 );
send_to_char( buf, ch );
act( "$n tries to use $p, but is too inexperienced.",
ch, obj, NULL, TO_ROOM );
return;
}
if ( ch->level < obj->level -15 && number_classes(ch) == 4 )
{
sprintf( buf, "You must be level %d to use this object.\n\r",obj->level - 15 );
send_to_char( buf, ch );
act( "$n tries to use $p, but is too inexperienced.",
ch, obj, NULL, TO_ROOM );
return;
}
if (get_eq_char (ch, WEAR_WIELD) == NULL)
{
send_to_char ("You need to wield a primary weapon, before using a secondary one!\n\r",ch);
return;
}
if (!remove_obj(ch, WEAR_SECONDARY, TRUE))
return;
if ( get_skill(ch,skill_lookup("dual wield")) > number_percent())
{
if ( chance( 10 ) && IS_OBJ2_STAT( obj, ITEM_RELIC ) )
{
printf_to_char( ch, "%s whispers Ok lets rock!\n\r", obj->name );
}
check_improve(ch,skill_lookup("dual wield"),TRUE,3);
act ("$n wields $p in $s off-hand.",ch,obj,NULL,TO_ROOM);
act ("You wield $p in your off-hand.",ch,obj,NULL,TO_CHAR);
equip_char ( ch, obj, WEAR_SECONDARY);
return;
}
else
{
send_to_char("You fail to dual wield.\n\r",ch);
check_improve(ch,skill_lookup("dual wield"),FALSE,3);
}
return;
}
void do_study( CHAR_DATA *ch, char *argument ) /* study by Absalom */
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
int sn = 0;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Study what?\n\r", ch );
return;
}
if ( ( obj = get_obj_carry( ch, arg, ch ) ) == NULL )
{
send_to_char( "You do not have that item.\n\r", ch );
return;
}
if ( obj->item_type != ITEM_STAFF && obj->item_type != ITEM_WAND &&
obj->item_type != ITEM_SCROLL )
{
send_to_char( "You can only study scrolls, wands, and staves.\n\r", ch );
return;
}
act( "$n studies $p.", ch, obj, NULL, TO_ROOM );
act( "You study $p.", ch, obj, NULL, TO_CHAR );
if (ch->level < obj->level)
{
send_to_char("You cannot glean any knowledge from it.\n\r",ch);
act( "$p burns brightly and is gone.", ch, obj, NULL, TO_CHAR );
extract_obj( obj );
}
if (obj->item_type == ITEM_STAFF)
{
sn = obj->value[3];
if ( sn < 0 || sn >= MAX_SKILL || skill_table[sn].spell_fun == 0 )
{
bug( "Do_study: bad sn %d.", sn );
return;
}
if ( number_percent() >= 20 + get_skill(ch,skill_lookup("staves")) * 4/5)
{
send_to_char("You cannot glean any knowledge from it.\n\r",ch);
check_improve(ch,skill_lookup("staves"),FALSE,2);
act( "$p burns brightly and is gone.", ch, obj, NULL, TO_CHAR );
extract_obj( obj );
return;
}
if ( ch->pcdata->learned[sn])
{
send_to_char("You already know that spell!\n\r",ch);
return;
}
ch->pcdata->learned[sn] = 1;
act("You have learned the art of $t!",
ch,skill_table[sn].name,NULL,TO_CHAR);
check_improve(ch,skill_lookup("staves"),TRUE,2);
act( "$p burns brightly and is gone.", ch, obj, NULL, TO_CHAR );
extract_obj( obj );
return;
}
if (obj->item_type == ITEM_WAND)
{
sn = obj->value[3];
if ( sn < 0 || sn >= MAX_SKILL || skill_table[sn].spell_fun == 0 )
{
bug( "Do_study: bad sn %d.", sn );
return;
}
if ( number_percent() >= 20 + get_skill(ch,skill_lookup("wands")) * 4/5)
{
send_to_char("You cannot glean any knowledge from it.\n\r",ch);
check_improve(ch,skill_lookup("wands"),FALSE,2);
act( "$p burns brightly and is gone.", ch, obj, NULL, TO_CHAR );
extract_obj( obj );
return;
}
if ( ch->pcdata->learned[sn])
{
send_to_char("You already know that spell!\n\r",ch);
return;
}
ch->pcdata->learned[sn] = 1;
act("You have learned the art of $t!",
ch,skill_table[sn].name,NULL,TO_CHAR);
check_improve(ch,skill_lookup("wands"),TRUE,2);
act( "$p burns brightly and is gone.", ch, obj, NULL, TO_CHAR );
extract_obj( obj );
return;
}
if (obj->item_type == ITEM_SCROLL)
{
sn = obj->value[1];
if ( sn < 0 || sn >= MAX_SKILL || skill_table[sn].spell_fun == 0 )
{
bug( "Do_study: bad sn %d.", sn );
return;
}
if ( number_percent() >= 20 + get_skill(ch,skill_lookup("scrolls")) * 4/5)
{
send_to_char("You cannot glean any knowledge from it.\n\r",ch);
check_improve(ch,skill_lookup("scrolls"),FALSE,2);
act( "$p burns brightly and is gone.", ch, obj, NULL, TO_CHAR );
extract_obj( obj );
return;
}
if ( ch->pcdata->learned[sn])
{
send_to_char("You already know that spell!\n\r",ch);
return;
}
ch->pcdata->learned[sn] = 1;
act("You have learned the art of $t!",
ch,skill_table[sn].name,NULL,TO_CHAR);
check_improve(ch,skill_lookup("scrolls"),TRUE,2);
act( "$p burns brightly and is gone.", ch, obj, NULL, TO_CHAR );
extract_obj( obj );
return;
}
}
void do_donate( CHAR_DATA *ch, char *argument)
{
OBJ_DATA *obj;
char arg[MAX_INPUT_LENGTH];
argument = one_argument(argument, arg);
if (arg[0] == '\0' )
{
send_to_char("Donate what?\n\r",ch);
return;
}
if (ch->position == POS_FIGHTING)
{
send_to_char("You're fighting!\n\r",ch);
return;
}
if ((obj = get_obj_carry (ch, arg, ch)) == NULL)
{
send_to_char("You do not have that!\n\r",ch);
return;
}
if (!can_drop_obj(ch, obj))
{
send_to_char("It's stuck to you.\n\r",ch);
return;
}
if (obj->item_type == ITEM_CORPSE_NPC ||
obj->item_type == ITEM_CORPSE_PC ||
obj->owner != NULL ||
IS_OBJ_STAT(obj,ITEM_MELT_DROP))
{
send_to_char("You cannot donate that!\n\r",ch);
return;
}
if (IS_SET(ch->in_room->room_flags, ROOM_DONATION))
{
send_to_char("You're already here, just drop it.\n\r",ch);
return;
}
act("$n donates $p.",ch,obj,NULL,TO_ROOM);
act("You donate $p.",ch,obj,NULL,TO_CHAR);
if (obj->timer)
SET_BIT(obj->extra_flags,ITEM_HAD_TIMER);
else
obj->timer = number_range(100,200);
obj->cost = 0;
obj_from_char(obj);
obj_to_room(obj, get_room_index(hometown_table[ch->hometown].donation));
return;
}
void do_use( CHAR_DATA *ch, char *argument )
{
char arg[MAX_STRING_LENGTH];
char buf[MAX_STRING_LENGTH];
OBJ_DATA *obj;
int to_hp;
int to_mn;
int to_mv;
argument = one_argument( argument, arg );
if ( ( arg[0] == '\0' ) )
{
send_to_char( "Syntax: use (item)\n\r", ch );
return;
}
if ( ( obj = get_obj_carry( ch, arg, ch ) ) == NULL )
{
send_to_char( "You do not have that item.\n\r", ch );
return;
}
if ( obj->item_type != ITEM_SOURCE )
{
send_to_char( "That isn't a source.\n\r", ch );
return;
}
to_hp = obj->value[0];
to_mn = obj->value[1];
to_mv = obj->value[2];
ch->max_hit = ( to_hp + ch->max_hit );
ch->max_mana = ( to_mn + ch->max_mana );
ch->max_move = ( to_mv + ch->max_move );
sprintf( buf, "%s brightly glows green and disappears.\n\r", obj->short_descr );
send_to_char( buf, ch );
extract_obj( obj );
}
void do_insert(CHAR_DATA *ch, char *argument)
{
OBJ_DATA *obj;
char buf[MAX_STRING_LENGTH];
char arg[MAX_INPUT_LENGTH];
int number = number_range( 1, 100 );
int num;
argument = one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Insert what where??\n\r", ch );
act( "$n looks at the slot machine with lust!", ch, NULL, NULL, TO_ROOM);
return;
}
if (!str_prefix( arg, "normal" ) )
{
if ( ( obj = get_obj_carry( ch, arg, ch ) ) == NULL )
{
send_to_char( "You don't have anything like that.\n\r", ch);
act( "$n scans the floor for a {Ytoken{0.", ch, NULL, NULL, TO_ROOM);
return;
}
if (!IS_SET( ch->in_room->room_flags, ROOM_CASINO ) )
{
send_to_char( "You need a slot machine to play.\n\r", ch);
act( "$n scans the area for a Casino.", ch, NULL, NULL, TO_ROOM);
return;
}
obj_from_char( obj );
extract_obj( obj );
WAIT_STATE( ch, 1 * PULSE_VIOLENCE );
if (chance(1))
{
int pracreward, expreward, trainrew, goldrew;
switch( number_range(0,1))
{
case 0:
pracreward = number_range(2,8);
expreward = number_range(300,500);
trainrew = number_range(1,4);
goldrew = number_range(1000,2000);
send_to_char("You hit the jackpot!!\n\r", ch);
sprintf(buf, "You win %d gold, %d practices, %d train, and gain %d experience points!\n\r", goldrew, pracreward, trainrew, expreward );
send_to_char(buf,ch);
info( ch, 0, "{G[INFO]:{x {R%s just hit the jackpot! It was worth %d gold, %d practices, %d trains, and %d exp!{x\n\r", ch->name, goldrew, pracreward, trainrew, expreward );
ch->gold += goldrew;
gain_exp( ch, expreward );
ch->train += trainrew;
ch->practice += pracreward;
if (ch->exp += expreward <= 0 )
{
gain_exp( ch, 1 );
advance_level( ch, TRUE);
return;
}
break;
case 1:
send_to_char("Omigod, you just won an experience token!\n\r", ch );
act( "$n just won an experience token!", ch, NULL, NULL, TO_ROOM);
obj = create_object( get_obj_index( OBJ_VNUM_EXPERIENCE), 0 );
obj_to_char( obj, ch );
break;
}
}
else if (chance( 1) && number <= 2)
{
printf_to_char( ch, "You just won the Supreme jackpot! Here is your unique item!\n\r" );
info( ch, 0, "{G[INFO]:{x %s just won the {cSup{wreme {cjack{wpot{x and a unique piece of equipment!\n\r", ch->name );
num = ( number_range( 0, MAX_ITEM -1 ) );
obj = create_object( get_obj_index(gamble_table[num].vnum ), ch->level );
obj->level = ch->level;
obj_to_char( obj, ch );
printf_to_char( ch, "The innkeeper hands you %s as your prize.\n\r", obj->name );
return;
}
else if (chance(10))
{
send_to_char( "Woohoo! You just won a practice token!\n\r", ch);
act( "$n just won a practice token!", ch, NULL, NULL, TO_ROOM);
obj = create_object( get_obj_index( OBJ_VNUM_PRACTICE), 0 );
obj_to_char( obj, ch );
return;
}
else if (chance(5))
{
switch(number_range(0,1))
{
case 0:
send_to_char( "Holy cow, you just won a quest token!\n\r", ch);
act( "$n just won a quest token!", ch, NULL, NULL, TO_ROOM);
obj = create_object( get_obj_index( OBJ_VNUM_QUEST ), 0 );
obj_to_char( obj, ch );
break;
case 1:
send_to_char( "Whoopie! You just won a train token!\n\r", ch);
act( "$n just won a train token!", ch, NULL, NULL, TO_ROOM);
obj = create_object( get_obj_index( OBJ_VNUM_TRAIN ), 0 );
obj_to_char( obj, ch );
break;
}
}
else
{
int goldrew;
switch(number_range(0,2))
{
case 0:
send_to_char( "Poit! You lost.\n\r", ch );
act( "$n kicks the slot machine!", ch, NULL, NULL, TO_ROOM);
break;
case 1:
goldrew = number_range( 20, 500 );
sprintf( buf, "You won %d gold!\n\r", goldrew);
act( "$n wins some gold!", ch, NULL, NULL, TO_ROOM);
ch->gold += goldrew;
send_to_char( buf, ch );
break;
case 2:
send_to_char( "Poit! You lost.\n\r", ch );
