/****************************************************************************
* [S]imulated [M]edieval [A]dventure multi[U]ser [G]ame | \\._.// *
* -----------------------------------------------------------| (0...0) *
* SMAUG 1.4 (C) 1994, 1995, 1996, 1998 by Derek Snider | ).:.( *
* -----------------------------------------------------------| {o o} *
* SMAUG code team: Thoric, Altrag, Blodkai, Narn, Haus, | / ' ' \ *
* Scryn, Rennard, Swordbearer, Gorog, Grishnakh, Nivek, |~'~.VxvxV.~'~*
* Tricops, Fireblade, Edmond, Conran | *
* ------------------------------------------------------------------------ *
* Merc 2.1 Diku Mud improvments copyright (C) 1992, 1993 by Michael *
* Chastain, Michael Quan, and Mitchell Tse. *
* Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, *
* Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. *
* ------------------------------------------------------------------------ *
* Object manipulation module *
****************************************************************************/
#include <sys/types.h>
#include <stdio.h>
#include <string.h>
#include <time.h>
#include "mud.h"
#include "bet.h"
/*double sqrt( double x );*/
/*
* External functions
*/
void show_list_to_char args( ( OBJ_DATA *list, CHAR_DATA *ch,
bool fShort, bool fShowNothing ) );
void write_corpses args( ( CHAR_DATA *ch, char *name, OBJ_DATA *objrem ) );
/*
* Local functions.
*/
void get_obj args( ( CHAR_DATA *ch, OBJ_DATA *obj,
OBJ_DATA *container ) );
bool remove_obj args( ( CHAR_DATA *ch, int iWear, bool fReplace ) );
void wear_obj args( ( CHAR_DATA *ch, OBJ_DATA *obj, bool fReplace, sh_int wear_bit ) );
char* get_chance_verb args( ( OBJ_DATA *obj ) );
char* get_ed_number args( ( OBJ_DATA *obj, int number ) );
OBJ_DATA* recursive_note_find args( ( OBJ_DATA *obj, char* argument) );
/*
* how resistant an object is to damage -Thoric
*/
sh_int get_obj_resistance( OBJ_DATA *obj )
{
sh_int resist;
resist = number_fuzzy(MAX_ITEM_IMPACT);
/* magical items are more resistant */
if ( IS_OBJ_STAT( obj, ITEM_MAGIC ) )
resist += number_fuzzy(12);
/* metal objects are definately stronger */
if ( IS_OBJ_STAT( obj, ITEM_METAL ) )
resist += number_fuzzy(5);
/* organic objects are most likely weaker */
if ( IS_OBJ_STAT( obj, ITEM_ORGANIC ) )
resist -= number_fuzzy(5);
/* blessed objects should have a little bonus */
if ( IS_OBJ_STAT( obj, ITEM_BLESS ) )
resist += number_fuzzy(5);
/* lets make store inventory pretty tough */
if ( IS_OBJ_STAT( obj, ITEM_INVENTORY ) )
resist += 20;
/* okay... let's add some bonus/penalty for item level... */
resist += (obj->level / 10) - 2;
/* and lasty... take armor or weapon's condition into consideration */
if (obj->item_type == ITEM_ARMOR || obj->item_type == ITEM_WEAPON)
resist += (obj->value[0] / 2) - 2;
return URANGE(10, resist, 99);
}
void get_obj( CHAR_DATA *ch, OBJ_DATA *obj, OBJ_DATA *container )
{
VAULT_DATA *vault;
char buf[20];
int weight;
int amt; /* gold per-race multipliers */
if ( !CAN_WEAR(obj, ITEM_TAKE)
&& (ch->level < sysdata.level_getobjnotake ) )
{
send_to_char( "You can't take that.\n\r", ch );
return;
}
if ( IS_SET( obj->magic_flags, ITEM_PKDISARMED )
&& !IS_NPC( ch ) )
{
if ( CAN_PKILL( ch ) && !get_timer( ch, TIMER_PKILLED ) )
{
if ( !is_name( ch->name, obj->action_desc ) && !IS_IMMORTAL( ch ) )
{
send_to_char_color( "\n\r&bA godly force freezes your outstretched hand.\n\r", ch );
return;
}
else
{
REMOVE_BIT( obj->magic_flags, ITEM_PKDISARMED );
STRFREE( obj->action_desc );
obj->action_desc = STRALLOC( "" );
}
}
else
{
send_to_char_color( "\n\r&BA godly force freezes your outstretched hand.\n\r", ch );
return;
}
}
if ( IS_OBJ_STAT( obj, ITEM_PROTOTYPE )
&& !can_take_proto( ch ) )
{
send_to_char( "A godly force prevents you from getting close to it.\n\r", ch );
return;
}
if ( ch->carry_number + get_obj_number( obj ) > can_carry_n( ch ) )
{
act( AT_PLAIN, "$d: you can't carry that many items.",
ch, NULL, obj->short_descr, TO_CHAR );
return;
}
if ( IS_OBJ_STAT(obj, ITEM_COVERING) )
weight = obj->weight;
else
weight = get_obj_weight( obj );
if ( ch->carry_weight + weight > can_carry_w( ch ) )
{
act( AT_PLAIN, "$d: you can't carry that much weight.",
ch, NULL, obj->name, TO_CHAR );
return;
}
if ( container )
{
if ( IS_OBJ_STAT( container, ITEM_CLANCORPSE ) )
{
if ( IS_NPC( ch ) )
return;
if ( IS_IMMORTAL( ch )
|| is_name( ch->name, container->name )
|| ( container->action_desc
&& is_name( ch->name, container->action_desc )
&& is_lootable( obj ) ) )
;
else
{
act( AT_ACTION, "You cannot loot $p.", ch, obj, NULL, TO_CHAR );
return;
}
}
if ( container->item_type == ITEM_KEYRING && !IS_OBJ_STAT(container, ITEM_COVERING) )
{
act( AT_ACTION, "You remove $p from $P", ch, obj, container, TO_CHAR );
act( AT_ACTION, "$n removes $p from $P", ch, obj, container, TO_ROOM );
}
else
{
act( AT_ACTION, IS_OBJ_STAT(container, ITEM_COVERING) ?
"You get $p from beneath $P." : "You get $p from $P",
ch, obj, container, TO_CHAR );
act( AT_ACTION, IS_OBJ_STAT(container, ITEM_COVERING) ?
"$n gets $p from beneath $P." : "$n gets $p from $P",
ch, obj, container, TO_ROOM );
}
if ( IS_OBJ_STAT( container, ITEM_CLANCORPSE )
&& !IS_NPC( ch ) && str_cmp( container->name+7, ch->name ) )
container->value[5]++;
obj_from_obj( obj );
}
else
{
act( AT_ACTION, "You get $p.", ch, obj, container, TO_CHAR );
act( AT_ACTION, "$n gets $p.", ch, obj, container, TO_ROOM );
obj_from_room( obj );
}
if ( xIS_SET( ch->in_room->room_flags, ROOM_HOUSE) )
save_house_by_vnum(ch->in_room->vnum); /* House Object Saving */
/* Clan storeroom checks */
if ( xIS_SET(ch->in_room->room_flags, ROOM_CLANSTOREROOM)
&& (!container || container->carried_by == NULL) )
{
/* if (!char_died) save_char_obj(ch);
for ( clan = first_clan; clan; clan = clan->next )
if ( clan->storeroom == ch->in_room->vnum )
save_clan_storeroom(ch, clan); */
for ( vault = first_vault; vault; vault = vault->next )
if ( vault->vnum == ch->in_room->vnum )
{
sprintf(buf, "%d", vault->vnum );
save_storeroom(ch, buf );
}
}
check_for_trap( ch, obj, TRAP_GET );
if ( char_died(ch) )
return;
if ( obj->item_type == ITEM_MONEY )
{
/* Handle grouping -- noticed by Guy Petty */
amt = obj->value[0]*obj->count;
/*
* The idea was to make some races more adroit at money handling,
* however, this resulted in elves dropping 1M gps and picking
* up 1.1M, repeating, and getting rich. The only solution would
* be to fuzzify the "drop coins" code, but that seems like it'd
* lead to more confusion than it warrants. -h
*
* When you work on this again, make it so that amt is NEVER multiplied
* by more than 1.0. Use less than 1.0 for ogre, orc, troll, etc.
* (Ie: a penalty rather than a bonus)
*/
#ifdef GOLD_MULT
switch(ch->race){
case(1): amt *=1.1; break;/* elf */
case(2): amt *=0.97; break; /* dwarf */
case(3): amt *=1.02; break;/* halfling */
case(4): amt *=1.08; break;/* pixie */
case(6): amt *=0.92; break;/* half-ogre */
case(7): amt *=0.94; break;/* half-orc */
case(8): amt *=0.90; break;/* half-troll */
case(9): amt *=1.04; break;/* half-elf */
case(10): amt *=1.06; break;/* gith */
}
#endif
ch->gold += amt;
extract_obj( obj );
}
else
{
obj = obj_to_char( obj, ch );
}
if ( char_died(ch) || obj_extracted(obj) )
return;
oprog_get_trigger(ch, obj);
return;
}
void do_connect( CHAR_DATA *ch, char *argument )
{
OBJ_DATA * first_ob;
OBJ_DATA * second_ob;
OBJ_DATA * new_ob;
char arg1[MAX_STRING_LENGTH], arg2[MAX_STRING_LENGTH];
char buf[MAX_STRING_LENGTH];
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if ( arg1[0] == '\0' || arg2[0] == '\0' )
{
send_to_char( "Connect what to what?\n\r", ch );
return;
}
if ( ( first_ob = get_obj_carry( ch, arg1 ) ) == NULL )
{
sprintf( buf, "You aren't holding the necessary objects.\n\r" );
send_to_char( buf, ch );
return;
}
if ( ( second_ob = get_obj_carry( ch, arg2 ) ) == NULL )
{
sprintf( buf, "You aren't holding the necessary objects.\n\r" );
send_to_char( buf, ch );
return;
}
separate_obj( first_ob );
separate_obj( second_ob );
if ( first_ob->item_type != ITEM_PIECE || second_ob->item_type !=ITEM_PIECE )
{
send_to_char( "You stare at them for a moment, but these items clearly don't go together.\n\r", ch );
return;
}
/* check to see if the pieces connect */
if ( ( first_ob->value[0] == second_ob->pIndexData->vnum )
|| ( first_ob->value[1] == second_ob->pIndexData->vnum ) )
/* good connection */
{
new_ob = create_object( get_obj_index( first_ob->value[2] ), ch->level );
extract_obj( first_ob );
extract_obj( second_ob );
obj_to_char( new_ob , ch );
act( AT_ACTION, "$n cobbles some objects together....\r\nsuddenly they snap together, creating $p!", ch, new_ob,NULL, TO_ROOM );
act( AT_ACTION, "You cobble the objects together....\r\nsuddenly they snap together, creating $p!", ch, new_ob, NULL, TO_CHAR);
}
else
{
act( AT_ACTION, "$n jiggles some objects against each other, but can't seem to make them connect.", ch, NULL, NULL, TO_ROOM);
act( AT_ACTION, "You try to fit them together every which way, but they just don't want to connect.", ch, NULL, NULL, TO_CHAR);
return;
}
return;
}
bool is_lootable( OBJ_DATA *obj )
{
return TRUE;
/*
sh_int vnum = obj->pIndexData->vnum;
if ( vnum == 21807 || vnum == 21808 || vnum == 21809
|| vnum == 13410 || vnum == 13411 || vnum == 13419
|| vnum == 14200 || vnum == 14201 || vnum == 14202
|| vnum == 10650 || vnum == 10651 || vnum == 10652
|| vnum == 32177 || vnum == 32178 || vnum == 32179
|| vnum == 32722 || vnum == 32725 || vnum == 32721
|| vnum == 31950 || vnum == 31951 || vnum == 31952 )
return TRUE;
return FALSE;
*/
}
void do_get( CHAR_DATA *ch, char *argument )
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
char buf[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
OBJ_DATA *obj_next;
OBJ_DATA *container;
int number;
bool found;
argument = one_argument( argument, arg1 );
if ( ch->carry_number < 0 || ch->carry_weight < 0 )
{
send_to_char( "Uh oh ... better contact an immortal about your number or weight of items carried.\n\r", ch );