act( "$n kicks the slot machine!", ch, NULL, NULL, TO_ROOM);
}
}
}
else if (!str_prefix( arg, "experience" ))
{
if ( ( obj = get_obj_carry( ch, arg, ch ) ) == NULL )
{
send_to_char( "You don't have any tokens like that.\n\r", ch );
act( "$n scans the floor for experience tokens.", ch, NULL, NULL, TO_ROOM);
return;
}
if (!IS_SET(ch->in_room->room_flags, ROOM_CASINO ) )
{
send_to_char( "You need a slot machine to play.\n\r", ch );
act( "$n looks around for the Casino!", ch, NULL, NULL, TO_ROOM);
return;
}
obj_from_char( obj );
extract_obj( obj );
if (chance(10))
{
int expreward;
switch(number_range(0,1))
{
case 0:
expreward = number_range(30,100);
sprintf(buf,"You win %d experience points!\n\r", expreward );
send_to_char(buf,ch);
act( "$n just won some experience points!", ch, NULL, NULL, TO_ROOM);
gain_exp( ch, expreward);
if ( ch->exp += expreward <= 0)
{
gain_exp( ch, 1 );
advance_level( ch, TRUE );
return;
}
break;
case 1:
expreward = number_range(101,300);
sprintf(buf,"You win %d experience points!\n\r", expreward );
send_to_char(buf,ch);
act( "$n just won experience points! Big Winner!", ch, NULL, NULL, TO_ROOM);
gain_exp( ch, expreward );
if (ch->exp += expreward <= 0)
{
gain_exp( ch, 1 );
advance_level( ch, TRUE );
return;
}
break;
}
}
}
else if (!str_prefix( arg, "practice" ) )
{
if ( ( obj = get_obj_carry( ch, arg, ch ) ) == NULL )
{
send_to_char( "You don't have anything like that.\n\r", ch);
act( "$n scans the floor of the Casino for a practice token!", ch, NULL, NULL, TO_ROOM);
return;
}
if (!IS_SET(ch->in_room->room_flags, ROOM_CASINO) )
{
send_to_char("You need a slot machine to play.\n\r",ch);
act( "$n look around for the Casino!", ch, NULL, NULL, TO_ROOM);
return;
}
obj_from_char(obj);
extract_obj(obj);
if (chance(5))
{
int pracreward;
switch( number_range(0,2))
{
case 0:
pracreward = number_range(2,10);
sprintf(buf,"You win %d practices!\n\r", pracreward);
send_to_char(buf,ch);
act( "$n just won some practices!", ch, NULL, NULL, TO_ROOM);
ch->practice += pracreward;
break;
case 1:
send_to_char( "Whoopie! You just won a train token!\n\r",ch);
act( "$n just won a train token!", ch, NULL, NULL, TO_ROOM);
obj = create_object( get_obj_index( OBJ_VNUM_TRAIN ), 0 );
obj_to_char( obj, ch );
break;
case 2:
send_to_char( "Holy cow, you just won a quest token!\n\r", ch);
act( "$n just won a quest token!", ch, NULL, NULL, TO_ROOM);
obj = create_object( get_obj_index( OBJ_VNUM_QUEST ), 0 );
obj_to_char( obj, ch );
break;
}
}
else if (chance(10))
{
send_to_char(" Omigod, you just won an experience token!\n\r", ch);
act( "$n just won an experience token!", ch, NULL, NULL, TO_ROOM);
obj = create_object( get_obj_index( OBJ_VNUM_EXPERIENCE ), 0);
obj_to_char( obj, ch );
return;
}
else
{
switch(number_range(0,1))
{
case 0:
send_to_char("Crap, you lost your practice token.\n\r",ch);
act( "$n kicks the slot machine!", ch, NULL, NULL, TO_ROOM);
break;
case 1:
send_to_char("Darn, you just won back a normal token.\n\r",ch);
act( "$n glares at the slot machine!", ch, NULL, NULL, TO_ROOM);
obj = create_object( get_obj_index( OBJ_VNUM_NORMAL ), 0 );
obj_to_char( obj,ch );
break;
}
}
}
else if(!str_prefix( arg, "train" ) )
{
if ( ( obj = get_obj_carry( ch, arg, ch ) ) == NULL )
{
send_to_char("You don't have anything like that.\n\r", ch);
act( "$n scans the floor of the Casino for a train token!", ch, NULL, NULL, TO_ROOM);
return;
}
if (!IS_SET(ch->in_room->room_flags, ROOM_CASINO ) )
{
send_to_char( "You need a slot machine to play.\n\r", ch);
act( "$n looks around for the Casino!", ch, NULL, NULL, TO_ROOM);
return;
}
obj_from_char( obj );
extract_obj(obj);
if (chance(5))
{
int trainrew;
switch( number_range(0,1))
{
case 0:
trainrew = number_range(1,5);
sprintf(buf,"You win %d training sessions.\n\r", trainrew );
send_to_char(buf,ch);
act( "$n just won some trains!", ch, NULL, NULL, TO_ROOM);
ch->train += trainrew;
break;
case 1:
send_to_char("Holy cow, you just won a quest token!\n\r",ch);
act( "$n just won a quest token!", ch, NULL, NULL, TO_ROOM);
obj = create_object( get_obj_index( OBJ_VNUM_QUEST ), 0 );
obj_to_char( obj,ch);
break;
}
}
else if (chance(10))
{
send_to_char("Omigod, you just won an experience token!\n\r",ch);
act( "$n just won an experience token!", ch, NULL, NULL, TO_ROOM);
obj = create_object( get_obj_index( OBJ_VNUM_EXPERIENCE ),0);
obj_to_char( obj, ch );
return;
}
else
{
switch(number_range(0,2))
{
case 0:
send_to_char("Damn, you lost your train token.\n\r",ch);
act( "$n just lost a train token!", ch, NULL, NULL, TO_ROOM);
break;
case 1:
send_to_char("Darn, you just won back a normal token.\n\r",ch);
act( "$n glares at the slot machine.", ch, NULL, NULL, TO_ROOM);
obj = create_object( get_obj_index( OBJ_VNUM_NORMAL ),0);
obj_to_char( obj,ch);
break;
case 2:
send_to_char("Hrm, bummer, you just won back a practice token.\n\r",ch);
act( "$n glares at the slot machine. A practice token??", ch, NULL, NULL, TO_ROOM);
obj = create_object( get_obj_index( OBJ_VNUM_PRACTICE), 0 );
obj_to_char( obj,ch);
break;
}
}
}
else if(!str_prefix( arg, "quest" ))
{
if ( ( obj = get_obj_carry( ch, arg, ch ) ) == NULL )
{
send_to_char( "You don't have anything like that.\n\r",ch);
act( "$n scans the floor of the casino for a quest token!", ch, NULL, NULL, TO_ROOM);
return;
}
if (!IS_SET( ch->in_room->room_flags, ROOM_CASINO ) )
{
send_to_char( "You need a slot machine to play.\n\r",ch);
act( "$n looks around for the Casino.", ch, NULL, NULL, TO_ROOM);
return;
}
obj_from_char(obj);
extract_obj(obj);
if (chance(5))
{
int questreward;
switch(number_range(0,1))
{
case 0:
questreward = number_range(2,80);
sprintf(buf,"You win %d questpoints.\n\r", questreward);
send_to_char(buf,ch);
act( "$n won some quest points!", ch, NULL, NULL, TO_ROOM);
ch->pcdata->questpoints += questreward;
break;
case 1:
send_to_char("Omigod, you just won an experience token!\n\r", ch);
act( "$n won an experience token!", ch, NULL, NULL, TO_ROOM);
obj = create_object( get_obj_index( OBJ_VNUM_EXPERIENCE), 0 );
obj_to_char( obj, ch );
break;
}
}
else
{
switch(number_range(0,3))
{
case 0:
send_to_char("You just lost your quest token! DRAT!!\n\r",ch);
act( "$n kicks the slot machine.", ch, NULL, NULL, TO_ROOM);
break;
case 1:
send_to_char("Darn, you just won back a normal token.\n\r",ch);
act( "$n glares at the slot machine.", ch, NULL, NULL, TO_ROOM);
obj = create_object( get_obj_index( OBJ_VNUM_NORMAL ), 0);
obj_to_char( obj, ch );
break;
case 2:
send_to_char("Hrm, bummer, you just won back a practice token.\n\r",ch);
act( "$n glares at the slot machine.", ch, NULL, NULL, TO_ROOM);
obj = create_object( get_obj_index( OBJ_VNUM_PRACTICE ), 0);
obj_to_char( obj, ch );
break;
case 3:
send_to_char("Ick, you won back a train token.\n\r",ch);
act( "$n glares at the slot machine.", ch, NULL, NULL, TO_ROOM);
obj = create_object( get_obj_index( OBJ_VNUM_TRAIN ), 0);
obj_to_char( obj, ch );
break;
}
}
}
}
void do_purchase(CHAR_DATA *ch, char *argument)
{
OBJ_DATA *obj;
char arg [MAX_INPUT_LENGTH];
char arg1 [MIL];
char buf [MSL];
int cost = 1000;
int number;
int count = 1;
argument = one_argument(argument, arg);
one_argument( argument, arg1 );
if ( IS_SET(ch->comm,COMM_AFK) )
{
send_to_char("Not while AFK.\n\r",ch);
return;
}
if ( arg[0] == '\0' || arg1[0] == '\0' )
{
send_to_char( "Syntax: purchase token <amount>.", ch );
return;
}
if (!IS_SET( ch->in_room->room_flags, ROOM_CASINO ) )
{
send_to_char( "You may only purchase tokens at the Casino.\n\r", ch);
return;
}
if (!str_cmp( arg, "token" ) )
{
number = atoi( arg1 );
obj = create_object( get_obj_index( OBJ_VNUM_NORMAL ), 0 );
if ( number < 1 || number > 99 )
{
printf_to_char( ch, "I don't think so.\n\r" );
return;
}
if ( (ch->silver + ch->gold * 100) < cost * number )
{
send_to_char( "You can't afford to buy that many!\n\r", ch );
return;
}
if (ch->carry_number + number * get_obj_number(obj) > can_carry_n(ch))
{
send_to_char( "You can't carry that many items.\n\r", ch );
return;
}
if ( ch->carry_weight + number * get_obj_weight(obj) > can_carry_w(ch))
{
send_to_char( "You can't carry that much weight.\n\r", ch );
return;
}
if (number > 1)
{
sprintf( buf,"$n buys [%d] tokens.", number );
act(buf,ch,NULL,NULL,TO_ROOM);
sprintf(buf,"You buy [%d] tokens for %d silver.", number, cost * number);
rnd_sound( 2, ch, "coins.wav", "buy.wav" );
act(buf,ch,NULL,NULL,TO_CHAR);
}
else
{
send_to_char( "You have purchased a normal token for gambling.\n\r", ch );
act( "$n purchases a normal token.", ch, NULL, NULL, TO_ROOM);
ch->gold -= 10;
obj = create_object( get_obj_index( OBJ_VNUM_NORMAL ), 0 );
obj_to_char( obj, ch );
rnd_sound( 2, ch, "coins.wav", "buy.wav" );
return;
}
for (count = 0; count < number; count++)
{
obj = create_object( get_obj_index( OBJ_VNUM_NORMAL ), 0 );
obj_to_char( obj, ch );
}
deduct_cost(ch,cost * number);
}
else
{
send_to_char( "Syntax: purchase token <amount>.", ch );
return;
}
return;
}
void do_brew ( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj=NULL;
char buf[MAX_STRING_LENGTH];
char arg[MAX_STRING_LENGTH];
int chance;
int sn;
int value;
one_argument( argument, arg );
if ( IS_NPC( ch ) )
return;
if ( (chance = get_skill(ch,skill_lookup("brew"))) == 0
|| !can_use_skpell(ch, skill_lookup("brew")))
{
send_to_char( "You don't know how to brew potions.\n\r", ch );
return;
}
if (arg[0] == '\0')
{
send_to_char("What spell do you want in your potion?\n\r", ch);
return;
}
if ((sn = find_spell(ch,arg)) < 1
|| (skill_table[sn].spell_fun == spell_null)
|| (!IS_NPC(ch) && (!can_use_skpell( ch, sn )
|| ch->pcdata->learned[sn] == 0)))
{
send_to_char( "You cannot brew a potion with a spell you do not know.\n\r", ch );
return;
}
if ( get_skill(ch,skill_lookup("brew")) < (number_range(0, 100)) )
{
send_to_char("You failed to create a brewed potion.\n",ch);
check_improve(ch,skill_lookup("brew"),FALSE,1);
return;
}
obj = create_object(get_obj_index(OBJ_VNUM_BREW), 0);
sprintf( buf, obj->short_descr,arg );
free_string( obj->short_descr );
obj->short_descr = str_dup( buf );
sprintf( buf, obj->description, arg );
free_string( obj->description );
obj->description = str_dup( buf );
value = atoi( arg );
obj->value[0] = ch->level;
obj->value[1] = skill_lookup( argument );
obj_to_char(obj,ch);
act( "Through careful manipulation you brew a potion!", ch, NULL, NULL,TO_CHAR);
act( "Through careful manipulation $n brews a potion!", ch, NULL, NULL, TO_ROOM);
check_improve(ch,skill_lookup("brew"),TRUE,1);
sound( "brew.wav", ch );
return;
}
bool wear_obj_size (CHAR_DATA *ch, OBJ_DATA *obj)
{
if (obj->size == SIZE_UNKNOWN)
return TRUE;
if (IS_IMMORTAL(ch))
return TRUE;
if (ch->level <= 20)
{
obj->size = ch->size;
return TRUE;
}
if (obj->size < ch->size)
{
send_to_char ("That object is too small for you!\n\r",ch);
act( "$n tries to use $p, but it is too small for them.", ch, obj, NULL, TO_ROOM );
return FALSE;
}
if (obj->size > ch->size)
{
send_to_char ("That object is too large for you!\n\r",ch);
act( "$n tries to use $p, but it is too large for them.", ch, obj, NULL, TO_ROOM );
return FALSE;
}
return TRUE;
}
void do_resize( CHAR_DATA *ch, char *argument )
{
char *remainder;
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *keeper;
OBJ_DATA *obj;
int cost;
int min = 10;
remainder = one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Resize what?\n\r", ch );
return;
}
if ( ( keeper = find_keeper( ch ) ) == NULL )
{
send_to_char ("There is no shopkeeper here.\n\r",ch);
return;
}
if ( ( obj = get_obj_carry( ch, arg, ch ) ) == NULL )
{
act( "$n tells you 'You don't have that item'.",
keeper, NULL, ch, TO_VICT );
ch->reply = keeper;
return;
}
if ( !can_drop_obj( ch, obj ) )
{
send_to_char( "You can't let go of it.\n\r", ch );
return;
}
if (!can_see_obj(keeper,obj))
{
act("$n doesn't see what you are offering.",keeper,NULL,ch,TO_VICT);
return;
}
if (( cost = get_cost( keeper, obj, FALSE ) <= 0 ) )
cost = min;
if (obj->size == ch->size)
{
act( "$n that item is already fit to your size.'", keeper, NULL, ch, TO_VICT );
return;
}
cost = (abs(ch->size - obj->size) * .1) * obj->pIndexData->cost / 8;
remainder = one_argument (remainder, arg);
if (!str_cmp (arg, "cost"))
{
char outbuf[128];
sprintf (outbuf, "$n tells you 'Resizing that will cost %d gold.'",cost);
act (outbuf, keeper, NULL, ch, TO_VICT );
return;
}
if (cost > ch->gold)
{
char outbuf[128];
sprintf (outbuf, "$n tells you 'Resizing that will cost %d gold.'",cost);
act (outbuf, keeper, NULL, ch, TO_VICT );
act( "$n tells you 'You don't have enough money'.", keeper, NULL, ch, TO_VICT );
return;
}
act( "$n takes $p and resizes it for you.", keeper, obj, NULL, TO_ROOM );
obj->size = ch->size;
WAIT_STATE (ch, 2*PULSE_VIOLENCE);
ch->gold -= cost;
keeper->gold += cost;
return;
}
void do_search( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj;
if(IS_NPC(ch)) return;
if(ch->pcdata->learned[skill_lookup("search")] < 1)
{
send_to_char("You search around clumsily.\n\r",ch);
return;
}
if(number_percent() < ch->pcdata->learned[skill_lookup("search")] )
{
check_improve(ch,skill_lookup("search"),TRUE,4);
send_to_char("You search the room..\n\r",ch);
for(obj = ch->in_room->contents; obj != NULL; obj = obj->next_content)
{
if(IS_SET(obj->extra_flags,ITEM_HIDDEN) )
{
printf_to_char(ch,"You reveal %s\n\r",obj->short_descr);
REMOVE_BIT(obj->extra_flags,ITEM_HIDDEN);
}
}
send_to_char("You have searched everywhere.\n\r",ch);
WAIT_STATE(ch,24);
}
else
send_to_char("You didn't uncover anything unusual.\n\r",ch);
check_improve(ch,skill_lookup("search"),FALSE,4);
WAIT_STATE(ch,24);
return;
}
void do_ohide( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj;
char arg[MAX_INPUT_LENGTH];
argument = one_argument(argument, arg );
if(arg[0] != '\0')
{
if(( obj = get_obj_carry(ch, arg, ch)) == NULL)
{
send_to_char("You don't have that item.\n\r",ch);
return;
}
if (IS_OBJ_STAT(obj,ITEM_NODROP) || IS_OBJ_STAT(obj,ITEM_NOREMOVE) )
{
send_to_char( "You can't let go of it.\n\r", ch );
return;
}
obj_from_char(obj);
SET_BIT(obj->extra_flags,ITEM_HIDDEN);
obj->carried_by = ch;
obj_to_room(obj,ch->in_room);
act("$n hides $p.",ch,obj,NULL,TO_ROOM);
act("You hide $p.",ch,obj,NULL,TO_CHAR);
return;
}
else
send_to_char( "You attempt to hide.\n\r", ch );
if ( IS_AFFECTED(ch, AFF_HIDE) )
REMOVE_BIT(ch->affected_by, AFF_HIDE);
if ( IS_NPC(ch) || number_percent( ) < ch->pcdata->learned[skill_lookup("hide")] )
{
SET_BIT(ch->affected_by, AFF_HIDE);
check_improve(ch,skill_lookup("hide"),TRUE,3);
}
else
check_improve(ch,skill_lookup("hide"),FALSE,3);
return;
}
void do_newforge( CHAR_DATA *ch, char *argument )
{
char arg[MAX_STRING_LENGTH];
char arg2[MAX_STRING_LENGTH];
char buf1[MAX_STRING_LENGTH];
OBJ_DATA *obj;
OBJ_DATA *obj2;
AFFECT_DATA *pAf;
int to_hit;
int to_dam;
argument = one_argument( argument, arg );
argument = one_argument( argument, arg2 );
if ( ( arg[0] == '\0' ) || ( arg2[0] == '\0' ) )
{
send_to_char( "Syntax: nforge (item) (weapon)\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 ( ( obj2 = get_obj_carry( ch, arg2, ch ) ) == NULL )
{
send_to_char( "You do not have that item.\n\r", ch );
return;
}
if ( obj->item_type != ITEM_SOCKET )
{
send_to_char( "That isn't a socket.\n\r", ch );
return;
}
if ( obj2->item_type != ITEM_WEAPON )
{
send_to_char( "That is not a weapon!\n\r", ch );
return;
}
to_hit = obj->value[0];
to_dam = obj->value[1];
extract_obj( obj );
if ( to_hit != 0 )
{
pAf = new_affect();
pAf->location = APPLY_HITROLL;
pAf->modifier = to_hit;
pAf->where = TO_OBJECT;
pAf->type = 0;
pAf->duration = -1;
pAf->bitvector = 0;
pAf->level = obj2->level;
pAf->next = obj2->affected;
obj2->affected = pAf;
}
if ( to_dam != 0 )
{
pAf = new_affect();
pAf->location = APPLY_DAMROLL;
pAf->modifier = to_dam;
pAf->where = TO_OBJECT;
pAf->type = 0;
pAf->duration = -1;
pAf->bitvector = 0;
pAf->level = obj2->level;
pAf->next = obj2->affected;
obj2->affected = pAf;
}
sprintf( buf1, "{G[{W*{G]{x %s", obj2->short_descr );
free_string( obj2->short_descr );
obj2->short_descr = str_dup( buf1 );
send_to_char( "You have inserted the socket into your weapon, it glows and humms for an instant and now seems much more powerful.\n\r", ch);
return;
}
void do_draw( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *quiver;
OBJ_DATA *arrow;
int hand_count= 0;
if ( ( quiver = get_eq_char( ch, WEAR_SHOULDER ) ) == NULL )
{
send_to_char( "{WYou aren't wearing a quiver where you can get to it.{x\n\r", ch );
return;
}
if ( quiver->item_type != ITEM_QUIVER )
{
send_to_char( "{WYou can only draw arrows from a quiver.{x\n\r", ch );
return;
}
if (get_eq_char(ch,WEAR_SHIELD)!= NULL) hand_count++;
if (get_eq_char(ch,WEAR_HOLD) != NULL) hand_count++;
if (get_eq_char(ch,WEAR_WIELD) != NULL) hand_count++;
if ( hand_count > 1)
{
send_to_char ( "{WYou need a free hand to draw an arrow.{x\n\r", ch );
return;
}
if ( get_eq_char(ch, WEAR_HOLD) != NULL)
{
send_to_char ( "{WYour hand is not empty!{x\n\r", ch );
return;
}
if ( quiver->value[0] > 0 )
{
WAIT_STATE( ch, PULSE_VIOLENCE );
act( "{W$n draws an arrow from $p{W.{x", ch, quiver, NULL, TO_ROOM );
act( "{WYou draw an arrow from $p{W.{x", ch, quiver, NULL, TO_CHAR );
arrow = create_object(get_obj_index(OBJ_VNUM_ARROW), 0);
arrow->value[1] = quiver->value[1];
arrow->value[2] = quiver->value[2];
arrow->level = quiver->level;
obj_to_char(arrow,ch);
wear_obj( ch,arrow,TRUE );
quiver->value[0] -= quiver->value[1];
if ( quiver->value[0] <= 0 )
{
act( "{WYour $p {Wis now out of arrows, you need to find another one.{x", ch, quiver, NULL, TO_CHAR );
extract_obj(quiver);
}
return;
}
}
/* Bowfire code -- Used to dislodge an arrow already lodged */
void do_dislodge( CHAR_DATA *ch, char *argument )
{
OBJ_DATA * arrow = NULL;
int dam = 0;
if (argument[0] == '\0') /* empty */
{
send_to_char ("{WDislodge what?{x\n\r",ch);
return;
}
if ( get_eq_char(ch, WEAR_LODGE_RIB) != NULL)
{
arrow = get_eq_char( ch, WEAR_LODGE_RIB );
act( "{WWith a wrenching pull, you dislodge $p {Wfrom your chest.{x", ch, arrow, NULL, TO_CHAR );
unequip_char( ch, arrow );
arrow->extra_flags = arrow->extra_flags - 134217728;
dam = dice((3 * arrow->value[1]), (3 * arrow->value[2]));
damage( ch, ch, dam, skill_lookup("bow"), DAM_SLASH, TRUE );
return;
}
else
if (get_eq_char(ch,WEAR_LODGE_ARM) != NULL)
{
arrow = get_eq_char( ch, WEAR_LODGE_ARM );
act( "{WWith a tug you dislodge $p {Wfrom your arm.{x", ch, arrow, NULL, TO_CHAR );
unequip_char( ch, arrow );
arrow->extra_flags = arrow->extra_flags - 134217728;
dam = dice((3 * arrow->value[1]), (2 * arrow->value[2]));
damage( ch, ch, dam, skill_lookup("bow"), DAM_SLASH, TRUE );
return;
}
else
if (get_eq_char(ch,WEAR_LODGE_LEG) != NULL)
{
arrow = get_eq_char( ch, WEAR_LODGE_LEG );
act( "{WWith a tug you dislodge $p {Wfrom your leg.{x", ch, arrow, NULL, TO_CHAR );
unequip_char( ch, arrow );
arrow->extra_flags = arrow->extra_flags - 134217728;
dam = dice((2 * arrow->value[1]), (2 * arrow->value[2]));
damage( ch, ch, dam, skill_lookup("bow"), DAM_SLASH, TRUE );
return;
}
else
{
send_to_char("{WYou have nothing lodged in your body.{x\n\r", ch);
return;
}
}
void do_belt( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *belt = NULL, *item, *temp;
int i, weight = 0;
char buf[MSL], arg[MSL];
if (argument[0] == '\0')
{
send_to_char( "What do you wish to belt to your side?\n\r", ch );
return;
}
argument = one_argument( argument, arg );
/* Instead of grabbing the obj from their waist and checking to see if it's a belt, we're going
* to cycle through all of their eq and check for item type belt. This will allow for garters and
* such later. In the future, add a second arg to this command to let them choose which belt they're
* using - otherwise, it'll take the first available one. For now, it works.