sprintf( buf, "%s has negative carry_number or carry_weight!", ch->name );
log_string( buf );
return;
}
if ( is_number(arg1) )
{
number = atoi(arg1);
if ( number < 1 )
{
send_to_char( "That was easy...\n\r", ch );
return;
}
if ( (ch->carry_number + number) > can_carry_n(ch) )
{
send_to_char( "You can't carry that many.\n\r", ch );
return;
}
argument = one_argument( argument, arg1 );
}
else
number = 0;
argument = one_argument( argument, arg2 );
/* munch optional words */
if ( !str_cmp( arg2, "from" ) && argument[0] != '\0' )
argument = one_argument( argument, arg2 );
/* Get type. */
if ( arg1[0] == '\0' )
{
send_to_char( "Get what?\n\r", ch );
return;
}
if ( ms_find_obj(ch) )
return;
if ( arg2[0] == '\0' )
{
if ( number <= 1 && str_cmp( arg1, "all" ) && str_prefix( "all.", arg1 ) )
{
/* 'get obj' */
obj = get_obj_list( ch, arg1, ch->in_room->first_content );
if ( !obj )
{
act( AT_PLAIN, "I see no $T here.", ch, NULL, arg1, TO_CHAR );
return;
}
separate_obj(obj);
get_obj( ch, obj, NULL );
if ( char_died(ch) )
return;
if ( IS_SET( sysdata.save_flags, SV_GET ) )
save_char_obj( ch );
}
else
{
sh_int cnt = 0;
bool fAll;
char *chk;
if ( xIS_SET( ch->in_room->room_flags, ROOM_DONATION ) )
{
send_to_char( "The gods frown upon such a display of greed!\n\r", ch );
return;
}
if ( !str_cmp(arg1, "all") )
fAll = TRUE;
else
fAll = FALSE;
if ( number > 1 )
chk = arg1;
else
chk = &arg1[4];
/* 'get all' or 'get all.obj' */
found = FALSE;
for ( obj = ch->in_room->last_content; obj; obj = obj_next )
{
obj_next = obj->prev_content;
if ( ( fAll || nifty_is_name( chk, obj->name ) )
&& can_see_obj( ch, obj ) )
{
found = TRUE;
if ( number && (cnt + obj->count) > number )
split_obj( obj, number - cnt );
cnt += obj->count;
get_obj( ch, obj, NULL );
if ( char_died(ch)
|| ch->carry_number >= can_carry_n( ch )
|| ch->carry_weight >= can_carry_w( ch )
|| (number && cnt >= number) )
{
if ( IS_SET(sysdata.save_flags, SV_GET)
&& !char_died(ch) )
save_char_obj(ch);
return;
}
}
}
if ( !found )
{
if ( fAll )
send_to_char( "I see nothing here.\n\r", ch );
else
act( AT_PLAIN, "I see no $T here.", ch, NULL, chk, TO_CHAR );
}
else
if ( IS_SET( sysdata.save_flags, SV_GET ) )
save_char_obj( ch );
}
}
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, arg2 ) ) == NULL )
{
act( AT_PLAIN, "I see no $T here.", ch, NULL, arg2, TO_CHAR );
return;
}
switch ( container->item_type )
{
default:
if ( !IS_OBJ_STAT( container, ITEM_COVERING ) )
{
send_to_char( "That's not a container.\n\r", ch );
return;
}
if ( ch->carry_weight + container->weight > can_carry_w( ch ) )
{
send_to_char( "It's too heavy for you to lift.\n\r", ch );
return;
}
break;
case ITEM_CONTAINER:
case ITEM_CORPSE_NPC:
case ITEM_KEYRING:
case ITEM_QUIVER:
break;
case ITEM_CORPSE_PC:
{
char name[MAX_INPUT_LENGTH];
CHAR_DATA *gch;
char *pd;
if ( IS_NPC(ch) )
{
send_to_char( "You can't do that.\n\r", ch );
return;
}
pd = container->short_descr;
pd = one_argument( pd, name );
pd = one_argument( pd, name );
pd = one_argument( pd, name );
pd = one_argument( pd, name );
if ( IS_OBJ_STAT( container, ITEM_CLANCORPSE )
&& !IS_NPC(ch) && (get_timer( ch, TIMER_PKILLED ) > 0 )
&& str_cmp( name, ch->name ) )
{
send_to_char( "You cannot loot from that corpse...yet.\n\r", ch );
return;
}
/* Killer/owner loot only if die to pkill blow --Blod */
/* Added check for immortal so IMMS can get things out of
* corpses --Shaddai */
if ( IS_OBJ_STAT( container, ITEM_CLANCORPSE )
&& !IS_NPC( ch ) && !IS_IMMORTAL(ch)
&& container->action_desc[0] !='\0'
&& str_cmp( name, ch->name )
&& str_cmp( container->action_desc, ch->name ) )
{
send_to_char( "You did not inflict the death blow upon this corpse.\n\r", ch );
return;
}
if ( IS_OBJ_STAT( container, ITEM_CLANCORPSE )
&& !IS_NPC(ch) && !IS_IMMORTAL( ch ) && str_cmp( name, ch->name )
&& container->value[5] >= 3 )
{
send_to_char( "Frequent looting has left this corpse protected by the gods.\n\r", ch);
return;
}
if ( IS_OBJ_STAT( container, ITEM_CLANCORPSE )
&& !IS_NPC(ch) && IS_SET( ch->pcdata->flags, PCFLAG_DEADLY )
&& container->value[4] - ch->level < 6
&& container->value[4] - ch->level > -6 )
break;
/* blodkai arg */
if ( !str_cmp( name, ch->name ) && !IS_IMMORTAL(ch) )
{
bool fGroup;
fGroup = FALSE;
for ( gch = first_char; gch; gch = gch->next )
{
if ( !IS_NPC(gch)
&& is_same_group( ch, gch )
&& !str_cmp( name, gch->name ) )
{
fGroup = TRUE;
break;
}
}
if ( !fGroup )
{
send_to_char( "That's someone else's corpse.\n\r", ch );
return;
}
}
}
}
if ( !IS_OBJ_STAT(container, ITEM_COVERING )
&& IS_SET(container->value[1], CONT_CLOSED) )
{
act( AT_PLAIN, "The $d is closed.", ch, NULL, container->name, TO_CHAR );
return;
}
if ( number <= 1 && str_cmp( arg1, "all" ) && str_prefix( "all.", arg1 ) )
{
/* 'get obj container' */
obj = get_obj_list( ch, arg1, container->first_content );
if ( !obj )
{
act( AT_PLAIN, IS_OBJ_STAT(container, ITEM_COVERING) ?
"I see nothing like that beneath the $T." :
"I see nothing like that in the $T.",
ch, NULL, arg2, TO_CHAR );
return;
}
separate_obj(obj);
get_obj( ch, obj, container );
/* Oops no wonder corpses were duping oopsie did I do that
* --Shaddai
*/
if ( container->item_type == ITEM_CORPSE_PC )
write_corpses( NULL, container->short_descr+14, NULL );
check_for_trap( ch, container, TRAP_GET );
if ( char_died(ch) )
return;
if ( IS_SET( sysdata.save_flags, SV_GET ) )
save_char_obj( ch );
}
else
{
int cnt = 0;
bool fAll;
char *chk;
/* 'get all container' or 'get all.obj container' */
if ( IS_OBJ_STAT( container, ITEM_DONATION ) )
{
send_to_char( "The gods frown upon such an act of greed!\n\r", ch );
return;
}
if ( IS_OBJ_STAT( container, ITEM_CLANCORPSE )
&& !IS_IMMORTAL(ch)
&& !IS_NPC(ch)
&& str_cmp( ch->name, container->name+7 ) )
{
send_to_char( "The gods frown upon such wanton greed!\n\r", ch );
return;
}
if ( !str_cmp(arg1, "all") )
fAll = TRUE;
else
fAll = FALSE;
if ( number > 1 )
chk = arg1;
else
chk = &arg1[4];
found = FALSE;
for ( obj = container->first_content; obj; obj = obj_next )
{
obj_next = obj->next_content;
if ( ( fAll || nifty_is_name( chk, obj->name ) )
&& can_see_obj( ch, obj ) )
{
found = TRUE;
if ( number && (cnt + obj->count) > number )
split_obj( obj, number - cnt );
cnt += obj->count;
get_obj( ch, obj, container );
if ( char_died(ch)
|| ch->carry_number >= can_carry_n( ch )
|| ch->carry_weight >= can_carry_w( ch )
|| (number && cnt >= number) )
return;
}
}
if ( !found )
{
if ( fAll )
{
if ( container->item_type == ITEM_KEYRING && !IS_OBJ_STAT(container, ITEM_COVERING) )
act( AT_PLAIN, "The $T holds no keys.",
ch, NULL, arg2, TO_CHAR );
else
act( AT_PLAIN, IS_OBJ_STAT(container, ITEM_COVERING) ?
"I see nothing beneath the $T." :
"I see nothing in the $T.",
ch, NULL, arg2, TO_CHAR );
}
else
{
if ( container->item_type == ITEM_KEYRING && !IS_OBJ_STAT(container, ITEM_COVERING) )
act( AT_PLAIN, "The $T does not hold that key.",
ch, NULL, arg2, TO_CHAR );
else
act( AT_PLAIN, IS_OBJ_STAT(container, ITEM_COVERING) ?
"I see nothing like that beneath the $T." :
"I see nothing like that in the $T.",
ch, NULL, arg2, TO_CHAR );
}
}
else
check_for_trap( ch, container, TRAP_GET );
if ( char_died(ch) )
return;
/* Oops no wonder corpses were duping oopsie did I do that
* --Shaddai
*/
if ( container->item_type == ITEM_CORPSE_PC )
write_corpses( NULL, container->short_descr+14, NULL );
if ( found && IS_SET( sysdata.save_flags, SV_GET ) )
save_char_obj( ch );
}
}
return;
}
void do_put( CHAR_DATA *ch, char *argument )
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
OBJ_DATA *container;
OBJ_DATA *obj;
OBJ_DATA *obj_next;
VAULT_DATA *vault;
char buf[20];
sh_int count;
int number;
bool save_char = FALSE;
argument = one_argument( argument, arg1 );
if ( is_number(arg1) )
{
number = atoi(arg1);
if ( number < 1 )
{
send_to_char( "That was easy...\n\r", ch );
return;
}
argument = one_argument( argument, arg1 );
}
else
number = 0;
argument = one_argument( argument, arg2 );
/* munch optional words */
if ( (!str_cmp(arg2, "into") || !str_cmp(arg2, "inside")
|| !str_cmp(arg2, "in") || !str_cmp(arg2, "under")
|| !str_cmp(arg2, "onto") || !str_cmp(arg2, "on"))
&& argument[0] != '\0' )
argument = one_argument( argument, arg2 );
if ( arg1[0] == '\0' || arg2[0] == '\0' )
{
send_to_char( "Put what in what?\n\r", ch );
return;
}
if ( ms_find_obj(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, arg2)) == NULL )
{
act( AT_PLAIN, "I see no $T here.", ch, NULL, arg2, TO_CHAR );
return;
}
if ( !container->carried_by && IS_SET(sysdata.save_flags, SV_PUT) )
save_char = TRUE;
if ( IS_OBJ_STAT(container, ITEM_COVERING) )
{
if ( ch->carry_weight + container->weight > can_carry_w(ch) )
{
send_to_char( "It's too heavy for you to lift.\n\r", ch );
return;
}
}
else
{
if ( container->item_type != ITEM_CONTAINER
&& container->item_type != ITEM_KEYRING
&& container->item_type != ITEM_QUIVER )
{
send_to_char( "That's not a container.\n\r", ch );
return;
}
if ( IS_SET(container->value[1], CONT_CLOSED) )
{
act( AT_PLAIN, "The $d is closed.", ch, NULL, container->name, TO_CHAR );
return;
}
}
if ( number <= 1 && str_cmp(arg1, "all") && str_prefix("all.", arg1) )
{
/* 'put obj container' */
if ( (obj=get_obj_carry(ch, arg1)) == 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 ( container->item_type == ITEM_KEYRING && obj->item_type != ITEM_KEY )
{
send_to_char( "That's not a key.\n\r", ch );
return;
}
if ( container->item_type == ITEM_QUIVER && obj->item_type != ITEM_PROJECTILE )
{
send_to_char( "That's not a projectile.\n\r", ch );
return;
}
/* if ( (IS_OBJ_STAT(container, ITEM_COVERING)
&& (get_obj_weight(obj) / obj->count)
> ((get_obj_weight(container) / container->count)
- container->weight)) )
{
send_to_char( "It won't fit under there.\n\r", ch );
return;
}
if ( (get_real_obj_weight(obj) / obj->count)
+ (get_real_obj_weight(container) / container->count)
> container->value[0] )
{
send_to_char( "It won't fit.\n\r", ch );
return;
}
*/
// Fix by Luc - Sometime in 2000?