*
* Further note - you'll have to change how belted items are flagged to make it possible to have
* belts in places other than your waist. I can explain more later, if you want.
*/
if ( argument[0] == '\0' )
{
for ( i = 0; i < MAX_WEAR; i++ )
{
if (( belt = get_eq_char( ch, i ) ) && belt->item_type == ITEM_BELT )
break;
}
}
else
{
if ( ( belt = get_obj_wear( ch, argument, TRUE ) ) == NULL )
{
printf_to_char( ch, "You don't seem to be wearing anything called '%s'.\n\r", argument );
return;
}
if ( belt->item_type != ITEM_BELT )
{
printf_to_char( ch, "You cannot strap anything to %s.\n\r", belt->short_descr );
return;
}
}
if ( !belt || belt->item_type != ITEM_BELT )
{
send_to_char( "You are wearing nothing that you can belt an item to.\n\r", ch );
return;
}
if (!(item = get_obj_carry( ch, arg, ch )))
{
printf_to_char( ch, "You don't seem to be carrying '%s'.\n\r", argument );
return;
}
if (item->belted_vnum > 0)
{
printf_to_char( ch, "%s is already belted.\n\r", capitalize(item->short_descr) );
return;
}
for ( temp = ch->carrying; temp; temp = temp->next_content )
{
if (temp->belted_vnum == belt->pIndexData->vnum)
weight += temp->weight;
}
if (belt->value[0] <= weight)
{
printf_to_char( ch, "%s is at its weight capacity - you can belt nothing else to it.\n\r", capitalize( belt->short_descr ) );
return;
}
printf_to_char( ch, "You reach down, carefully belting %s onto %s.\n\r", item->short_descr, belt->short_descr );
sprintf( buf, "$n reaches down, belting %s to %s.", item->short_descr, belt->short_descr );
act( buf, ch, NULL, NULL, TO_ROOM );
item->belted_vnum = belt->pIndexData->vnum;
return;
}
void do_sheath(CHAR_DATA *ch, char *argument)
{
OBJ_DATA *sheath = NULL, *item, *temp, *belt = NULL, *obj;
int i, weight = 0;
int count;
char buf[MSL], arg[MSL], arg2[MSL];
bool found = FALSE;
if (argument[0] == '\0')
{
send_to_char( "What do you wish to sheath?\n\r", ch );
return;
}
argument = one_argument( argument, arg );
argument = one_argument( argument, arg2);
if ( arg2[0] == '\0' )
{
for( i = 0; i < MAX_WEAR; i++ )
{
if (( belt = get_eq_char( ch, i ) ) && belt->item_type == ITEM_BELT )
{
found = TRUE;
break;
}
}
for( obj = ch->carrying; obj; obj = obj->next_content )
{
if(obj->item_type == ITEM_SHEATH && obj->strap_loc > -1)
{
found = TRUE;
break;
}
}
if(found)
{
for ( temp = ch->carrying; temp; temp = temp->next_content )
{
if (temp->item_type == ITEM_SHEATH && (temp->belted_vnum > 0 || temp->strap_loc > -1 ) )
{
sheath = temp;
break;
}
}
}
}
else
{
if ( ( sheath = get_obj_carry( ch, arg2, ch ) ) == NULL )
{
printf_to_char( ch, "You don't seem to have sheath named '%s'.\n\r", arg2 );
return;
}
if(sheath->item_type != ITEM_SHEATH )
{
printf_to_char( ch, "You cannot sheath a weapon in %s.\n\r", sheath->short_descr );
return;
}
}
if ( !sheath || sheath->item_type != ITEM_SHEATH )
{
send_to_char( "You are wearing nothing that you can sheath your weapon in.\n\r", ch );
return;
}
if( (item = get_obj_wear(ch, arg, TRUE) ) == NULL )
{
if (!(item = get_obj_carry( ch, arg, ch )))
{
printf_to_char( ch, "You don't seem to be carrying '%s'.\n\r", argument );
return;
}
}
else
{
if(item == get_eq_char(ch, WEAR_WIELD) )
{
item = get_eq_char(ch, WEAR_WIELD);
unequip_char(ch,item);
}
else if(item == get_eq_char(ch, WEAR_SECONDARY) )
{
item = get_eq_char(ch, WEAR_SECONDARY);
unequip_char(ch,item);
}
}
if(item->item_type != ITEM_WEAPON)
{
send_to_char("You can only sheath weapons!\n\r",ch);
return;
}
unequip_char( ch, item );
if (item->sheathed_in != NULL)
{
printf_to_char( ch, "%s is already sheathed.\n\r", capitalize(item->short_descr) );
return;
}
count = 0;
for ( temp = ch->carrying; temp; temp = temp->next_content )
{
if(temp->sheathed_in == sheath)
count++;
}
if(sheath->value[2] == SHEATH_NO && count == 1)
{
send_to_char("You cannot sheath more than one weapon in that sheath.\n\r",ch);
return;
}
if( count >= 2 )
{
send_to_char("You cannot sheath more than two weapons in that!\n\r",ch);
return;
}
for ( temp = ch->carrying; temp; temp = temp->next_content )
{
if (temp->sheathed_in == sheath)
weight += temp->weight;
}
obj_from_char( item );
obj_to_obj( item, sheath );
send_to_char("You sheath your weapon neatly into its holster.\n\r",ch);
sprintf( buf, "$n sheaths $s weapon neatly into its holster.");
act( buf, ch, NULL, NULL, TO_ROOM );
return;
}
void do_unsheath(CHAR_DATA *ch, char *argument)
{
char arg[MAX_INPUT_LENGTH], arg2[MSL];
OBJ_DATA *obj, *sheath;
argument = one_argument( argument, arg );
argument = one_argument( argument, arg2);
if ( arg[0] == '\0' || arg2[0] == '\0' )
{
send_to_char( "Syntax:\n\r\tunsheath <object> <sheath>\n\r", ch );
return;
}
if ( ( sheath = get_obj_carry( ch, arg2, ch ) ) == NULL )
{
send_to_char("Where's that sheath strapped!?\n\r",ch);
return;
}
if ( (obj = sheath->contains ) == NULL)
{
send_to_char("There is no weapon in that sheath.\n\r",ch);
return;
}
if (obj != get_obj_sheath(ch, arg, sheath) )
{
printf_to_char(ch, "There is no weapon of that sort in %s\n\r", sheath->name);
return;
}
if ( get_eq_char( ch, WEAR_WIELD ) != NULL && get_eq_char(ch, WEAR_SECONDARY) != NULL)
{
send_to_char("You do not have three arms - you can only wield two weapons!\n\r",ch);
return;
}
if( get_eq_char( ch, WEAR_WIELD ) != NULL && get_eq_char(ch, WEAR_SECONDARY) == NULL)
{
printf_to_char( ch, "You unsheath %s and wield it in your off hand.\n\r",obj->short_descr );
sprintf( arg, "$n unsheaths %s and wields it in $s off hand.\n\r",obj->short_descr );
act( arg, ch, NULL, NULL, TO_ROOM );
get_obj( ch, obj, obj->in_obj );
equip_char( ch, obj, WEAR_SECONDARY);
obj->sheathed_in = NULL;
return;
}
printf_to_char( ch, "You unsheath %s and wield it.\n\r", obj->short_descr );
sprintf( arg, "$n unsheaths %s and wields it.", obj->short_descr );
act( arg, ch, NULL, NULL, TO_ROOM );
obj_from_obj( obj );
equip_char( ch, obj, WEAR_WIELD );
return;
}
void do_strap( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *strap = NULL, *temp;
int location;
char buf[MSL], arg[MSL], arg2[MSL];
location = -1;
if (argument[0] == '\0')
{
send_to_char( "What do you wish to strap to your body?\n\r", ch );
return;
}
argument = one_argument( argument, arg );
argument = one_argument( argument, arg2 );
if ( arg[0] == '\0' || arg2[0] == '\0' )
{
send_to_char("Syntax: strap <object> <location>\n\r",ch);
return;
}
else
{
if (!(strap = get_obj_carry( ch, arg, ch )))
{
printf_to_char( ch, "You don't seem to be carrying '%s'.\n\r", argument );
return;
}
if ( strap->item_type != ITEM_SHEATH )
{
send_to_char("You can only strap sheaths to your body.\n\r",ch);
return;
}
if ( strap->value[3] != SHEATH_YES )
{
send_to_char("It doesn't have a strap; therefore, you cannot strap it to anything.\n\r",ch);
return;
}
}
if ( !strap || strap->item_type != ITEM_SHEATH )
{
send_to_char( "You are not wearing anything you can strap to your body.\n\r", ch );
return;
}
if ( (location = strap_lookup(arg2) ) == -1 )
{
send_to_char("You can't strap anything there!\n\r",ch);
return;
}
if(strap->strap_loc > -1)
{
send_to_char("It is already strapped to your body.\n\r",ch);
return;
}
for ( temp = ch->carrying; temp; temp = temp->next_content )
{
if(temp->strap_loc == location)
{
send_to_char("You already have something strapped to that location.\n\r",ch);
return;
}
}
printf_to_char( ch, "You strap %s to your body.\n\r", strap->short_descr);
sprintf( buf, "$n straps %s to $s body.", strap->short_descr );
act( buf, ch, NULL, NULL, TO_ROOM );
strap->strap_loc = location;
return;
}
void show_strapped(CHAR_DATA *ch, CHAR_DATA *victim, int location)
{
OBJ_DATA *temp, *sheathed;
if(location == WEAR_BACK)
{
for ( temp = victim->carrying; temp; temp =temp->next_content )
{
if(temp->strap_loc == STRAP_SHOULDER)
{
send_to_char(" {y<{gstrapped to shoulders{y>{x",ch );
printf_to_char(ch, " %s\n\r",temp->short_descr);
for( sheathed = temp->contains; sheathed; sheathed = sheathed->next_content )
{
send_to_char(" {y<{gheld in sheath{y>{x",ch);
printf_to_char(ch, " %s\n\r",sheathed->short_descr); continue;
}
return;
}
}
}
if(location == WEAR_WRIST_L )
{
for ( temp = victim->carrying; temp; temp =temp->next_content )
{
if(temp->strap_loc == STRAP_WRIST_L)
{
send_to_char(" {y<{gstrapped to wrist{y>{x",ch );
printf_to_char(ch, " %s\n\r",temp->short_descr);
for( sheathed = temp->contains; sheathed; sheathed = sheathed->next_content )
{
send_to_char(" {y<{gheld in sheath{y>{x",ch);
printf_to_char(ch, " %s\n\r",sheathed->short_descr); continue;
}
return;
}
}
}
if(location == WEAR_WRIST_R)
{
for ( temp = victim->carrying; temp; temp =temp->next_content )
{
if(temp->strap_loc == STRAP_WRIST_R)
{
send_to_char(" {y<{gstrapped to wrist{y>{x",ch );
printf_to_char(ch, " %s\n\r",temp->short_descr);
for( sheathed = temp->contains; sheathed; sheathed = sheathed->next_content )
{
send_to_char(" {y<{gheld in sheath{y>{x",ch);
printf_to_char(ch, " %s\n\r",sheathed->short_descr); continue;
}
return;
}
}
}