{
int tweight = (get_real_obj_weight(container) / container->count)
+ (get_real_obj_weight(obj) / obj->count);
if ( IS_OBJ_STAT(container, ITEM_COVERING) )
{
if ( container->item_type == ITEM_CONTAINER
? tweight > container->value[0]
: tweight - container->weight > container->weight )
{
send_to_char( "It won't fit under there.\n\r", ch );
return;
}
}
else if ( tweight - container->weight > container->value[0] )
{
send_to_char( "It won't fit.\n\r", ch );
return;
}
}
// Fix end
if ( container->in_room && container->in_room->max_weight
&& container->in_room->max_weight < get_real_obj_weight( obj )/obj->count+container->in_room->weight )
{
send_to_char( "It won't fit.\n\r", ch );
return;
}
separate_obj(obj);
separate_obj(container);
obj_from_char( obj );
obj = obj_to_obj( obj, container );
check_for_trap ( ch, container, TRAP_PUT );
if ( char_died(ch) )
return;
count = obj->count;
obj->count = 1;
if ( container->item_type == ITEM_KEYRING && !IS_OBJ_STAT(container, ITEM_COVERING) )
{
act( AT_ACTION, "$n slips $p onto $P.", ch, obj, container, TO_ROOM );
act( AT_ACTION, "You slip $p onto $P.", ch, obj, container, TO_CHAR );
}
else
{
act( AT_ACTION, IS_OBJ_STAT(container, ITEM_COVERING)
? "$n hides $p beneath $P." : "$n puts $p in $P.",
ch, obj, container, TO_ROOM );
act( AT_ACTION, IS_OBJ_STAT(container, ITEM_COVERING)
? "You hide $p beneath $P." : "You put $p in $P.",
ch, obj, container, TO_CHAR );
if ( container->level > ch->level )
act( AT_DANGER, "This container's level is higher than your own and will vanish along with its contents when you log out. You should remove all items from it and find a different container.", ch, NULL, NULL, TO_CHAR );
}
obj->count = count;
/* Oops no wonder corpses were duping oopsie did I do that
* --Shaddai
*/
if ( container->item_type == ITEM_CORPSE_PC )
write_corpses( NULL, container->short_descr+14, NULL );
if ( save_char )
save_char_obj(ch);
if ( xIS_SET( ch->in_room->room_flags, ROOM_HOUSE) )
save_house_by_vnum(ch->in_room->vnum); /* House Object Saving */
/* Clan storeroom check */
if ( xIS_SET(ch->in_room->room_flags, ROOM_CLANSTOREROOM)
&& container->carried_by == NULL)
{
/* if (!char_died && !save_char ) save_char_obj(ch);
for ( clan = first_clan; clan; clan = clan->next )
if ( clan->storeroom == ch->in_room->vnum )
save_clan_storeroom(ch, clan); */
for ( vault = first_vault; vault; vault = vault->next )
if ( vault->vnum == ch->in_room->vnum )
{
sprintf(buf, "%d", vault->vnum );
save_storeroom(ch, buf );
}
}
}
else
{
bool found = FALSE;
int cnt = 0;
bool fAll;
char *chk;
if ( !str_cmp(arg1, "all") )
fAll = TRUE;
else
fAll = FALSE;
if ( number > 1 )
chk = arg1;
else
chk = &arg1[4];
separate_obj(container);
/* 'put all container' or 'put all.obj container' */
for ( obj = ch->first_carrying; obj; obj = obj_next )
{
obj_next = obj->next_content;
if ( ( fAll || nifty_is_name( chk, obj->name ) )
&& can_see_obj( ch, obj )
&& obj->wear_loc == WEAR_NONE
&& obj != container
&& can_drop_obj( ch, obj )
&& (container->item_type != ITEM_KEYRING || obj->item_type == ITEM_KEY)
&& (container->item_type != ITEM_QUIVER || obj->item_type == ITEM_PROJECTILE)
&& get_obj_weight( obj ) + get_obj_weight( container )
<= container->value[0] )
{
if ( number && (cnt + obj->count) > number )
split_obj(obj, number - cnt);
cnt += obj->count;
obj_from_char(obj);
if ( container->item_type == ITEM_KEYRING )
{
act( AT_ACTION, "$n slips $p onto $P.", ch, obj, container, TO_ROOM );
act( AT_ACTION, "You slip $p onto $P.", ch, obj, container, TO_CHAR );
}
else
{
act( AT_ACTION, "$n puts $p in $P.", ch, obj, container, TO_ROOM );
act( AT_ACTION, "You put $p in $P.", ch, obj, container, TO_CHAR );
if ( container->level > ch->level )
act( AT_DANGER, "This container's level is higher than your own and will vanish along with its contents when you log out. You should remove all items from it and find a different container.", ch, NULL, NULL, TO_CHAR );
}
obj = obj_to_obj( obj, container );
found = TRUE;
check_for_trap( ch, container, TRAP_PUT );
if ( char_died(ch) )
return;
if ( number && cnt >= number )
break;
}
}
/*
* Don't bother to save anything if nothing was dropped -Thoric
*/
if ( !found )
{
if ( fAll )
act( AT_PLAIN, "You are not carrying anything.",
ch, NULL, NULL, TO_CHAR );
else
act( AT_PLAIN, "You are not carrying any $T.",
ch, NULL, chk, TO_CHAR );
return;
}
if ( save_char )
save_char_obj(ch);
/* Oops no wonder corpses were duping oopsie did I do that
* --Shaddai
*/
if ( container->item_type == ITEM_CORPSE_PC )
write_corpses( NULL, container->short_descr+14, NULL );
if ( xIS_SET( ch->in_room->room_flags, ROOM_HOUSE) )
save_house_by_vnum(ch->in_room->vnum); /* House Object Saving */
/* Clan storeroom check */
if ( xIS_SET(ch->in_room->room_flags, ROOM_CLANSTOREROOM)
&& container->carried_by == NULL )
{
/* if (!char_died && !save_char) save_char_obj(ch);
for ( clan = first_clan; clan; clan = clan->next )
if ( clan->storeroom == ch->in_room->vnum )
save_clan_storeroom(ch, clan); */
for ( vault = first_vault; vault; vault = vault->next )
if ( vault->vnum == ch->in_room->vnum )
{
sprintf(buf, "%d", vault->vnum );
save_storeroom(ch, buf );
}
}
}
return;
}
void do_drop( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
OBJ_DATA *obj_next;
bool found;
VAULT_DATA *vault;
char buf[20];
int number;
argument = one_argument( argument, arg );
if ( is_number(arg) )
{
number = atoi(arg);
if ( number < 1 )
{
send_to_char( "That was easy...\n\r", ch );
return;
}
argument = one_argument( argument, arg );
}
else
number = 0;
if ( arg[0] == '\0' )
{
send_to_char( "Drop what?\n\r", ch );
return;
}
if ( ms_find_obj(ch) )
return;
if ( !IS_NPC(ch) && xIS_SET( ch->act, PLR_LITTERBUG ) )
{
set_char_color( AT_YELLOW, ch );
send_to_char( "A godly force prevents you from dropping anything...\n\r", ch );
return;
}
if ( xIS_SET( ch->in_room->room_flags, ROOM_NODROP )
&& ch != supermob )
{
set_char_color( AT_MAGIC, ch );
send_to_char( "A magical force stops you!\n\r", ch );
set_char_color( AT_TELL, ch );
send_to_char( "Someone tells you, 'No littering here!'\n\r", ch );
return;
}
if ( number > 0 )
{
/* 'drop NNNN coins' */
if ( !str_cmp( arg, "coins" ) || !str_cmp( arg, "coin" ) )
{
if ( ch->gold < number )
{
send_to_char( "You haven't got that many coins.\n\r", ch );
return;
}
if ( ch->level < 3 && ch->gold <= 50000 )
{
send_to_char( "You should gain more experience before throwing away gold.\n\r", ch );
return;
}
ch->gold -= number;
for ( obj = ch->in_room->first_content; obj; obj = obj_next )
{
obj_next = obj->next_content;
switch ( obj->pIndexData->vnum )
{
case OBJ_VNUM_MONEY_ONE:
number += 1;
extract_obj( obj );
break;
case OBJ_VNUM_MONEY_SOME:
number += obj->value[0];
extract_obj( obj );
break;
}
}
act( AT_ACTION, "$n drops some gold.", ch, NULL, NULL, TO_ROOM );
obj_to_room( create_money( number ), ch->in_room );
send_to_char( "You let the gold slip from your hand.\n\r", ch );
/* Band-aid alert :) lets save all the time players normally
don't drop money until I setup a save on dropgold flag
-Shaddai
if ( IS_SET( sysdata.save_flags, SV_DROP ) )
*/
save_char_obj( ch );
return;
}
}
if ( number <= 1 && str_cmp( arg, "all" ) && str_prefix( "all.", arg ) )
{
/* 'drop obj' */
if ( ( obj = get_obj_carry( ch, arg ) ) == 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 ( ch->in_room->max_weight > 0
&& ch->in_room->max_weight < get_real_obj_weight( obj )/obj->count+ch->in_room->weight )
{
send_to_char( "There is not enough room on the ground for that.\n\r", ch );
return;
}
separate_obj( obj );
act( AT_ACTION, "$n drops $p.", ch, obj, NULL, TO_ROOM );
act( AT_ACTION, "You drop $p.", ch, obj, NULL, TO_CHAR );
obj_from_char( obj );
obj = obj_to_room( obj, ch->in_room );
oprog_drop_trigger ( ch, obj ); /* mudprogs */
if( char_died(ch) || obj_extracted(obj) )
return;
/* Clan storeroom saving */
if ( xIS_SET(ch->in_room->room_flags, ROOM_CLANSTOREROOM) )
{
/* if (!char_died) save_char_obj(ch);
for ( clan = first_clan; clan; clan = clan->next )
if ( clan->storeroom == ch->in_room->vnum )
save_clan_storeroom(ch, clan); */
for ( vault = first_vault; vault; vault = vault->next )
if ( vault->vnum == ch->in_room->vnum )
{
sprintf(buf, "%d", vault->vnum );
save_storeroom(ch, buf );
}
}
}
else
{
int cnt = 0;
char *chk;
bool fAll;
if ( !str_cmp(arg, "all") )
fAll = TRUE;
else
fAll = FALSE;
if ( number > 1 )
chk = arg;
else
chk = &arg[4];
/* 'drop all' or 'drop all.obj' */
if ( xIS_SET( ch->in_room->room_flags, ROOM_NODROPALL )
|| xIS_SET( ch->in_room->room_flags, ROOM_CLANSTOREROOM ) )
{
send_to_char( "You can't seem to do that here...\n\r", ch );
return;
}
found = FALSE;
for ( obj = ch->first_carrying; obj; obj = obj_next )
{
obj_next = obj->next_content;
if ( (fAll || nifty_is_name( chk, obj->name ) )
&& can_see_obj( ch, obj )
&& obj->wear_loc == WEAR_NONE
&& can_drop_obj( ch, obj )
&& ( !ch->in_room->max_weight
|| ch->in_room->max_weight > get_real_obj_weight( obj )/obj->count+ch->in_room->weight )
)
{
found = TRUE;
if ( HAS_PROG(obj->pIndexData, DROP_PROG) && obj->count > 1 )
{
++cnt;
separate_obj( obj );
obj_from_char( obj );
if ( !obj_next )
obj_next = ch->first_carrying;
}
else
{