if(location == WEAR_LEGS)
{
for ( temp = victim->carrying; temp; temp =temp->next_content )
{
if(temp->strap_loc == STRAP_THIGH)
{
send_to_char(" {y<{gstrapped to thigh{y>{x",ch );
printf_to_char(ch, " %s\n\r",temp->short_descr);
for( sheathed = temp->contains; sheathed; sheathed = sheathed->next_content )
{
send_to_char(" {y<{gheld in sheath{y>{x",ch);
printf_to_char(ch, " %s\n\r",sheathed->short_descr); continue;
}
return;
}
}
}
if(location == WEAR_FEET)
{
for ( temp = victim->carrying; temp; temp =temp->next_content )
{
if(temp->strap_loc == STRAP_ANKLE)
{
send_to_char(" {y<{gstrapped to ankle{y>{x",ch );
printf_to_char(ch, " %s\n\r",temp->short_descr);
for( sheathed = temp->contains; sheathed; sheathed = sheathed->next_content )
{
send_to_char(" {y<{gheld in sheath{y>{x",ch);
printf_to_char(ch, " %s\n\r",sheathed->short_descr);
continue;
}
return;
}
}
}
if(location == WEAR_LEGS)
{
for ( temp = victim->carrying; temp; temp =temp->next_content )
{
if(temp->strap_loc == STRAP_THIGH)
{
send_to_char(" {y<{gstrapped to thigh{y>{x",ch );
printf_to_char(ch, " %s\n\r",temp->short_descr);
for( sheathed = temp->contains; sheathed; sheathed = sheathed->next_content )
{
send_to_char(" {y<{gheld in sheath{y>{x",ch);
printf_to_char(ch, " %s\n\r",sheathed->short_descr);
continue;
}
return;
}
}
}
return;
}
void do_demand(CHAR_DATA *ch,char *argument)
{
CHAR_DATA *victim;
OBJ_DATA *obj;
char i_name[MAX_INPUT_LENGTH];
char m_name[MAX_INPUT_LENGTH];
char buf1[MAX_STRING_LENGTH];
char buf2[MAX_STRING_LENGTH];
char *target_name;
int chance, vlevel;
target_name = one_argument(argument,i_name);
one_argument(target_name,m_name);
chance = ch->pcdata->learned[skill_lookup("demand")];
if (chance == 0
|| !can_use_skpell( ch, skill_lookup("demand") ) )
{
send_to_char("You are hardly intimidating enough to demand off others.\n\r",ch);
return;
}
if (IS_NPC(ch))
return;
if ((victim = get_char_room(ch, NULL, m_name)) == NULL )
{
send_to_char("They aren't here.\n\r",ch);
return;
}
if (!IS_NPC(victim))
{
send_to_char("Why not just threaten them in person?\n\r",ch);
return;
}
vlevel = victim->level;
chance /= 2;
chance += (3*ch->level);
chance -= 2*vlevel;
if (IS_GOOD(victim))
chance -= 4*vlevel;
else if (IS_EVIL(victim))
chance -= 2*vlevel;
else
chance -= 3*vlevel;
vlevel += 8;
if ((obj = get_obj_list(victim, i_name, victim->carrying)) == NULL)
{
send_to_char("They do not have that object.\n\r",ch);
return;
}
if (!can_see_obj(ch,obj) )
{
send_to_char("They do not have that object.\n\r",ch);
return;
}
if (vlevel > ch->level
|| number_percent() > chance)
{
check_improve(ch,skill_lookup("demand"),FALSE,2);
sprintf(buf1,"I don't think I'd give my belongings to one as weak as you!");
sprintf(buf2,"Help! I'm being attacked by %s!",victim->short_descr);
do_say(victim,buf1);
do_yell(ch,buf2);
multi_hit(victim,ch,TYPE_UNDEFINED);
return;
}
if (!can_see(victim,ch))
{
act("$N tells you, 'I can't give to those I can't see.'",ch,0,victim,TO_CHAR);
return;
}
if (!can_see_obj(victim,obj))
{
act("$N tells you, 'I can't see such an object.'",ch,0,victim,TO_CHAR);
return;
}
if (obj->level > ch->level + 8)
{
do_say(victim, "That item is far to precious to hand over to scum like you!");
sprintf(buf1,"Help! I'm being attacked by %s!",victim->short_descr);
do_yell(ch,buf1);
multi_hit(victim,ch,TYPE_UNDEFINED);
return;
}
if (ch->move < obj->level)
{
act("$N tells you, 'Hah! You couldn't even get away if I chased you!'.",ch,0,victim,TO_CHAR);
sprintf(buf1,"Help! I'm being attacked by %s!",victim->short_descr);
do_yell(ch,buf1);
multi_hit(victim,ch,TYPE_UNDEFINED);
return;
}
if (ch->hit < (ch->max_hit*3/7))
{
do_say(victim,"Hah! You look weak enough that even I could kill you!");
sprintf(buf1,"Help! I'm being attacked by %s!",victim->short_descr);
do_yell(ch,buf1);
multi_hit(victim,ch,TYPE_UNDEFINED);
return;
}
if (ch->mana < 30)
{
send_to_char("You don't have the mana.\n\r",ch);
return;
}
if ( ch->hit <= 30 )
{
send_to_char("You don't have enough hit points.\n\r", ch );
return;
}
if ((obj->wear_loc != WEAR_NONE) && IS_SET(obj->extra_flags, ITEM_NOREMOVE) )
{
act("$N tells you, 'I'm unable to release $p'.",ch,obj,victim,TO_CHAR);
act("$N cowers back from you in fright.",ch,0,victim,TO_CHAR);
act("$N cowers back from $n in fright.",ch,0,victim,TO_NOTVICT);
return;
}
if (IS_SET(obj->extra_flags,ITEM_NODROP) )
{
act("$N tells you, 'I'm unable to release $p'.",ch,obj,victim,TO_CHAR);
act("$N cowers back from you in fright.",ch,0,victim,TO_CHAR);
act("$N cowers back from $n in fright.",ch,0,victim,TO_NOTVICT);
return;
}
if ( ch->carry_weight + get_obj_weight(obj) > can_carry_w(ch) )
{
act("$N tells you, 'You can't carry the weight $n.'",ch,0,victim,TO_CHAR);
return;
}
if ( ch->carry_number + 1 > can_carry_n(ch) )
{
act("$N tells you, 'You can't carry that many items $n.'",ch,0,victim,TO_CHAR);
return;
}
act("$N caves in to the bully tactics of $n.",ch,0,victim,TO_NOTVICT);
act("$N shivers in fright and caves in to your bully tactics.",ch,0,victim,TO_CHAR);
if (obj->wear_loc != WEAR_NONE)
{
act("$n stops using $p.",victim,obj,NULL,TO_ROOM);
act("You stop using $p.",victim,obj,NULL,TO_CHAR);
}
act("$N gives $p to $n.",ch,obj,victim,TO_NOTVICT);
act("$N gives you $p.",ch,obj,victim,TO_CHAR);
check_improve(ch,skill_lookup("demand"),TRUE,2);
WAIT_STATE(ch,24);
obj_from_char(obj);
obj_to_char(obj,ch);
ch->mana -= 30;
ch->hit -= 30;
return;
}
OBJ_DATA *get_obj_sheath(CHAR_DATA *ch, char *argument, OBJ_DATA *sheath)
{
OBJ_DATA *obj;
obj = sheath->contains;
if(is_name( argument, obj->name ) )
return obj;
obj = obj->next_content;
if(is_name( argument, obj->name) )
return obj;
return NULL;
}
void do_boxrent( CHAR_DATA *ch , char *argument)
{
ROOM_INDEX_DATA *to_room;
CHAR_DATA *renter;
char arg[MSL];
if ( IS_NPC(ch))
return;
one_argument(argument,arg);
if ( arg[0] == '\0' )
{
if (ch->in_room->vnum != ROOM_VNUM_RENTER)
{
send_to_char("You can't rent a box here.\n\r",ch);
return;
}
renter = NULL;
for ( renter = ch->next_in_room; renter; renter = renter->next_in_room )
{
if ( IS_NPC( renter ) )
if ( renter->pIndexData->vnum == MOB_VNUM_RENTER )
break;
}
if ( !renter )
{
send_to_char("The renter is currently not availible.\n\r", ch);
return;
}
if ( ch->pcdata->boxrented == 0 )
{
long cost = 500000;
if ( ( ch->silver + ( ch->gold * 100 ) ) < cost )
{
send_to_char( "You can't afford to rent a box.\n\r", ch );
return;
}
else
{
deduct_cost( ch, cost );
send_to_char( "You have rented your very own box.\n\r", ch );
ch->pcdata->boxrented = 1;
act( "$N takes you to your very own box", ch, NULL, renter, TO_CHAR );
act( "$N takes $n to $s box." , ch, NULL, renter, TO_ROOM );
to_room = get_room_index( ROOM_VNUM_RENTBOX );
char_from_room( ch );
char_to_room( ch, to_room );
return;
}
}
else
{
act( "$N takes you to your box.", ch, NULL, renter, TO_CHAR );
act( "$N takes $n to $s box." , ch, NULL, renter, TO_ROOM );
to_room = get_room_index( ROOM_VNUM_RENTBOX);
char_from_room(ch);
char_to_room( ch, to_room );
return;
}
}
else
{
send_to_char("Just type boxrent no argument.\n\r", ch);
return;
}
}
void do_store( CHAR_DATA *ch, char *argument )
{
char buf[MAX_STRING_LENGTH];
if (IS_NPC(ch))
return;
if ( argument[0] == '\0' )
{
send_to_char( "Store what in where?\n\r", ch );
return;
}
if (ch->in_room->vnum == ROOM_VNUM_RENTBOX )
{
OBJ_DATA *obj;
if ( ch->pcdata->item_box >= MAX_STORAGE )
{
send_to_char( "How do you expect that to fit in there?\n\r", ch );
return;
}
if ( ( obj = get_obj_carry( ch, argument, ch ) ) == NULL )
{
send_to_char( "You do not have that item.\n\r", ch );
return;
}
if ( !can_drop_obj( ch, obj ) )
{
sprintf( buf, "You can't let go of it.\n\r" );
send_to_char( buf, ch );
return;
}
obj_from_char( obj );
obj_to_box( obj , ch );
act( "$N puts $p in his box.", ch, obj, NULL, TO_ROOM );
act( "You put $p in your box.", ch, obj, NULL, TO_CHAR );
}
return;
}
void do_retrieve( CHAR_DATA *ch, char *argument )
{
if (IS_NPC(ch))
return;
if ( ch->in_room->vnum == ROOM_VNUM_RENTBOX )
{
OBJ_DATA *obj;
if ( argument[0] == '\0' )
{
send_to_char( "Retrieve what from your box?\n\r", ch );
return;
}
obj = get_obj_list( ch, argument, ch->pcdata->box );
if ( obj == NULL )
{
act( "I see no $T here.", ch, NULL, argument, TO_CHAR );
return;
}
obj_from_box( obj );
obj_to_char( obj, ch );
act( "$N gets $p from his box.", ch, obj, NULL, TO_ROOM );
act( "You get $p from your box.", ch, obj , NULL, TO_CHAR );
}
return;
}
void do_smithing(CHAR_DATA *ch, char *argument)
{
char arg[MSL];
char buf[MSL];
OBJ_DATA *obj;
OBJ_DATA *obj_next;
bool found = FALSE;
if ( IS_NPC(ch)
|| !can_use_skpell( ch, skill_lookup("smithing") ) )
{
send_to_char("You do not know how to smith.\n\r", ch );
return;
}
if ( ch->fighting )
{
send_to_char( "Wait until the fight finishes.\n\r", ch );
return;
}
one_argument(argument,arg);
if (arg[0] == '\0')
{
send_to_char( "To repair one item type: smithing <item>\n\rTo repair all your items type: smithing <all>\n\r", ch );
return;
}
if ( !str_cmp( arg, "all" ) )
{
if ( number_percent() > get_skill(ch,skill_lookup("smithing")) )
{
check_improve(ch,skill_lookup("smithing"),FALSE,8);
send_to_char( "You failed to repair anything.\n\r", ch );
return;
}
for (obj = ch->carrying; obj; obj = obj_next)
{
obj_next = obj->next_content;
if (IS_SET(obj->extra_flags, ITEM_NOREPAIR))
continue;
if ( obj->condition <= 50 && obj->condition > 0 )
{
found = TRUE;
set_obj_condition( obj, 100 );
}
}
if ( !found )
send_to_char( "You don't have anything that needs repairing.\n\r", ch );
WAIT_STATE(ch,2 * PULSE_VIOLENCE);
send_to_char( "You painstakingly repair all of the items in your inventory.\n\r", ch );
check_improve(ch,skill_lookup("smithing"),TRUE,4);
ch->move *= .60;
sound( "hammer.wav", ch );
return;
}
if (( obj = get_obj_carry(ch, arg, ch)) == NULL)
{
send_to_char("You are not carrying that.\n\r",ch);
return;
}
if (obj->condition >= 100)
{
send_to_char("But that item is not broken.\n\r",ch);
return;
}
if (IS_SET(obj->extra_flags, ITEM_NOREPAIR))
{
send_to_char( "This object can not be repaired.\n\r", ch );
return;
}
WAIT_STATE(ch,2 * PULSE_VIOLENCE);
if ( number_percent() > get_skill(ch,skill_lookup("smithing")) )
{
check_improve(ch,skill_lookup("smithing"),FALSE,8);
sprintf(buf, "$n tries to repair %s. But $n fails.", obj->short_descr);
act(buf,ch,NULL,NULL,TO_ROOM);
sprintf(buf, "You failed to repair %s.\n\r", obj->short_descr);
send_to_char(buf, ch);
}
else
{
check_improve(ch,skill_lookup("smithing"),TRUE,4);
sprintf(buf, "$n painstakingly repairs %s.", obj->short_descr);
act(buf,ch,NULL,NULL,TO_ROOM);
sprintf(buf, "You painstakingly repair %s.\n\r", obj->short_descr);
send_to_char(buf, ch);
set_obj_condition( obj, UMAX( 100, obj->condition + ( get_skill(ch, skill_lookup("smithing")) / 2 ) ) );
sound( "hammer.wav", ch );
return;
}
return;
}
void do_butcher(CHAR_DATA *ch, char *argument)
{
OBJ_DATA *obj;
char buf[MAX_STRING_LENGTH];
char arg[MAX_STRING_LENGTH];
OBJ_DATA *tmp_obj;
OBJ_DATA *tmp_next;
if (IS_NPC(ch))
return;
one_argument(argument,arg);
if ( arg[0]== '\0' )
{
send_to_char( "Butcher what?\n\r", ch );
return;
}
if ( (obj = get_obj_here(ch,NULL,arg)) == NULL )
{
send_to_char("You do not see that here.\n\r",ch);
return;
}
if (obj->item_type != ITEM_CORPSE_PC && obj->item_type != ITEM_CORPSE_NPC)
{
send_to_char("You can't butcher that.\n\r",ch);
return;
}
if (obj->carried_by != NULL)
{
send_to_char("Put it down first.\n\r",ch);
return;
}
if ( !IS_NPC(ch) && get_skill(ch,skill_lookup("butchering")) < 1)
{
send_to_char("You don't know how to butcher.\n\r", ch);
return;
}
obj_from_room(obj);
for (tmp_obj = obj->contains;tmp_obj != NULL;
tmp_obj = tmp_next)
{
tmp_next = tmp_obj->next_content;
obj_from_obj(tmp_obj);
obj->carried_by = ch;
obj_to_room(tmp_obj,ch->in_room);
}
if (IS_NPC(ch) || number_percent() < get_skill(ch,skill_lookup("butchering")))
{
int numsteaks;
int i;
OBJ_DATA *steak;
numsteaks = number_bits(2) + 1;
if (numsteaks > 1)
{
sprintf(buf, "$n butchers $p and creates %i steaks.",numsteaks);
act(buf,ch,obj,NULL,TO_ROOM);
sprintf(buf, "You butcher $p and create %i steaks.",numsteaks);
act(buf,ch,obj,NULL,TO_CHAR);
}
else
{
act("$n butchers $p and creates a steak."
,ch,obj,NULL,TO_ROOM);
act("You butcher $p and create a steak."
,ch,obj,NULL,TO_CHAR);
}
check_improve(ch,skill_lookup("butchering"),TRUE,1);
for (i=0; i < numsteaks; i++)
{
steak = create_object(get_obj_index(OBJ_VNUM_STEAK),0);
sprintf( buf, steak->short_descr, obj->short_descr);
free_string( steak->short_descr );
steak->short_descr = str_dup( buf );
sprintf( buf, steak->description, obj->short_descr );
free_string( steak->description );
steak->description = str_dup( buf );
obj->carried_by = ch;
obj_to_room(steak,ch->in_room);
}
}
else
{
act("You fail and destroy $p.",ch,obj,NULL,TO_CHAR);
act("$n fails to butcher $p and destroys it.",
ch,obj,NULL,TO_ROOM);
check_improve(ch,skill_lookup("butchering"),FALSE,1);
}
extract_obj(obj);
return;
}
/* Creodin for Acasaid 2001 */
void do_purify (CHAR_DATA * ch, char *argument)
{
OBJ_DATA *obj;
int skill;
/* find out what */
if (argument[0] == '\0')
{
send_to_char ("Purify what food or drink?\n\r", ch);
return;
}
obj = get_obj_list (ch, argument, ch->carrying);
if (obj == NULL)
{
send_to_char ("You don't have that item.\n\r", ch);
return;
}
if ( !can_use_skpell( ch, skill_lookup("smithing") ) )
{
send_to_char( "You do not have that skill!\n\r", ch );
return;
}
skill = get_skill(ch, skill_lookup("purify") );
if (obj->item_type == ITEM_FOOD || obj->item_type == ITEM_DRINK_CON)
{
if (number_percent () < skill)
{
act ("$n calls upon $s deity to purify $p.", ch, obj, NULL, TO_ROOM);
act ("You call upon your deity to purify $p.", ch, obj, NULL, TO_CHAR);
obj->value[3] = 0;
check_improve (ch, skill_lookup( "purify" ), TRUE, 4);
WAIT_STATE (ch, skill_table[skill_lookup( "purify" )].beats);
ch->mana -= 10;
return;
} else {
act ("You fail to purify $p.", ch, obj, NULL, TO_CHAR);
check_improve (ch, skill_lookup( "purify" ), FALSE, 3);
WAIT_STATE (ch, skill_table[skill_lookup( "purify" )].beats);
ch->mana -= 10;
return;
}
}
}
void do_pcforge (CHAR_DATA *ch, char *argument)
{
OBJ_DATA *chunk;
OBJ_DATA *item;
int ore_weight = 0;
int typ;
int ore;
char buf[MSL];
char arg1[MSL];
char arg2[MSL];
bool excess = FALSE;
int percent;
int chance = number_percent();
struct forge_type
{
char * name;
sh_int type;
int wear_loc;
sh_int weap_typ;
int ore_min;
};
static const struct forge_type forge_table[] = {
{ "breastplate", ITEM_ARMOR, ITEM_WEAR_BODY, 0, 20 },
{ "gauntlets", ITEM_ARMOR, ITEM_WEAR_HANDS, 0, 10 },
{ "boots", ITEM_ARMOR, ITEM_WEAR_FEET, 0, 10 },
{ "bracer", ITEM_ARMOR, ITEM_WEAR_WRIST, 0, 5 },
{ "sleeves", ITEM_ARMOR, ITEM_WEAR_ARMS, 0, 10 },
{ "shield", ITEM_ARMOR, ITEM_WEAR_SHIELD, 0, 15 },
{ "leggings", ITEM_ARMOR, ITEM_WEAR_LEGS, 0, 15 },
{ "sword", ITEM_WEAPON, ITEM_WIELD, WEAPON_SWORD, 10 },
{ "dagger", ITEM_WEAPON, ITEM_WIELD, WEAPON_DAGGER, 5 },
{ "spear", ITEM_WEAPON, ITEM_WIELD, WEAPON_SPEAR, 5 },
{ "mace", ITEM_WEAPON, ITEM_WIELD, WEAPON_MACE, 8 },
{ "axe", ITEM_WEAPON, ITEM_WIELD, WEAPON_AXE, 12 },
{ "flail", ITEM_WEAPON, ITEM_WIELD, WEAPON_FLAIL, 12 },
{ "polearm", ITEM_WEAPON, ITEM_WIELD, WEAPON_POLEARM, 15 },
{ NULL, 0, 0, 0, 0 }
};
if ((percent = get_skill (ch, skill_lookup ("forge"))) <= 1)
{
send_to_char ("You might hurt yourself!\n\r", ch);
return;
}
if (argument[0] == '\0')
{
send_to_char ("Syntax: forge <item type> <mineral type>.\n\r", ch);
return;
}
argument = one_argument (argument, arg1);
argument = one_argument (argument, arg2);
/* Validate arg1 first */
for (typ = 0; forge_table[typ].name != NULL; typ++)
{
if (!str_cmp (arg1, forge_table[typ].name))
break;
}
if (forge_table[typ].name == NULL)
{
int col = 0;
send_to_char ("Invalid item, available choices are:\n\r\n\r", ch);
for (typ = 0; forge_table[typ].name != NULL; typ++)
{
sprintf (buf, "%s ", forge_table[typ].name);
send_to_char (buf, ch);
if (++col == 6)
{
send_to_char ("\n\r", ch);
col = 0;
}
}
send_to_char ("\n\r", ch);
return;
}
/* Validate arg2 */
for (ore = 0; mineral_table[ore].name != NULL; ore++)
{
if (!str_cmp (arg2, mineral_table[ore].name))
break;
}
if (mineral_table[ore].name == NULL)
{
send_to_char ("That is not a forgeable material.\n\r", ch);
return;
}
for (chunk = ch->carrying; chunk != NULL; chunk = chunk->next)
{
if (chunk->item_type != ITEM_ORE)
continue;
if (ore == chunk->value[0])
ore_weight += chunk->weight;
}
if (ore_weight < forge_table[typ].ore_min)
{
sprintf (buf, "You lack the %s to forge a %s.\n\r", mineral_table[ore].name, forge_table[typ].name);
send_to_char (buf, ch);
return;
}
/* Now that we've determined we have enough, extract the ore... */
ore_weight = 0;
for (chunk = ch->carrying; chunk != NULL; chunk = chunk->next)
{
if (chunk->item_type != ITEM_ORE)
continue;
if (ore == chunk->value[0])
{
ore_weight += chunk->weight;
extract_obj (chunk);
}
if (ore_weight >= forge_table[typ].ore_min)
{
if (ore_weight > forge_table[typ].ore_min) /* No wastage! */
{
OBJ_DATA *left;
int leftover;
leftover = ore_weight - forge_table[typ].ore_min;
left = create_object (get_obj_index (OBJ_VNUM_ORE), 0);
free_string (left->name);
free_string (left->short_descr);
free_string (left->description);
sprintf (buf, "chunk ore %s", mineral_table[ore].name);
left->name = str_dup (buf);
sprintf (buf, "a chunk of %s", mineral_table[ore].name);
left->short_descr = str_dup (buf);
sprintf (buf, "A chunk of %s sits here.", mineral_table[ore].name);
left->description = str_dup (buf);
left->item_type = ITEM_ORE;
left->value[0] = ore;
left->weight = leftover;
obj_to_char (left, ch);
excess = TRUE;
}
break;
}
}
/* Now the REAL fun begins */
sprintf (buf, "You begin to forge the %s.\n\r", forge_table[typ].name);
act (buf, ch, NULL, NULL, TO_CHAR );
act ("$n begins to forge something.", ch, NULL, NULL, TO_ROOM);
if (percent < chance - 40) /* Kablooey! */