if ( number && (cnt + obj->count) > number )
split_obj( obj, number - cnt );
cnt += obj->count;
obj_from_char( obj );
}
act( AT_ACTION, "$n drops $p.", ch, obj, NULL, TO_ROOM );
act( AT_ACTION, "You drop $p.", ch, obj, NULL, TO_CHAR );
obj = obj_to_room( obj, ch->in_room );
oprog_drop_trigger( ch, obj ); /* mudprogs */
if ( char_died(ch) )
return;
if ( number && cnt >= number )
break;
}
}
if ( !found )
{
if ( fAll )
act( AT_PLAIN, "You are not carrying anything.",
ch, NULL, NULL, TO_CHAR );
else
act( AT_PLAIN, "You are not carrying any $T.",
ch, NULL, chk, TO_CHAR );
}
}
if ( xIS_SET( ch->in_room->room_flags, ROOM_HOUSE) )
save_house_by_vnum(ch->in_room->vnum); /* House Object Saving */
if ( IS_SET( sysdata.save_flags, SV_DROP ) )
save_char_obj( ch ); /* duping protector */
return;
}
void do_give( CHAR_DATA *ch, char *argument )
{
char arg1 [MAX_INPUT_LENGTH];
char arg2 [MAX_INPUT_LENGTH];
char buf [MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *obj;
bool immgive;
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if ( !str_cmp( arg2, "to" ) && argument[0] != '\0' )
argument = one_argument( argument, arg2 );
if ( arg1[0] == '\0' || arg2[0] == '\0' )
{
send_to_char( "Give what to whom?\n\r", ch );
return;
}
if ( ms_find_obj(ch) )
return;
immgive = FALSE;
if ( is_number( arg1 ) )
{
/* 'give NNNN coins victim' */
int amount;
amount = atoi(arg1);
if ( amount <= 0
|| ( str_cmp( arg2, "coins" ) && str_cmp( arg2, "coin" ) ) )
{
send_to_char( "Sorry, you can't do that.\n\r", ch );
return;
}
argument = one_argument( argument, arg2 );
if ( !str_cmp( arg2, "to" ) && argument[0] != '\0' )
argument = one_argument( argument, arg2 );
if ( arg2[0] == '\0' )
{
send_to_char( "Give what to whom?\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, arg2 ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( ch->gold < amount )
{
send_to_char( "Very generous of you, but you haven't got that much gold.\n\r", ch );
return;
}
if ( victim->level == 50 && ch->level < 3 && ch->gold <= 50000 )
{
send_to_char( "You should gain experience before giving money to more powerful characters.\n\r", ch );
return;
}
ch->gold -= amount;
victim->gold += amount;
strcpy(buf, "$n gives you ");
strcat(buf, arg1 );
strcat(buf, (amount > 1) ? " coins." : " coin.");
set_char_color( AT_GOLD, victim );
act( AT_ACTION, buf, ch, NULL, victim, TO_VICT );
act( AT_ACTION, "$n gives $N some gold.", ch, NULL, victim, TO_NOTVICT );
strcpy(buf, "You give ");
strcat(buf, arg1);
strcat(buf, (amount > 1) ? " coins" : " coin");
strcat(buf, " to $N.");
act( AT_ACTION, buf, ch, NULL, victim, TO_CHAR );
mprog_bribe_trigger( victim, ch, amount );
if ( IS_SET( sysdata.save_flags, SV_GIVE ) && !char_died(ch) )
save_char_obj(ch);
if ( IS_SET( sysdata.save_flags, SV_RECEIVE ) && !char_died(victim) )
save_char_obj(victim);
return;
}
if ( ( obj = get_obj_carry( ch, arg1 ) ) == NULL )
{
send_to_char( "You do not have that item.\n\r", ch );
return;
}
if ( IS_IMMORTAL( ch )
|| ( IS_NPC( ch ) && xIS_SET( ch->act, ACT_IMMORTAL ) ) )
immgive = TRUE;
if ( obj->wear_loc != WEAR_NONE )
{
send_to_char( "You must remove it first.\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, arg2 ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( !can_drop_obj( ch, obj ) )
{
send_to_char( "You can't let go of it.\n\r", ch );
return;
}
if ( victim->carry_number + (get_obj_number(obj)/obj->count) > can_carry_n( victim )
&& !immgive )
{
act( AT_PLAIN, "$N has $S hands full.", ch, NULL, victim, TO_CHAR );
return;
}
if ( victim->carry_weight + (get_obj_weight(obj)/obj->count) > can_carry_w( victim )
&& !immgive )
{
act( AT_PLAIN, "$N can't carry that much weight.", ch, NULL, victim, TO_CHAR );
return;
}
if ( !can_see_obj( victim, obj ) )
{
if ( !immgive )
{
act( AT_PLAIN, "$N can't see it.", ch, NULL, victim, TO_CHAR );
return;
}
else
{
act( AT_PLAIN, "$N cannot see this item - placed in inventory.", ch, NULL, victim, TO_CHAR );
}
}
if (IS_OBJ_STAT( obj, ITEM_PROTOTYPE ) && !can_take_proto( victim ) )
{
act( AT_PLAIN, "You cannot give that to $N!", ch, NULL, victim, TO_CHAR );
return;
}
separate_obj(obj);
obj_from_char(obj);
act(AT_ACTION, "$n gives $p to $N.", ch, obj, victim, TO_NOTVICT);
act(AT_ACTION, "$n gives you $p.", ch, obj, victim, TO_VICT );
act(AT_ACTION, "You give $p to $N.", ch, obj, victim, TO_CHAR );
obj = obj_to_char(obj, victim);
mprog_give_trigger(victim, ch, obj);
if ( IS_SET(sysdata.save_flags, SV_GIVE) && !char_died(ch) )
save_char_obj(ch);
if ( IS_SET(sysdata.save_flags, SV_RECEIVE) && !char_died(victim) )
save_char_obj(victim);
return;
}
/*
* Damage an object. -Thoric
* Affect player's AC if necessary.
* Make object into scraps if necessary.
* Send message about damaged object.
*/
obj_ret damage_obj( OBJ_DATA *obj )
{
CHAR_DATA *ch;
char buf[MAX_STRING_LENGTH];
obj_ret objcode;
if ( IS_OBJ_STAT(obj, ITEM_PERMANENT) )
return rNONE;
ch = obj->carried_by;
objcode = rNONE;
separate_obj( obj );
if ( !IS_NPC(ch) && (!IS_PKILL(ch) || (IS_PKILL(ch) && !IS_SET(ch->pcdata->flags, PCFLAG_GAG))) )
act( AT_OBJECT, "($p gets damaged)", ch, obj, NULL, TO_CHAR );
else
if ( obj->in_room && ( ch = obj->in_room->first_person ) != NULL )
{
act( AT_OBJECT, "($p gets damaged)", ch, obj, NULL, TO_ROOM );
act( AT_OBJECT, "($p gets damaged)", ch, obj, NULL, TO_CHAR );
ch = NULL;
}
if ( obj->item_type != ITEM_LIGHT )
oprog_damage_trigger(ch, obj);
else if ( !in_arena( ch ) )
oprog_damage_trigger(ch, obj);
if ( obj_extracted(obj) )
return global_objcode;
switch( obj->item_type )
{
default:
make_scraps( obj );
objcode = rOBJ_SCRAPPED;
break;
case ITEM_CONTAINER:
case ITEM_KEYRING:
case ITEM_QUIVER:
if (--obj->value[3] <= 0)
{
if ( !in_arena( ch ) )
{
make_scraps( obj );
objcode = rOBJ_SCRAPPED;
}
else
obj->value[3] = 1;
}
break;
case ITEM_LIGHT:
if (--obj->value[0] <= 0)
{
if ( !in_arena( ch ) )
{
make_scraps( obj );
objcode = rOBJ_SCRAPPED;
}
else
obj->value[0] = 1;
}
break;
case ITEM_ARMOR:
if ( ch && obj->value[0] >= 1 )
ch->armor += apply_ac( obj, obj->wear_loc );
if (--obj->value[0] <= 0)
{
if ( !IS_PKILL( ch ) && !in_arena( ch ) )
{
make_scraps( obj );
objcode = rOBJ_SCRAPPED;
}
else
{
obj->value[0] = 1;
ch->armor -= apply_ac( obj, obj->wear_loc );
}
}
else
if ( ch && obj->value[0] >= 1 )
ch->armor -= apply_ac( obj, obj->wear_loc );
break;
case ITEM_WEAPON:
if (--obj->value[0] <= 0)
{
if ( !IS_PKILL( ch ) && !in_arena( ch ) )
{
make_scraps( obj );
objcode = rOBJ_SCRAPPED;
}
else
obj->value[0] = 1;
}
break;
}
if ( objcode == rOBJ_SCRAPPED && !IS_NPC(ch) )
{
sprintf( buf, "%s scrapped %s (vnum: %d)", ch->name, obj->short_descr, obj->pIndexData->vnum );
log_string( buf );
}
return objcode;
}
/*
* Remove an object.
*/
bool remove_obj( CHAR_DATA *ch, int iWear, bool fReplace )
{
OBJ_DATA *obj, *tmpobj;
if ( ( obj = get_eq_char( ch, iWear ) ) == NULL )
return TRUE;
if ( !fReplace
&& ch->carry_number + get_obj_number( obj ) > can_carry_n( ch ) )
{
act( AT_PLAIN, "$d: you can't carry that many items.",
ch, NULL, obj->short_descr, TO_CHAR );
return FALSE;
}
if ( !fReplace )
return FALSE;
if ( IS_OBJ_STAT(obj, ITEM_NOREMOVE) )
{
act( AT_PLAIN, "You can't remove $p.", ch, obj, NULL, TO_CHAR );
return FALSE;
}
if ( obj == get_eq_char( ch, WEAR_WIELD )
&& ( tmpobj = get_eq_char( ch, WEAR_DUAL_WIELD)) != NULL )
tmpobj->wear_loc = WEAR_WIELD;
unequip_char( ch, obj );
act( AT_ACTION, "$n stops using $p.", ch, obj, NULL, TO_ROOM );
act( AT_ACTION, "You stop using $p.", ch, obj, NULL, TO_CHAR );
oprog_remove_trigger( ch, obj );
/* Added check in case, the trigger forces them to rewear the item
* --Shaddai
*/
if ( ( obj = get_eq_char( ch, iWear ) ) == NULL )
return TRUE;
else
return FALSE;
}
/*
* See if char could be capable of dual-wielding -Thoric
*/
bool could_dual( CHAR_DATA *ch )
{
if ( ch->stance && !stance_index[ch->stance].dual_wield )
return FALSE;
if ( IS_NPC(ch) || ch->pcdata->learned[gsn_dual_wield] )
return TRUE;
return FALSE;
}
/*
* See if char can dual wield at this time -Thoric
*/
bool can_dual( CHAR_DATA *ch )
{
if ( !could_dual(ch) )
return FALSE;
if ( get_eq_char( ch, WEAR_DUAL_WIELD ) )
{
send_to_char( "You are already wielding two weapons!\n\r", ch );
return FALSE;
}
if ( get_eq_char( ch, WEAR_SHIELD ) )
{
send_to_char( "You cannot dual wield while holding a shield!\n\r", ch );
return FALSE;
}
if ( get_eq_char( ch, WEAR_HOLD ) )
{
send_to_char( "You cannot dual wield while holding something!\n\r", ch );
return FALSE;
}
return TRUE;
}
/*
* Check to see if there is room to wear another object on this location
* (Layered clothing support)
*/
bool can_layer( CHAR_DATA *ch, OBJ_DATA *obj, sh_int wear_loc )
{
OBJ_DATA *otmp;
sh_int bitlayers = 0;
sh_int objlayers = obj->pIndexData->layers;
for ( otmp = ch->first_carrying; otmp; otmp = otmp->next_content )
if ( otmp->wear_loc == wear_loc )
{
if ( !otmp->pIndexData->layers )
return FALSE;
else
bitlayers |= otmp->pIndexData->layers;
}
if ( (bitlayers && !objlayers) || bitlayers > objlayers )
return FALSE;
if ( !bitlayers || ((bitlayers & ~objlayers) == bitlayers) )
return TRUE;
return FALSE;
}
/*
* Wear one object.
* Optional replacement of existing objects.
* Big repetitive code, ick.
*
* Restructured a bit to allow for specifying body location -Thoric
* & Added support for layering on certain body locations
*/
void wear_obj( CHAR_DATA *ch, OBJ_DATA *obj, bool fReplace, sh_int wear_bit )
{
char buf[MAX_STRING_LENGTH];
OBJ_DATA *tmpobj = NULL;
sh_int bit, tmp;
separate_obj( obj );
if ( get_trust( ch ) < obj->level )
{
sprintf( buf, "You must be level %d to use this object.\n\r",
obj->level );
send_to_char( buf, ch );
act( AT_ACTION, "$n tries to use $p, but is too inexperienced.",
ch, obj, NULL, TO_ROOM );
return;
}
if ( !IS_IMMORTAL(ch)
&& (( IS_OBJ_STAT(obj, ITEM_ANTI_WARRIOR)
&& ch->class == CLASS_WARRIOR )
|| ( IS_OBJ_STAT(obj, ITEM_ANTI_WARRIOR)
&& ch->class == CLASS_PALADIN )
|| ( IS_OBJ_STAT(obj, ITEM_ANTI_MAGE)
&& ch->class == CLASS_MAGE )
|| ( IS_OBJ_STAT(obj, ITEM_ANTI_THIEF)
&& ch->class == CLASS_THIEF )
|| ( IS_OBJ_STAT(obj, ITEM_ANTI_VAMPIRE)
&& ch->class == CLASS_VAMPIRE )
|| ( IS_OBJ_STAT(obj, ITEM_ANTI_DRUID)
&& ch->class == CLASS_DRUID )
|| ( IS_OBJ_STAT(obj, ITEM_ANTI_WARRIOR)
&& ch->class == CLASS_RANGER )
|| ( IS_OBJ_STAT(obj, ITEM_ANTI_MAGE)
&& ch->class == CLASS_AUGURER )
|| ( IS_OBJ_STAT(obj, ITEM_ANTI_MAGE)
&& ch->class == CLASS_NEPHANDI )
|| ( IS_OBJ_STAT(obj, ITEM_ANTI_CLERIC)
&& ch->class == CLASS_CLERIC )) )
{
act( AT_MAGIC, "You are forbidden to use that item.", ch, NULL, NULL, TO_CHAR );
act( AT_ACTION, "$n tries to use $p, but is forbidden to do so.",
ch, obj, NULL, TO_ROOM );
return;
}
if ( obj->owner[0] != '\0' && !IS_NPC( ch ) && str_cmp(obj->owner,ch->name))
{
/* Place holder for an echo */
act( AT_MAGIC, "You are not the owner of that item.", ch, NULL, NULL, TO_CHAR);
act( AT_ACTION, "$n tries to use $p, but is not the owner.",
ch, obj, NULL, TO_ROOM );
act( AT_MAGIC, "You feel sick as a wrenching pain overcomes your body.", ch, NULL, NULL, TO_CHAR);
act( AT_ACTION, "$n doubles over in pain and drops $p.", ch, obj, NULL, TO_ROOM);
if ( obj->carried_by )
obj_from_char( obj );
obj_to_room( obj, ch->in_room );
oprog_zap_trigger( ch, obj );
ch->hit = ch->hit*.5;
if ( IS_SET(sysdata.save_flags, SV_ZAPDROP) && !char_died(ch) )
save_char_obj( ch );
return;
}
if ( wear_bit > -1 )
{
bit = wear_bit;
if ( !CAN_WEAR(obj, 1 << bit) )
{
if ( fReplace )
{
switch( 1 << bit )
{
case ITEM_HOLD:
send_to_char( "You cannot hold that.\n\r", ch );
break;
case ITEM_WIELD:
case ITEM_MISSILE_WIELD:
send_to_char( "You cannot wield that.\n\r", ch );
break;
default:
sprintf( buf, "You cannot wear that on your %s.\n\r",
w_flags[bit] );
send_to_char( buf, ch );
}
}
return;
}
}
else
{
for ( bit = -1, tmp = 1; tmp < 31; tmp++ )
{
if ( CAN_WEAR(obj, 1 << tmp) )
{
bit = tmp;
break;
}
}
}
/* currently cannot have a light in non-light position */
if ( obj->item_type == ITEM_LIGHT )
{
if ( !remove_obj( ch, WEAR_LIGHT, fReplace ) )
return;
if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) )
{
act( AT_ACTION, "$n holds $p as a light.", ch, obj, NULL, TO_ROOM );
act( AT_ACTION, "You hold $p as your light.", ch, obj, NULL, TO_CHAR );
}
equip_char( ch, obj, WEAR_LIGHT );
oprog_wear_trigger( ch, obj );
return;
}
if ( bit == -1 )
{
if ( fReplace )
send_to_char( "You can't wear, wield, or hold that.\n\r", ch );
return;
}
switch ( 1 << bit )
{
default:
bug( "wear_obj: uknown/unused item_wear bit %d", bit );
if ( fReplace )
send_to_char( "You can't wear, wield, or hold that.\n\r", ch );
return;
case ITEM_WEAR_FINGER:
if ( get_eq_char( ch, WEAR_FINGER_L )
&& get_eq_char( ch, WEAR_FINGER_R )
&& !remove_obj( ch, WEAR_FINGER_L, fReplace )
&& !remove_obj( ch, WEAR_FINGER_R, fReplace ) )
return;
if ( !get_eq_char( ch, WEAR_FINGER_L ) )
{
if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) )
{
act( AT_ACTION, "$n slips $s left finger into $p.", ch, obj, NULL, TO_ROOM );
act( AT_ACTION, "You slip your left finger into $p.", ch, obj, NULL, TO_CHAR );
}
equip_char( ch, obj, WEAR_FINGER_L );
oprog_wear_trigger( ch, obj );
return;
}
if ( !get_eq_char( ch, WEAR_FINGER_R ) )
{
if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) )
{
act( AT_ACTION, "$n slips $s right finger into $p.", ch, obj, NULL, TO_ROOM );
act( AT_ACTION, "You slip your right finger into $p.", ch, obj, NULL, TO_CHAR );
}
equip_char( ch, obj, WEAR_FINGER_R );
oprog_wear_trigger( ch, obj );
return;
}
bug( "Wear_obj: no free finger.", 0 );
send_to_char( "You already wear something on both fingers.\n\r", ch );
return;
case ITEM_WEAR_NECK:
if ( get_eq_char( ch, WEAR_NECK_1 ) != NULL
&& get_eq_char( ch, WEAR_NECK_2 ) != NULL
&& !remove_obj( ch, WEAR_NECK_1, fReplace )
&& !remove_obj( ch, WEAR_NECK_2, fReplace ) )
return;
if ( !get_eq_char( ch, WEAR_NECK_1 ) )
{
if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) )
{
act( AT_ACTION, "$n wears $p around $s neck.", ch, obj, NULL, TO_ROOM );
act( AT_ACTION, "You wear $p around your neck.", ch, obj, NULL, TO_CHAR );
}
equip_char( ch, obj, WEAR_NECK_1 );
oprog_wear_trigger( ch, obj );
return;
}
if ( !get_eq_char( ch, WEAR_NECK_2 ) )
{
if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) )
{
act( AT_ACTION, "$n wears $p around $s neck.", ch, obj, NULL, TO_ROOM );
act( AT_ACTION, "You wear $p around your neck.", ch, obj, NULL, TO_CHAR );
}
equip_char( ch, obj, WEAR_NECK_2 );
oprog_wear_trigger( ch, obj );
return;
}
bug( "Wear_obj: no free neck.", 0 );
send_to_char( "You already wear two neck items.\n\r", ch );
return;
case ITEM_WEAR_BODY:
/*
if ( !remove_obj( ch, WEAR_BODY, fReplace ) )
return;
*/
if ( !can_layer( ch, obj, WEAR_BODY ) )
{
send_to_char( "It won't fit overtop of what you're already wearing.\n\r", ch );
return;
}
if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) )
{
act( AT_ACTION, "$n fits $p on $s body.", ch, obj, NULL, TO_ROOM );
act( AT_ACTION, "You fit $p on your body.", ch, obj, NULL, TO_CHAR );
}
equip_char( ch, obj, WEAR_BODY );
oprog_wear_trigger( ch, obj );
return;
case ITEM_WEAR_HEAD:
if ( !remove_obj( ch, WEAR_HEAD, fReplace ) )
return;
if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) )
{
act( AT_ACTION, "$n dons $p upon $s head.", ch, obj, NULL, TO_ROOM );
act( AT_ACTION, "You don $p upon your head.", ch, obj, NULL, TO_CHAR );
}
equip_char( ch, obj, WEAR_HEAD );
oprog_wear_trigger( ch, obj );
return;
case ITEM_WEAR_EYES:
if ( !remove_obj( ch, WEAR_EYES, fReplace ) )
return;
if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) )
{
act( AT_ACTION, "$n places $p on $s eyes.", ch, obj, NULL, TO_ROOM );
act( AT_ACTION, "You place $p on your eyes.", ch, obj, NULL, TO_CHAR );
}
equip_char( ch, obj, WEAR_EYES );
oprog_wear_trigger( ch, obj );
return;
case ITEM_WEAR_FACE:
if ( !remove_obj( ch, WEAR_FACE, fReplace ) )
return;
if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) )
{
act( AT_ACTION, "$n places $p on $s face.", ch, obj, NULL, TO_ROOM );
act( AT_ACTION, "You place $p on your face.", ch, obj, NULL, TO_CHAR );
}
equip_char( ch, obj, WEAR_FACE );
oprog_wear_trigger( ch, obj );
return;
case ITEM_WEAR_EARS:
if ( !remove_obj( ch, WEAR_EARS, fReplace ) )
return;
if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) )
{
act( AT_ACTION, "$n wears $p on $s ears.", ch, obj, NULL, TO_ROOM );
act( AT_ACTION, "You wear $p on your ears.", ch, obj, NULL, TO_CHAR );
}
equip_char( ch, obj, WEAR_EARS );
oprog_wear_trigger( ch, obj );
return;
case ITEM_WEAR_LEGS:
/*
if ( !remove_obj( ch, WEAR_LEGS, fReplace ) )
return;
*/
if ( !can_layer( ch, obj, WEAR_LEGS ) )
{
send_to_char( "It won't fit overtop of what you're already wearing.\n\r", ch );
return;
}
if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) )
{
act( AT_ACTION, "$n slips into $p.", ch, obj, NULL, TO_ROOM );
act( AT_ACTION, "You slip into $p.", ch, obj, NULL, TO_CHAR );
}
equip_char( ch, obj, WEAR_LEGS );
oprog_wear_trigger( ch, obj );
return;
case ITEM_WEAR_FEET:
/*
if ( !remove_obj( ch, WEAR_FEET, fReplace ) )
return;
*/
if ( !can_layer( ch, obj, WEAR_FEET ) )
{
send_to_char( "It won't fit overtop of what you're already wearing.\n\r", ch );
return;
}
if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) )
{
act( AT_ACTION, "$n wears $p on $s feet.", ch, obj, NULL, TO_ROOM );
act( AT_ACTION, "You wear $p on your feet.", ch, obj, NULL, TO_CHAR );
}
equip_char( ch, obj, WEAR_FEET );
oprog_wear_trigger( ch, obj );
return;
case ITEM_WEAR_HANDS:
/*
if ( !remove_obj( ch, WEAR_HANDS, fReplace ) )
return;
*/
if ( !can_layer( ch, obj, WEAR_HANDS ) )
{
send_to_char( "It won't fit overtop of what you're already wearing.\n\r", ch );
return;
}
if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) )
{
act( AT_ACTION, "$n wears $p on $s hands.", ch, obj, NULL, TO_ROOM );
act( AT_ACTION, "You wear $p on your hands.", ch, obj, NULL, TO_CHAR );
}
equip_char( ch, obj, WEAR_HANDS );
oprog_wear_trigger( ch, obj );
return;
case ITEM_WEAR_ARMS:
/*
if ( !remove_obj( ch, WEAR_ARMS, fReplace ) )
return;
*/
if ( !can_layer( ch, obj, WEAR_ARMS ) )
{
send_to_char( "It won't fit overtop of what you're already wearing.\n\r", ch );
return;
}
if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) )
{
act( AT_ACTION, "$n wears $p on $s arms.", ch, obj, NULL, TO_ROOM );
act( AT_ACTION, "You wear $p on your arms.", ch, obj, NULL, TO_CHAR );
}
equip_char( ch, obj, WEAR_ARMS );
oprog_wear_trigger( ch, obj );
return;
case ITEM_WEAR_ABOUT:
/*
if ( !remove_obj( ch, WEAR_ABOUT, fReplace ) )
return;
*/
if ( !can_layer( ch, obj, WEAR_ABOUT ) )
{
send_to_char( "It won't fit overtop of what you're already wearing.\n\r", ch );
return;
}
if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) )
{
act( AT_ACTION, "$n wears $p about $s body.", ch, obj, NULL, TO_ROOM );
act( AT_ACTION, "You wear $p about your body.", ch, obj, NULL, TO_CHAR );
}
equip_char( ch, obj, WEAR_ABOUT );
oprog_wear_trigger( ch, obj );
return;
case ITEM_WEAR_BACK:
if ( !remove_obj( ch, WEAR_BACK, fReplace ) )
return;
if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) )
{
act( AT_ACTION, "$n slings $p on $s back.", ch, obj, NULL, TO_ROOM );