{
send_to_char ("The forge blows up in your face!\n\r", ch);
spell_fireball (skill_lookup ("fireball"), ch->level, ch, (void *) ch, TARGET_CHAR);
return;
}
act ("You continue to hammer away at your creation...", ch, NULL, NULL, TO_CHAR );
act ("$n hammers away.", ch, NULL, NULL, TO_ROOM);
if (percent < chance - 30) /* Not quite... */
{
send_to_char ("Your hammer strike splits your piece in two!\n\r", ch);
return;
}
sprintf (buf, "The %s is now taking shape...", forge_table[typ].name);
act (buf, ch, NULL, NULL, TO_CHAR );
act ("$n continues to work.", ch, NULL, NULL, TO_ROOM);
if (percent < chance - 20) /* Oops... */
{
sprintf (buf, "The %s appears to be too flimsy to use.", forge_table[typ].name);
send_to_char (buf, ch);
send_to_char ("Frustratedly, you discard the piece.\n\r", ch);
return;
}
sprintf (buf, "You put the final touches on the %s...", forge_table[typ].name);
act (buf, ch, NULL, NULL, TO_CHAR );
act ("$n continues to work.", ch, NULL, NULL, TO_ROOM);
if (percent < chance - 10) /* No Cigar */
{
sprintf (buf, "You slip and damage the %s beyond repair!", forge_table[typ].name);
send_to_char (buf, ch);
send_to_char ("Frustratedly, you discard the piece.\n\r", ch);
return;
}
/* Good job! */
item = create_object (get_obj_index (OBJ_VNUM_BLANK), 0);
free_string (item->name);
free_string (item->short_descr);
free_string (item->description);
sprintf (buf, "%s %s", forge_table[typ].name, mineral_table[ore].name);
item->name = str_dup (buf);
switch (forge_table[typ].wear_loc)
{
case ITEM_WEAR_LEGS:
case ITEM_WEAR_FEET:
case ITEM_WEAR_HANDS:
case ITEM_WEAR_ARMS:
{
sprintf (buf, "a pair of %s %s", mineral_table[ore].name, forge_table[typ].name);
item->short_descr = str_dup (buf);
sprintf (buf, "A pair of %s %s lies here.", mineral_table[ore].name, forge_table[typ].name);
item->description = str_dup (buf);
break;
}
default:
{
const char *article;
if (mineral_table[ore].name[0] == 'a' ||
mineral_table[ore].name[0] == 'e' ||
mineral_table[ore].name[0] == 'i' ||
mineral_table[ore].name[0] == 'o' ||
mineral_table[ore].name[0] == 'u')
article = "an";
else
article = "a";
sprintf (buf, "%s %s %s", article, mineral_table[ore].name, forge_table[typ].name);
item->short_descr = str_dup (buf);
sprintf (buf, "%s %s %s lies here.", capitalize(article), mineral_table[ore].name, forge_table[typ].name);
item->description = str_dup (buf);
break;
}
}
item->item_type = forge_table[typ].type;
TOGGLE_BIT (item->wear_flags, forge_table[typ].wear_loc);
switch (item->item_type)
{
case ITEM_ARMOR:
{
int number;
number = UMAX(20, ch->level);
item->value[0] = number;
item->value[1] = number;
item->value[2] = number;
item->value[3] = (5 * UMAX(20, ch->level)) / 6;
break;
}
case ITEM_WEAPON:
{
item->value[0] = forge_table[typ].weap_typ;
item->value[1] = UMAX (15, (ch->level + 20) / 5);
item->value[2] = ch->level < 80 ? 4 : 5;
switch (item->value[0])
{
case WEAPON_SWORD:
item->value[3] = attack_lookup ("slash");
break;
case WEAPON_DAGGER:
case WEAPON_SPEAR:
item->value[3] = attack_lookup ("stab");
break;
case WEAPON_MACE:
case WEAPON_FLAIL:
case WEAPON_POLEARM:
item->value[3] = attack_lookup ("pound");
break;
case WEAPON_AXE:
item->value[3] = attack_lookup ("chop");
break;
default:
item->value[3] = attack_lookup ("blast");
break;
}
break;
}
default:
return;
}
sprintf (buf, "You have successfully forged %s!\n\r", item->short_descr);
send_to_char (buf, ch);
sprintf (buf, "$n has successfully forged %s!\n\r", item->short_descr);
act (buf, ch, NULL, NULL, TO_ROOM);
obj_to_char (item, ch);
if (excess)
{
sprintf (buf, "You managed to save some %s.\n\r", mineral_table[ore].name);
send_to_char (buf, ch);
}
return;
}
void do_inlay( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *sockets;
AFFECT_DATA *paf;
OBJ_DATA *obj;
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
int value;
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
obj = get_obj_carry(ch, arg2, ch);
sockets = get_obj_carry(ch, arg1, ch);
if( sockets == '\0' )
{
send_to_char( "The inlaid object must be a settable one.\n\r", ch );
return;
}
if( obj == '\0' )
{
send_to_char( "What would you like to set this object into?\n\r", ch );
return;
}
if( sockets->item_type != ITEM_SOCKETS )
{
send_to_char( "You can only use settable items to inlay.\n\r",ch);
return;
}
if( (obj = get_obj_carry( ch, arg2, ch )) == NULL )
{
send_to_char( "You don't have that.\n\r", ch );
return;
}
if( IS_SET(obj->extra2_flags,ITEM_INLAY2) )
{
send_to_char( "You cannot fit another item into that.\n\r", ch);
return;
}
if( obj->item_type != ITEM_WEAPON && obj->item_type != ITEM_ARMOR)
{
send_to_char( "You may only set gems into weapons and armor.\n\r",ch);
return;
}
value = sockets->value[1];
extract_obj( sockets );
if( IS_SET(obj->extra2_flags,ITEM_INLAY1) )
{
REMOVE_BIT(obj->extra2_flags,ITEM_INLAY1);
SET_BIT(obj->extra2_flags,ITEM_INLAY2);
}
else
SET_BIT(obj->extra2_flags,ITEM_INLAY1);
switch ( sockets->value[0] )
{
case 1:
send_to_char( "You carefully set a sapphire into the spot "
"provided and it stays nicely.\n\r",ch);
if (affect_free == NULL)
paf = (AFFECT_DATA *)alloc_perm(sizeof(*paf));
else
{
paf = affect_free;
affect_free = affect_free->next;
}
paf = new_affect();
paf->location = APPLY_MANA;
paf->where = TO_OBJECT;
paf->modifier = 75 + (value * 30);
paf->type = 0;
paf->duration = -1;
paf->bitvector = 0;
paf->next = obj->affected;
obj->affected = paf;
break;
case 2:
send_to_char( "You carefully set a ruby into the spot "
"provided and it stays nicely.\n\r",ch);
if (affect_free == NULL)
paf = (AFFECT_DATA *) alloc_perm(sizeof(*paf));
else
{
paf = affect_free;
affect_free = affect_free->next;
}
paf = new_affect();
paf->where = TO_OBJECT;
paf->duration = -1;
paf->type = 0;
paf->location = APPLY_HIT;
paf->modifier = 75 + (value * 30);
paf->bitvector = 0;
paf->next = obj->affected;
obj->affected = paf;
break;
case 3:
send_to_char( "You carefully set an emerald into the " "spot provided and it stays nicely.\n\r",ch);
if (affect_free == NULL)
paf = (AFFECT_DATA *)alloc_perm(sizeof(*paf));
else
{
paf = affect_free;
affect_free = affect_free->next;
}
paf = new_affect();
paf->where = TO_OBJECT;
paf->type = 0;
paf->duration = -1;
paf->location = APPLY_MOVE;
paf->modifier = 75 + (value * 30);
paf->bitvector = 0;
paf->next = obj->affected;
obj->affected = paf;
break;
case 4:
send_to_char( "You carefully set a diamond into the "
"spot provided and it stays nicely.\n\r",ch);
if (affect_free == NULL)
paf = (AFFECT_DATA *)alloc_perm(sizeof(*paf));
else
{
paf = affect_free;
affect_free = affect_free->next;
}
paf = new_affect();
paf->where = TO_AFFECTS;
paf->type = 0;
paf->duration = -1;
paf->location = APPLY_HITROLL;
paf->modifier = 10 + (value * 5);
paf->bitvector = 0;
paf->next = obj->affected;
obj->affected = paf;
break;
case 5:
send_to_char( "You carefully set a topaz into the "
"spot provied and it stays nicely.\n\r", ch);
if (affect_free == NULL)
paf = (AFFECT_DATA *)alloc_perm(sizeof(*paf));
else
{
paf = affect_free;
affect_free = affect_free->next;
}
paf = new_affect();
paf->where = TO_OBJECT;
paf->type = 0;
paf->duration = -1;
paf->location = APPLY_AC;
paf->modifier = -125 - (value * 50);
paf->bitvector = 0;
paf->next = obj->affected;
obj->affected = paf;
break;
case 6:
send_to_char( "You manage to set the tiny skull into the "
"spot provided and it stays nicely.\n\r", ch);
if (affect_free == NULL )
paf = (AFFECT_DATA *)alloc_perm(sizeof(*paf));
else
{
paf = affect_free;
affect_free = affect_free->next;
}
paf = new_affect();
paf->where = TO_OBJECT;
paf->type = 0;
paf->duration = -1;
paf->location = APPLY_DAMROLL;
paf->modifier = 10 + (value * 5);
paf->bitvector = 0;
paf->next = obj->affected;
obj->affected = paf;
break;
default:
send_to_char( "Are you sure that's something you can "
"inset?.\n\r", ch );
return;
}
return;
}
void show_trade( CHAR_DATA *ch, CHAR_DATA *victim )
{
OBJ_DATA *obj;
char buf[MIL];
int i;
const char *kw;
sprintf( buf, "Gold: %d coins.\n\r", GET_TRADE( victim ).gold );
send_to_char( buf, ch );
for( i = 0; i < MAX_TRADE_OBJ; ++i )
{
obj = GET_TRADE( victim ).objs[i];
if( !obj )
continue;
sprintf( buf, "Object: %s\n\r", obj->short_descr );
send_to_char( buf, ch );
}
if( ch == victim )
kw = "have";
else
kw = "has";
if( IS_SET( GET_TRADE( victim ).flags, TRADE_AGREED ) )
act( "$N $t agreed to the trade.", ch, kw, victim, TO_CHAR );
else if( IS_SET( GET_TRADE( victim ).flags, TRADE_LOCKED ) )
act( "$N $t set a lock on the trade.", ch, kw, victim, TO_CHAR );
return;
}
/*
* Checks that the items offered in trade still exist.
*/
bool check_trade( CHAR_DATA *ch )
{
OBJ_DATA *obj;
int i;
for( i = 0; i < MAX_TRADE_OBJ; ++i )
{
obj = GET_TRADE( ch ).objs[i];
if( !obj )
continue;
if( obj->carried_by != ch )
return FALSE;
}
return TRUE;
}
/*
* Move items in trade from victim to ch.
* Note that for security reasons greater than mundane weight considerations,
* I have not considered weight important.