act( AT_ACTION, "You sling $p on your back.", ch, obj, NULL, TO_CHAR );
}
equip_char( ch, obj, WEAR_BACK );
oprog_wear_trigger( ch, obj );
return;
case ITEM_WEAR_WAIST:
/*
if ( !remove_obj( ch, WEAR_WAIST, fReplace ) )
return;
*/
if ( !can_layer( ch, obj, WEAR_WAIST ) )
{
send_to_char( "It won't fit overtop of what you're already wearing.\n\r", ch );
return;
}
if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) )
{
act( AT_ACTION, "$n wears $p about $s waist.", ch, obj, NULL, TO_ROOM );
act( AT_ACTION, "You wear $p about your waist.", ch, obj, NULL, TO_CHAR );
}
equip_char( ch, obj, WEAR_WAIST );
oprog_wear_trigger( ch, obj );
return;
case ITEM_WEAR_WRIST:
if ( get_eq_char( ch, WEAR_WRIST_L )
&& get_eq_char( ch, WEAR_WRIST_R )
&& !remove_obj( ch, WEAR_WRIST_L, fReplace )
&& !remove_obj( ch, WEAR_WRIST_R, fReplace ) )
return;
if ( !get_eq_char( ch, WEAR_WRIST_L ) )
{
if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) )
{
act( AT_ACTION, "$n fits $p around $s left wrist.",
ch, obj, NULL, TO_ROOM );
act( AT_ACTION, "You fit $p around your left wrist.",
ch, obj, NULL, TO_CHAR );
}
equip_char( ch, obj, WEAR_WRIST_L );
oprog_wear_trigger( ch, obj );
return;
}
if ( !get_eq_char( ch, WEAR_WRIST_R ) )
{
if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) )
{
act( AT_ACTION, "$n fits $p around $s right wrist.",
ch, obj, NULL, TO_ROOM );
act( AT_ACTION, "You fit $p around your right wrist.",
ch, obj, NULL, TO_CHAR );
}
equip_char( ch, obj, WEAR_WRIST_R );
oprog_wear_trigger( ch, obj );
return;
}
bug( "Wear_obj: no free wrist.", 0 );
send_to_char( "You already wear two wrist items.\n\r", ch );
return;
case ITEM_WEAR_ANKLE:
if ( get_eq_char( ch, WEAR_ANKLE_L )
&& get_eq_char( ch, WEAR_ANKLE_R )
&& !remove_obj( ch, WEAR_ANKLE_L, fReplace )
&& !remove_obj( ch, WEAR_ANKLE_R, fReplace ) )
return;
if ( !get_eq_char( ch, WEAR_ANKLE_L ) )
{
if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) )
{
act( AT_ACTION, "$n fits $p around $s left ankle.",
ch, obj, NULL, TO_ROOM );
act( AT_ACTION, "You fit $p around your left ankle.",
ch, obj, NULL, TO_CHAR );
}
equip_char( ch, obj, WEAR_ANKLE_L );
oprog_wear_trigger( ch, obj );
return;
}
if ( !get_eq_char( ch, WEAR_ANKLE_R ) )
{
if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) )
{
act( AT_ACTION, "$n fits $p around $s right ankle.",
ch, obj, NULL, TO_ROOM );
act( AT_ACTION, "You fit $p around your right ankle.",
ch, obj, NULL, TO_CHAR );
}
equip_char( ch, obj, WEAR_ANKLE_R );
oprog_wear_trigger( ch, obj );
return;
}
bug( "Wear_obj: no free ankle.", 0 );
send_to_char( "You already wear two ankle items.\n\r", ch );
return;
case ITEM_WEAR_SHIELD:
if ( get_eq_char(ch, WEAR_DUAL_WIELD)
|| (get_eq_char(ch, WEAR_WIELD) && get_eq_char(ch, WEAR_MISSILE_WIELD)) )
{
send_to_char( "You can't use a shield AND two weapons!\n\r", ch );
return;
}
if ( !remove_obj( ch, WEAR_SHIELD, fReplace ) )
return;
if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) )
{
act( AT_ACTION, "$n uses $p as a shield.", ch, obj, NULL, TO_ROOM );
act( AT_ACTION, "You use $p as a shield.", ch, obj, NULL, TO_CHAR );
}
equip_char( ch, obj, WEAR_SHIELD );
oprog_wear_trigger( ch, obj );
return;
case ITEM_MISSILE_WIELD:
case ITEM_WIELD:
if ( !could_dual(ch) )
{
if ( !remove_obj( ch, WEAR_MISSILE_WIELD, fReplace ) )
return;
if ( !remove_obj(ch, WEAR_WIELD, fReplace) )
return;
tmpobj = NULL;
}
else
{
OBJ_DATA *mw, *dw, *hd;
tmpobj = get_eq_char(ch, WEAR_WIELD);
mw = get_eq_char(ch, WEAR_MISSILE_WIELD);
dw = get_eq_char(ch, WEAR_DUAL_WIELD);
if ( tmpobj && (mw || dw) )
{
send_to_char( "You're already wielding two weapons.\n\r", ch );
return;
}
hd = get_eq_char(ch, WEAR_HOLD);
if ( (mw && hd) || (tmpobj && hd) )
{
send_to_char( "You're already wielding a weapon AND holding something.\n\r", ch );
return;
}
}
if ( tmpobj )
{
if ( can_dual(ch) )
{
if ( get_obj_weight(obj) + get_obj_weight(tmpobj) > str_app[get_curr_str(ch)].wield )
{
send_to_char( "It is too heavy for you to wield.\n\r", ch );
return;
}
if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) )
{
act( AT_ACTION, "$n dual-wields $p.", ch, obj, NULL, TO_ROOM );
act( AT_ACTION, "You dual-wield $p.", ch, obj, NULL, TO_CHAR );
}
if ( 1 << bit == ITEM_MISSILE_WIELD )
equip_char( ch, obj, WEAR_MISSILE_WIELD );
else
equip_char( ch, obj, WEAR_DUAL_WIELD );
oprog_wear_trigger( ch, obj );
}
return;
}
if ( get_obj_weight(obj) > str_app[get_curr_str(ch)].wield )
{
send_to_char( "It is too heavy for you to wield.\n\r", ch );
return;
}
if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) )
{
act( AT_ACTION, "$n wields $p.", ch, obj, NULL, TO_ROOM );
act( AT_ACTION, "You wield $p.", ch, obj, NULL, TO_CHAR );
}
if ( 1 << bit == ITEM_MISSILE_WIELD )
equip_char( ch, obj, WEAR_MISSILE_WIELD );
else
equip_char( ch, obj, WEAR_WIELD );
oprog_wear_trigger( ch, obj );
return;
case ITEM_HOLD:
if ( get_eq_char(ch, WEAR_DUAL_WIELD)
|| (get_eq_char(ch, WEAR_WIELD) && get_eq_char(ch, WEAR_MISSILE_WIELD)) )
{
send_to_char( "You cannot hold something AND two weapons!\n\r", ch );
return;
}
if ( !remove_obj( ch, WEAR_HOLD, fReplace ) )
return;
if ( obj->item_type == ITEM_WAND
|| obj->item_type == ITEM_STAFF
|| obj->item_type == ITEM_FOOD
|| obj->item_type == ITEM_COOK
|| obj->item_type == ITEM_PILL
|| obj->item_type == ITEM_POTION
|| obj->item_type == ITEM_SCROLL
|| obj->item_type == ITEM_DRINK_CON
|| obj->item_type == ITEM_BLOOD
|| obj->item_type == ITEM_PIPE
|| obj->item_type == ITEM_HERB
|| obj->item_type == ITEM_KEY
|| !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) )
{
act( AT_ACTION, "$n holds $p in $s hands.", ch, obj, NULL, TO_ROOM );
act( AT_ACTION, "You hold $p in your hands.", ch, obj, NULL, TO_CHAR );
}
equip_char( ch, obj, WEAR_HOLD );
oprog_wear_trigger( ch, obj );
return;
}
}
void do_wear( CHAR_DATA *ch, char *argument )
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
sh_int wear_bit;
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if ( (!str_cmp(arg2, "on") || !str_cmp(arg2, "upon") || !str_cmp(arg2, "around"))
&& argument[0] != '\0' )
argument = one_argument( argument, arg2 );
if ( arg1[0] == '\0' )
{
send_to_char( "Wear, wield, or hold what?\n\r", ch );
return;
}
if ( ms_find_obj(ch) )
return;
if ( !str_cmp( arg1, "all" ) )
{
OBJ_DATA *obj_next;
for ( obj = ch->first_carrying; obj; obj = obj_next )
{
obj_next = obj->next_content;
if ( obj->wear_loc == WEAR_NONE && can_see_obj( ch, obj ) )
{
wear_obj( ch, obj, FALSE, -1 );
if ( char_died(ch) )
return;
}
}
return;
}
else
{
if ( ( obj = get_obj_carry( ch, arg1 ) ) == NULL )
{
send_to_char( "You do not have that item.\n\r", ch );
return;
}
if ( arg2[0] != '\0' )
wear_bit = get_wflag(arg2);
else
wear_bit = -1;
wear_obj( ch, obj, TRUE, wear_bit );
}
return;
}
void do_remove( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj, *obj_next;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Remove what?\n\r", ch );
return;
}
if ( ms_find_obj(ch) )
return;
if ( !str_cmp( arg, "all" ) ) /* SB Remove all */
{
for ( obj = ch->first_carrying; obj != NULL ; obj = obj_next )
{
obj_next = obj->next_content;
if ( obj->wear_loc != WEAR_NONE && can_see_obj ( ch, obj ) )
remove_obj ( ch, obj->wear_loc, TRUE );
}
return;
}
if ( ( obj = get_obj_wear( ch, arg ) ) == NULL )
{
send_to_char( "You are not using that item.\n\r", ch );
return;
}
if ( (obj_next=get_eq_char(ch, obj->wear_loc)) != obj )
{
act( AT_PLAIN, "You must remove $p first.", ch, obj_next, NULL, TO_CHAR );
return;
}
remove_obj( ch, obj->wear_loc, TRUE );
return;
}
void do_bury( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
bool shovel;
sh_int move;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "What do you wish to bury?\n\r", ch );
return;
}
if ( ms_find_obj(ch) )
return;
shovel = FALSE;
for ( obj = ch->first_carrying; obj; obj = obj->next_content )
if ( obj->item_type == ITEM_SHOVEL )
{
shovel = TRUE;
break;
}
obj = get_obj_list_rev( ch, arg, ch->in_room->last_content );
if ( !obj )
{
send_to_char( "You can't find it.\n\r", ch );
return;
}
separate_obj(obj);
if ( !CAN_WEAR(obj, ITEM_TAKE) )
{
act( AT_PLAIN, "You cannot bury $p.", ch, obj, 0, TO_CHAR );
return;
}
/*
if ( !CAN_WEAR(obj, ITEM_TAKE) )
{
if ( !IS_OBJ_STAT( obj, ITEM_CLANCORPSE )
|| IS_NPC(ch) || !IS_SET( ch->pcdata->flags, PCFLAG_DEADLY ) )
{
act( AT_PLAIN, "You cannot bury $p.", ch, obj, 0, TO_CHAR );
return;
}
}
*/
switch( ch->in_room->sector_type )
{
case SECT_CITY:
case SECT_INSIDE:
send_to_char( "The floor is too hard to dig through.\n\r", ch );
return;
case SECT_WATER_SWIM:
case SECT_WATER_NOSWIM:
case SECT_UNDERWATER:
send_to_char( "You cannot bury something here.\n\r", ch );
return;
case SECT_AIR:
send_to_char( "What? In the air?!\n\r", ch );
return;
}
if ( obj->weight > (UMAX(5, (can_carry_w(ch) / 10)))
&& !shovel )
{
send_to_char( "You'd need a shovel to bury something that big.\n\r", ch );
return;
}
move = (obj->weight * 50 * (shovel ? 1 : 5)) / UMAX(1, can_carry_w(ch));
move = URANGE( 2, move, 1000 );
if ( move > ch->move )
{
send_to_char( "You don't have the energy to bury something of that size.\n\r", ch );
return;
}
ch->move -= move;
if ( obj->item_type == ITEM_CORPSE_NPC
|| obj->item_type == ITEM_CORPSE_PC )
adjust_favor( ch, 6, 1 );
act( AT_ACTION, "You solemnly bury $p...", ch, obj, NULL, TO_CHAR );
act( AT_ACTION, "$n solemnly buries $p...", ch, obj, NULL, TO_ROOM );
xSET_BIT( obj->extra_flags, ITEM_BURIED );
WAIT_STATE( ch, URANGE( 10, move / 2, 100 ) );
return;
}
void do_sacrifice( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
char name[50];
OBJ_DATA *obj;
one_argument( argument, arg );
if ( arg[0] == '\0' || !str_cmp( arg, ch->name ) )
{
act( AT_ACTION, "$n offers $mself to $s deity, who graciously declines.",
ch, NULL, NULL, TO_ROOM );
send_to_char( "Your deity appreciates your offer and may accept it later.\n\r", ch );
return;
}
if ( ms_find_obj(ch) )
return;
obj = get_obj_list_rev( ch, arg, ch->in_room->last_content );
if ( !obj )
{
send_to_char( "You can't find it.\n\r", ch );
return;
}
separate_obj(obj);
if ( !CAN_WEAR(obj, ITEM_TAKE) )
{
act( AT_PLAIN, "$p is not an acceptable sacrifice.", ch, obj, 0, TO_CHAR );
return;
}
if ( xIS_SET(ch->in_room->room_flags, ROOM_CLANSTOREROOM) )
{
send_to_char( "The gods would not accept such a foolish sacrifice.\n\r", ch );
return;
}
if ( IS_SET( obj->magic_flags, ITEM_PKDISARMED )
&& !IS_NPC( ch )
&& !IS_IMMORTAL(ch) )
{
if ( CAN_PKILL( ch ) && !get_timer( ch, TIMER_PKILLED ) )
{
if ( !is_name( ch->name, obj->action_desc ) && !IS_IMMORTAL( ch ) )
{
send_to_char_color( "\n\r&bA godly force freezes your outstretched hand.\n\r", ch );
return;
}
}
}
if ( !IS_NPC( ch ) && ch->pcdata->deity && ch->pcdata->deity->name[0] != '\0' )
{
strcpy( name, ch->pcdata->deity->name );
}
else if ( !IS_NPC( ch ) && IS_GUILDED(ch) && sysdata.guild_overseer[0] != '\0' )
{
strcpy( name, sysdata.guild_overseer );
}
else if ( !IS_NPC( ch ) && ch->pcdata->clan && ch->pcdata->clan->deity[0] != '\0' )
{
strcpy( name, ch->pcdata->clan->deity );
}
else
{
static char * god_name_table [ ] =
{
"Thoric", "Nivek", "Altrag", "Darrek", "Lascivias", "Moonbeam", "Dria"
};
strcpy(name, god_name_table[number_range(0,6)]);
}
ch->gold += 1;
if ( obj->item_type == ITEM_CORPSE_NPC
|| obj->item_type == ITEM_CORPSE_PC )
adjust_favor( ch, 5, 1 );
sprintf( buf, "%s gives you one gold coin for your sacrifice.\n\r", name );
send_to_char( buf, ch );
if ( obj->item_type == ITEM_PAPER )
{
sprintf( log_buf, "%s sacrificed note: %s",
ch->name,
obj->short_descr );
log_string_plus( log_buf, LOG_ALL, 65 );
sprintf( buf, "$n sacrifices a note to %s.", name );
}
else
sprintf( buf, "$n sacrifices $p to %s.", name );
act( AT_ACTION, buf, ch, obj, NULL, TO_ROOM );
if ( obj->item_type != ITEM_PAPER)
oprog_sac_trigger( ch, obj );
if ( obj_extracted(obj) )
{
if ( xIS_SET( ch->in_room->room_flags, ROOM_HOUSE) )
save_house_by_vnum(ch->in_room->vnum); /* Prevent House Object Duplication */
return;
}
if ( cur_obj == obj->serial )
global_objcode = rOBJ_SACCED;
/* Separate again. There was a problem here with sac_progs in that if the
object respawned a copy of itself, it would sometimes link it to the
one that was being extracted, resulting in them both getting that evil
extraction :) -- Alty */
separate_obj(obj);
extract_obj( obj );
if ( xIS_SET( ch->in_room->room_flags, ROOM_HOUSE) )
save_house_by_vnum(ch->in_room->vnum); /* Prevent House Object Duplication */
return;
}
void do_brandish( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
OBJ_DATA *staff;
ch_ret retcode;
int sn;
if ( ( staff = get_eq_char( ch, WEAR_HOLD ) ) == NULL )
{
send_to_char( "You hold nothing in your hand.\n\r", ch );
return;
}
if ( staff->item_type != ITEM_STAFF )
{
send_to_char( "You can brandish only with a staff.\n\r", ch );
return;
}
if ( ( sn = staff->value[3] ) < 0
|| sn >= top_sn
|| skill_table[sn]->spell_fun == NULL )
{
bug( "Do_brandish: bad sn %d.", sn );
return;
}
WAIT_STATE( ch, 2 * PULSE_VIOLENCE );
if ( staff->value[2] > 0 )
{
if ( !oprog_use_trigger( ch, staff, NULL, NULL, NULL ) )
{
act( AT_MAGIC, "$n brandishes $p.", ch, staff, NULL, TO_ROOM );
act( AT_MAGIC, "You brandish $p.", ch, staff, NULL, TO_CHAR );
}
for ( vch = ch->in_room->first_person; vch; vch = vch_next )
{
vch_next = vch->next_in_room;
if ( !IS_NPC( vch ) && xIS_SET( vch->act, PLR_WIZINVIS )
&& vch->pcdata->wizinvis >= LEVEL_IMMORTAL )
continue;
else
switch ( skill_table[sn]->target )
{
default:
bug( "Do_brandish: bad target for sn %d.", sn );
return;
case TAR_IGNORE:
if ( vch != ch )
continue;
break;
case TAR_CHAR_OFFENSIVE:
if ( IS_NPC(ch) ? IS_NPC(vch) : !IS_NPC(vch) )
continue;
break;
case TAR_CHAR_DEFENSIVE:
if ( IS_NPC(ch) ? !IS_NPC(vch) : IS_NPC(vch) )
continue;
break;
case TAR_CHAR_SELF:
if ( vch != ch )
continue;
break;
}
retcode = obj_cast_spell( staff->value[3], staff->value[0], ch, vch, NULL );
if ( retcode == rCHAR_DIED || retcode == rBOTH_DIED )
{
bug( "do_brandish: char died", 0 );
return;
}
}
}
if ( --staff->value[2] <= 0 )
{
act( AT_MAGIC, "$p blazes bright and vanishes from $n's hands!", ch, staff, NULL, TO_ROOM );
act( AT_MAGIC, "$p blazes bright and is gone!", ch, staff, NULL, TO_CHAR );
if ( staff->serial == cur_obj )
global_objcode = rOBJ_USED;
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;
ch_ret retcode;
one_argument( argument, arg );
if ( arg[0] == '\0' && !ch->fighting )
{
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 )
{
victim = who_fighting( ch );
}
else
{
send_to_char( "Zap whom or what?\n\r", ch );
return;
}
}
else
{
if ( ( victim = get_char_room ( ch, arg ) ) == NULL
&& ( obj = get_obj_here ( ch, arg ) ) == NULL )
{
send_to_char( "You can't find it.\n\r", ch );
return;
}
}
WAIT_STATE( ch, 1 * PULSE_VIOLENCE );
if ( wand->value[2] > 0 )
{
if ( victim )
{
if ( !oprog_use_trigger( ch, wand, victim, NULL, NULL ) )
{
act( AT_MAGIC, "$n aims $p at $N.", ch, wand, victim, TO_ROOM );
act( AT_MAGIC, "You aim $p at $N.", ch, wand, victim, TO_CHAR );
}
}
else
{
if ( !oprog_use_trigger( ch, wand, NULL, obj, NULL ) )
{
act( AT_MAGIC, "$n aims $p at $P.", ch, wand, obj, TO_ROOM );
act( AT_MAGIC, "You aim $p at $P.", ch, wand, obj, TO_CHAR );
}
}
retcode = obj_cast_spell( wand->value[3], wand->value[0], ch, victim, obj );
if ( retcode == rCHAR_DIED || retcode == rBOTH_DIED )
{
bug( "do_zap: char died", 0 );
return;
}
}
if ( --wand->value[2] <= 0 )
{
act( AT_MAGIC, "$p explodes into fragments.", ch, wand, NULL, TO_ROOM );
act( AT_MAGIC, "$p explodes into fragments.", ch, wand, NULL, TO_CHAR );
if ( wand->serial == cur_obj )
global_objcode = rOBJ_USED;
extract_obj( wand );
}
return;
}
/*
* Save items in a clan storage room -Rewritten by Edmond
*/
void save_storeroom( CHAR_DATA *ch, char *vnum )
{
FILE *fp;
char filename[256];
sh_int templvl;
OBJ_DATA *contents;
if ( !vnum )
{
bug( "save_storeroom: Null vnum pointer!", 0 );
return;
}
if ( !ch )
{
bug ("save_storeroom: Null ch pointer!", 0);
return;
}
sprintf( filename, "%s%s.vault", VAULT_DIR, vnum );
if ( ( fp = fopen( filename, "w" ) ) == NULL )
{
bug( "save_storeroom: fopen", 0 );
perror( filename );
}
else
{
templvl = ch->level;
ch->level = LEVEL_HERO; /* make sure EQ doesn't get lost */
contents = ch->in_room->last_content;
if (contents)
fwrite_obj(ch, contents, fp, 0, OS_VAULT );
fprintf( fp, "#END\n" );
ch->level = templvl;
fclose( fp );
return;
}
return;
}
/* put an item on auction, or see the stats on the current item or bet */
void do_auction (CHAR_DATA *ch, char *argument)
{
OBJ_DATA *obj;
NOAUCTION_DATA *noauc;
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
char arg3[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
int i;
argument = one_argument (argument, arg1);
argument = one_argument (argument, arg2);
argument = one_argument (argument, arg3);
set_char_color( AT_LBLUE, ch );
if (IS_NPC(ch)) /* NPC can be extracted at any time and thus can't auction! */
return;
if ( ch->level < 3 )
{
send_to_char( "You must be at least level three to use the auction...\n\r", ch );
return;
}
if ( ( time_info.hour > 18 || time_info.hour < 9 )
&& auction->item == NULL
&& !IS_IMMORTAL( ch ) )
{
send_to_char ("\n\rThe auctioneer works between the hours of 9 AM and 6 PM\n\r", ch );
return;
}
if (arg1[0] == '\0')
{
if (auction->item != NULL)
{
AFFECT_DATA *paf;
obj = auction->item;
/* show item data here */
if (auction->bet > 0)
sprintf (buf, "\n\rCurrent bid on this item is %s gold.\n\r", num_punct( auction->bet ) );
else
sprintf (buf, "\n\rNo bids on this item have been received.\n\r");
set_char_color ( AT_BLUE, ch );
send_to_char (buf,ch);
/* spell_identify (0, LEVEL_HERO - 1, ch, auction->item); */
sprintf( buf,
"Object '%s' is %s, special properties: %s\n\rIts weight is %d, value is %d, and level is %d.\n\r",
obj->name,
aoran( item_type_name( obj ) ),
extra_bit_name( &obj->extra_flags ),
/* magic_bit_name( obj->magic_flags ), -- currently unused */
obj->weight,
obj->cost,
obj->level );
set_char_color( AT_LBLUE, ch );
send_to_char( buf, ch );
if ( obj->item_type != ITEM_LIGHT && obj->wear_flags-1 > 0 )
ch_printf( ch, "Item's wear location: %s\n\r",
flag_string(obj->wear_flags -1, w_flags ) );
set_char_color( AT_BLUE, ch );
switch ( obj->item_type )
{
case ITEM_CONTAINER:
case ITEM_KEYRING:
case ITEM_QUIVER:
ch_printf( ch, "%s appears to %s.\n\r", capitalize(obj->short_descr),
obj->value[0] < 76 ? "have a small capacity" :
obj->value[0] < 150 ? "have a small to medium capacity" :
obj->value[0] < 300 ? "have a medium capacity" :
obj->value[0] < 500 ? "have a medium to large capacity" :
obj->value[0] < 751 ? "have a large capacity" :
"have a giant capacity" );
break;
case ITEM_PILL:
case ITEM_SCROLL:
case ITEM_POTION:
sprintf( buf, "Level %d spells of:", obj->value[0] );
send_to_char( buf, ch );
if ( obj->value[1] >= 0 && obj->value[1] < top_sn )
{
send_to_char( " '", ch );
send_to_char( skill_table[obj->value[1]]->name, ch );
send_to_char( "'", ch );
}
if ( obj->value[2] >= 0 && obj->value[2] < top_sn )
{
send_to_char( " '", ch );
send_to_char( skill_table[obj->value[2]]->name, ch );
send_to_char( "'", ch );
}
if ( obj->value[3] >= 0 && obj->value[3] < top_sn )
{
send_to_char( " '", ch );
send_to_char( skill_table[obj->value[3]]->name, ch );
send_to_char( "'", ch );
}
send_to_char( ".\n\r", ch );
break;
case ITEM_WAND:
case ITEM_STAFF:
sprintf( buf, "Has %d(%d) charges of level %d",
obj->value[1], obj->value[2], obj->value[0] );
send_to_char( buf, ch );
if ( obj->value[3] >= 0 && obj->value[3] < top_sn )
{
send_to_char( " '", ch );
send_to_char( skill_table[obj->value[3]]->name, ch );
send_to_char( "'", ch );
}
send_to_char( ".\n\r", ch );
break;
case ITEM_MISSILE_WEAPON:
case ITEM_WEAPON:
sprintf( buf, "Damage is %d to %d (average %d).%s\n\r",
obj->value[1], obj->value[2],
( obj->value[1] + obj->value[2] ) / 2,
IS_OBJ_STAT( obj, ITEM_POISONED) ?