*/
void affect_trade( CHAR_DATA *ch, CHAR_DATA *victim )
{
OBJ_DATA *obj;
int i;
for( i = 0; i < MAX_TRADE_OBJ; ++i )
{
obj = GET_TRADE( victim ).objs[i];
if( !obj )
continue;
act( "You give $p to $N.", victim, obj, ch, TO_CHAR );
act( "$n gives $p to you.", victim, obj, ch, TO_VICT );
act( "$n gives $p to $N.", victim, obj, ch, TO_NOTVICT );
obj_from_char( obj );
obj_to_char( obj, ch );
}
if( GET_TRADE( victim ).gold > 0 )
{
act( "You give some gold to $N.", victim, NULL, ch, TO_CHAR );
act( "$n gives some gold to you.", victim, NULL, ch, TO_VICT );
act( "$n gives some gold to $N.", victim, NULL, ch, TO_NOTVICT );
}
ch->gold += GET_TRADE( victim ).gold;
return;
}
/*
* Finds a trade object.
*/
OBJ_DATA *find_trade_obj( CHAR_DATA *ch, CHAR_DATA *victim, char *name )
{
OBJ_DATA *obj;
int i;
for( i = 0; i < MAX_TRADE_OBJ; ++i )
{
obj = GET_TRADE( victim ).objs[i];
if( obj && is_name( name, obj->name ) )
return obj;
}
return NULL;
}
/*
* Symposium's secure trade interface.
*/
void do_trade( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
OBJ_DATA *obj;
char arg[MAX_INPUT_LENGTH];
int i;
int amount = 0;
if( IS_NPC( ch ) )
return;
argument = one_argument( argument, arg );
if( !ch->pcdata->trade )
{
if( ch->mana < 100 + ch->level * 2 )
{
send_to_char( "You need some more mana in order to initiate a trade.\n\r", ch );
return;
}
if( !str_cmp( arg, "offer" ) )
{
ch->mana -= 100 + ch->level * 2;
ch->pcdata->trade = (TRADE_DATA *)alloc_mem( sizeof( TRADE_DATA ) );
ch->pcdata->trade->first.ch = ch;
ch->pcdata->trade->first.flags = 0;
ch->pcdata->trade->first.gold = 0;
if( ( victim = get_char_room( ch, NULL, argument ) )
&& victim != ch && !IS_NPC( victim ) )
ch->pcdata->trade->second.ch = victim;
else
ch->pcdata->trade->second.ch = NULL;
ch->pcdata->trade->second.flags = 0;
ch->pcdata->trade->second.gold = 0;
for( i = 0; i < MAX_TRADE_OBJ; ++i )
{
ch->pcdata->trade->first.objs[i] = NULL;
ch->pcdata->trade->second.objs[i] = NULL;
}
if( ch->pcdata->trade->second.ch )
act( "$n opens an offer for a trade session with $N.", ch, NULL, victim, TO_ALL );
else
act( "$n opens an offer for a trade session.", ch, NULL, NULL, TO_ALL );
return;
}
if( !str_cmp( arg, "join" ) )
{
if( !( victim = get_char_room( ch, NULL, argument ) ) || IS_NPC( victim ) )
{
send_to_char( "That person is not here.\n\r", ch );
return;
}
if( victim->pcdata->trade == NULL )
{
send_to_char( "They have not offered to trade.\n\r", ch );
return;
}
if( victim->pcdata->trade->second.ch != NULL
&& victim->pcdata->trade->second.ch != ch )
{
act( "$N has restricted the trade so you can't join.", ch, NULL, victim, TO_CHAR );
return;
}
ch->mana -= 100 + ch->level * 2;
ch->pcdata->trade = victim->pcdata->trade;
ch->pcdata->trade->second.ch = ch;
act( "$n joins a trade session with $N.", ch, NULL, victim, TO_ALL );
return;
}
send_to_char( "Type HELP TRADE to get more information on trading securely.\n\r", ch );
return;
}
/* From here down a trade exists */
victim = (ch == ch->pcdata->trade->first.ch )
? ch->pcdata->trade->second.ch : ch->pcdata->trade->first.ch;
if( !str_prefix( arg, "examine" ) )
{
if( argument[0] == '\0' )
{
send_to_char( "Your offer is as follows:\n\r", ch );
show_trade( ch, ch );
act( "$N's offer is as follows:", ch, NULL, victim, TO_CHAR );
show_trade( ch, victim );
return;
}
if( !( obj = find_trade_obj( ch, victim, argument ) )
&& !( obj = find_trade_obj( ch, ch, argument ) ) )
{
send_to_char( "You can't find that object.\n\r", ch );
return;
}
if ( ch->gold < amount )
{
printf_to_char( ch, "You must have at least %d gold to examine that item.\n\r", amount );
return;
}
send_to_char( "You examine the object to determine its worth...n\n\r", ch );
printf_to_char( ch, "It has cost you %d gold to examine the trade...\n\r", amount );
ch->gold -= amount;
spell_identify( skill_lookup( "identify" ), ch->level, ch, obj, 0 );
return;
}
if( !str_prefix( arg, "add" ) )
{
if( IS_TRADE_LOCKED( ch ) )
{
send_to_char( "You cannot make a change to a locked trade.\n\r", ch );
return;
}
if( is_number( argument ) )
{
i = atoi( argument );
if( i <= 0 || i > ch->gold )
{
send_to_char( "You have insufficient funds for that.\n\r", ch );
return;
}
if( ch == ch->pcdata->trade->first.ch )
ch->pcdata->trade->first.gold += i;
else
ch->pcdata->trade->second.gold += i;
ch->gold -= i;
sprintf( arg, "You add %d gold to your trade.\n\r", i );
send_to_char( arg, ch );
sprintf( arg, "$n adds %d to $s trade.", i );
act( arg, ch, NULL, victim, TO_VICT );
return;
}
if( !( obj = get_obj_carry( ch, argument, ch ) ) )
{
send_to_char( "You can't find that item.\n\r", ch );
return;
}
if( !can_drop_obj( ch, obj ) )
{
send_to_char( "You cannot offer that item.\n\r", ch );
return;
}
for( i = 0; i < MAX_TRADE_OBJ; ++i )
{
if( GET_TRADE( ch ).objs[i] == NULL )
{
GET_TRADE( ch ).objs[i] = obj;
act( "You add $p to the trade.", ch, obj, victim, TO_CHAR );
act( "$n adds $p to the trade.", ch, obj, victim, TO_VICT );
return;
}
}
send_to_char( "You have used all of your slots for items, sorry.\n\r", ch );
return;
}
if( !str_prefix( arg, "remove" ) )
{
if( IS_TRADE_LOCKED( ch ) )
{
send_to_char( "You cannot make a change to a locked trade.\n\r", ch );
return;
}
if( is_number( argument ) )
{
i = atoi( argument );
if( i <= 0 || i > GET_TRADE( ch ).gold )
{
send_to_char( "You cannot remove that amount!\n\r", ch );
return;
}
if( ch == ch->pcdata->trade->first.ch )
ch->pcdata->trade->first.gold -= i;
else
ch->pcdata->trade->second.gold -= i;
ch->gold += i;
sprintf( arg, "You remove %d gold from your trade.\n\r", i );
send_to_char( arg, ch );
sprintf( arg, "$n removes %d from $s trade.", i );
act( arg, ch, NULL, victim, TO_VICT );
return;
}
if( !( obj = find_trade_obj( ch, ch, argument ) ) )
{
send_to_char( "You can't find that item.\n\r", ch );
return;
}
for( i = 0; i < MAX_TRADE_OBJ; ++i )
{
if( obj == GET_TRADE( ch ).objs[i] )
GET_TRADE( ch ).objs[i] = NULL;
}
act( "You remove $p from the trade.", ch, obj, victim, TO_CHAR );
act( "$n removes $p from the trade.", ch, obj, victim, TO_VICT );
return;
}
if( !str_cmp( arg, "withdraw" ) || !str_cmp( arg, "leave" ) )
{
send_to_char( "You withdraw from the trade.\n\r", ch );
act( "$n withdraws from the trade.", ch, NULL, victim, TO_VICT );
ch->gold += GET_TRADE( ch ).gold;
victim->gold += GET_TRADE( victim ).gold;
free_mem( ch->pcdata->trade, sizeof( TRADE_DATA ) );
ch->pcdata->trade = NULL;
victim->pcdata->trade = NULL;
return;
}
if( !str_cmp( arg, "lock" ) )
{
if( IS_SET( GET_TRADE( ch ).flags, TRADE_LOCKED ) )
{
if( ch == ch->pcdata->trade->first.ch )
{
REMOVE_BIT( ch->pcdata->trade->first.flags, TRADE_LOCKED );
REMOVE_BIT( ch->pcdata->trade->first.flags, TRADE_AGREED );
REMOVE_BIT( ch->pcdata->trade->second.flags, TRADE_AGREED );
}
else
{
REMOVE_BIT( ch->pcdata->trade->second.flags, TRADE_LOCKED );
REMOVE_BIT( ch->pcdata->trade->second.flags, TRADE_AGREED );
REMOVE_BIT( ch->pcdata->trade->first.flags, TRADE_AGREED );
}
send_to_char( "You unlock the trade.\n\r", ch );
act( "$n unlocks the trade.", ch, NULL, victim, TO_VICT );
return;
}
send_to_char( "You lock the trade.\n\r", ch );
act( "$n locks the trade.", ch, NULL, victim, TO_VICT );
if( ch == ch->pcdata->trade->first.ch )
SET_BIT( ch->pcdata->trade->first.flags, TRADE_LOCKED );
else
SET_BIT( ch->pcdata->trade->second.flags, TRADE_LOCKED );
return;
}
if( !str_cmp( arg, "agree" ) || !str_cmp( arg, "accept" ) )
{
if( !IS_SET( GET_TRADE( ch ).flags, TRADE_LOCKED )
|| !IS_SET( GET_TRADE( victim ).flags, TRADE_LOCKED ) )
{
send_to_char( "Both parties must lock the trade first.\n\r", ch );
return;
}
if( IS_SET( GET_TRADE( ch ).flags, TRADE_AGREED ) )
{
if( ch == ch->pcdata->trade->first.ch )
REMOVE_BIT( ch->pcdata->trade->first.flags, TRADE_AGREED );
else
REMOVE_BIT( ch->pcdata->trade->second.flags, TRADE_AGREED );
send_to_char( "You withdraw your agreement to the trade.\n\r", ch );
act( "$n removes $s agreement to the trade.", ch, NULL, victim, TO_VICT );
return;
}
if( !IS_SET( GET_TRADE( victim ).flags, TRADE_AGREED ) )
{
if( ch == ch->pcdata->trade->first.ch )
SET_BIT( ch->pcdata->trade->first.flags, TRADE_AGREED );
else
SET_BIT( ch->pcdata->trade->second.flags, TRADE_AGREED );
send_to_char( "You signify your agreement for this trade.\n\r", ch );
act( "$n has agreed to the trade.", ch, NULL, victim, TO_VICT );
return;
}
if( !check_trade( ch ) || !check_trade( victim ) )
{
send_to_char( "An item is missing, the trade must be cancelled.\n\r", ch );
send_to_char( "An item is missing, the trade must be cancelled.\n\r", victim );
ch->gold += GET_TRADE( ch ).gold;
victim->gold += GET_TRADE( victim ).gold;
free_mem( ch->pcdata->trade, sizeof( TRADE_DATA ) );
ch->pcdata->trade = NULL;
victim->pcdata->trade = NULL;
return;
}
affect_trade( ch, victim );
affect_trade( victim, ch );
free_mem( ch->pcdata->trade, sizeof( TRADE_DATA ) );
ch->pcdata->trade = NULL;
victim->pcdata->trade = NULL;
act( "You shake $N's hand and seal the deal.", ch, NULL, victim, TO_CHAR );
act( "$n closes the deal, you shake $s hand and seal the deal.", ch, NULL, victim, TO_VICT );
act( "$n has just closed the deal with $N.", ch, NULL, victim, TO_NOTVICT );
return;
}
send_to_char( "Type HELP TRADE to get more information on trading securely.\n\r", ch );
return;
}