"\n\rThis weapon is poisoned." : "" );
send_to_char( buf, ch );
break;
case ITEM_ARMOR:
sprintf( buf, "Armor class is %d.\n\r", obj->value[0] );
send_to_char( buf, ch );
break;
}
for ( paf = obj->pIndexData->first_affect; paf; paf = paf->next )
showaffect( ch, paf );
for ( paf = obj->first_affect; paf; paf = paf->next )
showaffect( ch, paf );
if ( ( obj->item_type == ITEM_CONTAINER || obj->item_type == ITEM_KEYRING
|| obj->item_type == ITEM_QUIVER) && obj->first_content )
{
set_char_color( AT_OBJECT, ch );
send_to_char( "Contents:\n\r", ch );
show_list_to_char( obj->first_content, ch, TRUE, FALSE );
}
if (IS_IMMORTAL(ch))
{
sprintf(buf, "Seller: %s. Bidder: %s. Round: %d.\n\r",
auction->seller->name, auction->buyer->name,
(auction->going + 1));
send_to_char(buf, ch);
sprintf(buf, "Time left in round: %d.\n\r", auction->pulse);
send_to_char(buf, ch);
}
return;
}
else
{
set_char_color ( AT_LBLUE, ch );
send_to_char ( "\n\rThere is nothing being auctioned right now. What would you like to auction?\n\r", ch );
return;
}
}
if ( IS_IMMORTAL(ch) && !str_cmp(arg1,"stop"))
{
if (auction->item == NULL)
{
send_to_char ("There is no auction to stop.\n\r",ch);
return;
}
else /* stop the auction */
{
set_char_color ( AT_LBLUE, ch );
sprintf (buf,"Sale of %s has been stopped by an Immortal.",
auction->item->short_descr);
talk_auction (buf);
obj_to_char (auction->item, auction->seller);
if ( IS_SET( sysdata.save_flags, SV_AUCTION ) )
save_char_obj(auction->seller);
auction->item = NULL;
if (auction->buyer != NULL && auction->buyer != auction->seller) /* return money to the buyer */
{
auction->buyer->gold += auction->bet;
send_to_char ("Your money has been returned.\n\r",auction->buyer);
}
return;
}
}
if (!str_cmp(arg1,"bid") )
{
if (auction->item != NULL)
{
int newbet;
if ( ch->level < auction->item->level )
{
send_to_char("This object's level is too high for your use.\n\r", ch );
return;
}
if ( ch == auction->seller)
{
send_to_char("You can't bid on your own item!\n\r", ch);
return;
}
/* make - perhaps - a bet now */
if (arg2[0] == '\0')
{
send_to_char ("Bid how much?\n\r",ch);
return;
}
newbet = parsebet (auction->bet, arg2);
/* ch_printf( ch, "Bid: %d\n\r",newbet); */
if (newbet < auction->starting)
{
send_to_char("You must place a bid that is higher than the starting bet.\n\r", ch);
return;
}
/* to avoid slow auction, use a bigger amount than 100 if the bet
is higher up - changed to 10000 for our high economy
*/
if ( (newbet < auction->bet) || ( newbet < (auction->bet + 10000)) )
{
send_to_char ("You must at least bid 10000 coins over the current bid.\n\r",ch);
return;
}
if (newbet > ch->gold)
{
send_to_char ("You don't have that much money!\n\r",ch);
return;
}
if (newbet > 2000000000)
{
send_to_char("You can't bid over 2 billion coins.\n\r", ch);
return;
}
/* Is it the item they really want to bid on? --Shaddai */
if ( arg3[0] != '\0' &&
!nifty_is_name( arg3, auction->item->name ) )
{
send_to_char("That item is not being auctioned right now.\n\r",ch);
return;
}
/* the actual bet is OK! */
/* return the gold to the last buyer, if one exists */
if (auction->buyer != NULL && auction->buyer != auction->seller)
auction->buyer->gold += auction->bet;
ch->gold -= newbet; /* substract the gold - important :) */
if ( IS_SET( sysdata.save_flags, SV_AUCTION ) )
save_char_obj(ch);
auction->buyer = ch;
auction->bet = newbet;
auction->going = 0;
auction->pulse = PULSE_AUCTION; /* start the auction over again */
sprintf (buf,"A bid of %s gold has been received on %s.",num_punct(newbet),auction->item->short_descr);
talk_auction (buf);
return;
}
else
{
send_to_char ("There isn't anything being auctioned right now.\n\r",ch);
return;
}
}
/* finally... */
if ( ms_find_obj(ch) )
return;
obj = get_obj_carry (ch, arg1); /* does char have the item ? */
if (obj == NULL)
{
send_to_char ("You aren't carrying that.\n\r",ch);
return;
}
for (noauc = first_noauc; noauc ; noauc = noauc->next)
{
if (obj->pIndexData->vnum == noauc->vnum && !IS_IMMORTAL( ch ) )
{
send_to_char("That item cannot be auctioned.\n\r", ch);
return;
}
}
if ( obj->item_type != obj->pIndexData->item_type )
{
send_to_char( "This object is too modified to auction. Please contact an immortal.\n\r", ch );
return;
}
if (obj->timer > 0)
{
send_to_char ("You can't auction objects that are decaying.\n\r", ch);
return;
}
if ( xIS_SET( obj->extra_flags, ITEM_CLANOBJECT ) ) {
send_to_char("You can't auction clan items.\n\r", ch );
return;
}
if ( IS_OBJ_STAT( obj, ITEM_PERMANENT ) ) {
send_to_char("This item cannot leave your possession.\n\r", ch );
return;
}
/* prevent repeat auction items */
for(i = 0; i < AUCTION_MEM && auction->history[i]; i++)
{
if(auction->history[i] == obj->pIndexData)
{
send_to_char("Such an item has been auctioned "
"recently, try again later.\n\r", ch);
return;
}
}
if (arg2[0] == '\0')
{
auction->starting = 0;
strcpy(arg2, "0");
}
if ( !is_number(arg2) )
{
send_to_char("You must input a number at which to start the auction.\n\r", ch);
return;
}
if ( atoi(arg2) < 0 )
{
send_to_char("You can't auction something for less than 0 gold!\n\r", ch);
return;
}
if (auction->item == NULL)
switch (obj->item_type)
{
default:
act (AT_TELL, "You cannot auction $Ts.",ch, NULL, item_type_name (obj), TO_CHAR);
return;
/* insert any more item types here... items with a timer MAY NOT BE
AUCTIONED!
*/
case ITEM_PAPER:
case ITEM_LIGHT:
case ITEM_TREASURE:
case ITEM_POTION:
case ITEM_KEYRING:
case ITEM_QUIVER:
case ITEM_DRINK_CON:
case ITEM_FOOD:
case ITEM_COOK:
case ITEM_PEN:
case ITEM_BOAT:
case ITEM_PILL:
case ITEM_PIPE:
case ITEM_HERB_CON:
case ITEM_INCENSE:
case ITEM_FIRE:
case ITEM_RUNEPOUCH:
case ITEM_MAP:
case ITEM_BOOK:
case ITEM_RUNE:
case ITEM_MATCH:
case ITEM_HERB:
case ITEM_WEAPON:
case ITEM_MISSILE_WEAPON:
case ITEM_ARMOR:
case ITEM_STAFF:
case ITEM_WAND:
case ITEM_SCROLL:
separate_obj(obj);
obj_from_char (obj);
if ( IS_SET( sysdata.save_flags, SV_AUCTION ) )
save_char_obj(ch);
auction->item = obj;
auction->bet = 0;
auction->buyer = ch;
auction->seller = ch;
auction->pulse = PULSE_AUCTION;
auction->going = 0;
auction->starting = atoi(arg2);
/* add the new item to the history */
if(AUCTION_MEM > 0)
{
memmove((char *) auction->history+sizeof(OBJ_INDEX_DATA *),
auction->history, (AUCTION_MEM - 1)*sizeof(OBJ_INDEX_DATA *));
auction->history[0] = obj->pIndexData;
}
/* reset the history timer */
auction->hist_timer = 0;
if (auction->starting > 0)
auction->bet = auction->starting;
sprintf (buf, "A new item is being auctioned: %s at %d gold.", obj->short_descr, auction->starting);
talk_auction (buf);
return;
} /* switch */
else
{
act (AT_TELL, "Try again later - $p is being auctioned right now!",ch,auction->item,NULL,TO_CHAR);
if ( !IS_IMMORTAL(ch) )
WAIT_STATE( ch, PULSE_VIOLENCE );
return;
}
}
/* Make objects in rooms that are nofloor fall - Scryn 1/23/96 */
void obj_fall( OBJ_DATA *obj, bool through )
{
EXIT_DATA *pexit;
ROOM_INDEX_DATA *to_room;
static int fall_count;
char buf[MAX_STRING_LENGTH];
static bool is_falling; /* Stop loops from the call to obj_to_room() -- Altrag */
if ( !obj->in_room || is_falling )
return;
if (fall_count > 30)
{
bug( "object falling in loop more than 30 times", 0 );
extract_obj(obj);
fall_count = 0;
return;
}
if ( xIS_SET( obj->in_room->room_flags, ROOM_NOFLOOR )
&& CAN_GO( obj, DIR_DOWN )
&& !IS_OBJ_STAT( obj, ITEM_MAGIC ) )
{
pexit = get_exit( obj->in_room, DIR_DOWN );
to_room = pexit->to_room;
if (through)
fall_count++;
else
fall_count = 0;
if (obj->in_room == to_room)
{
sprintf(buf, "Object falling into same room, room %d",
to_room->vnum);
bug( buf, 0 );
extract_obj( obj );
return;
}
if (obj->in_room->first_person)
{
act( AT_PLAIN, "$p falls far below...",
obj->in_room->first_person, obj, NULL, TO_ROOM );
act( AT_PLAIN, "$p falls far below...",
obj->in_room->first_person, obj, NULL, TO_CHAR );
}
obj_from_room( obj );
is_falling = TRUE;
obj = obj_to_room( obj, to_room );
is_falling = FALSE;
if (obj->in_room->first_person)
{
act( AT_PLAIN, "$p falls from above...",
obj->in_room->first_person, obj, NULL, TO_ROOM );
act( AT_PLAIN, "$p falls from above...",
obj->in_room->first_person, obj, NULL, TO_CHAR );
}
if (!xIS_SET( obj->in_room->room_flags, ROOM_NOFLOOR ) && through )
{
/* int dam = (int)9.81*sqrt(fall_count*2/9.81)*obj->weight/2;
*/ int dam = fall_count*obj->weight/2;
/* Damage players */
if ( obj->in_room->first_person && number_percent() > 15 )
{
CHAR_DATA *rch;
CHAR_DATA *vch = NULL;
int chcnt = 0;
for ( rch = obj->in_room->first_person; rch;
rch = rch->next_in_room, chcnt++ )
if ( number_range( 0, chcnt ) == 0 )
vch = rch;
act( AT_WHITE, "$p falls on $n!", vch, obj, NULL, TO_ROOM );
act( AT_WHITE, "$p falls on you!", vch, obj, NULL, TO_CHAR );
if ( IS_NPC( vch ) && xIS_SET( vch->act, ACT_HARDHAT ) )
act( AT_WHITE, "$p bounces harmlessly off your head!", vch, obj, NULL, TO_CHAR );
else
damage( vch, vch, dam*vch->level, TYPE_UNDEFINED );
}
/* Damage objects */
switch( obj->item_type )
{
case ITEM_WEAPON:
case ITEM_ARMOR:
if ( (obj->value[0] - dam) <= 0 )
{
if (obj->in_room->first_person)
{
act( AT_PLAIN, "$p is destroyed by the fall!",
obj->in_room->first_person, obj, NULL, TO_ROOM );
act( AT_PLAIN, "$p is destroyed by the fall!",
obj->in_room->first_person, obj, NULL, TO_CHAR );
}
make_scraps(obj);
}
else
obj->value[0] -= dam;
break;
default:
if ( (dam*15) > get_obj_resistance(obj) )
{
if (obj->in_room->first_person)
{
act( AT_PLAIN, "$p is destroyed by the fall!",
obj->in_room->first_person, obj, NULL, TO_ROOM );
act( AT_PLAIN, "$p is destroyed by the fall!",
obj->in_room->first_person, obj, NULL, TO_CHAR );
}
make_scraps(obj);
}
break;
}
}
obj_fall( obj, TRUE );
}
return;
}
/* Scryn, by request of Darkur, 12/04/98 */
/* Reworked recursive_note_find to fix crash bug when the note was left
* blank. 7/6/98 -- Shaddai
*/
void do_findnote( CHAR_DATA *ch, char *argument )
{
OBJ_DATA* obj;
if ( IS_NPC(ch) )
{
send_to_char( "Huh?\n\r", ch );
return;
}
if( argument[0] == '\0' )
{
send_to_char( "You must specify at least one keyword.\n\r", ch);
return;
}
obj = recursive_note_find(ch->first_carrying, argument);
if(obj)
{
if(obj->in_obj)
{
obj_from_obj(obj);
obj = obj_to_char(obj, ch);
}
wear_obj(ch, obj, TRUE, -1);
}
else
send_to_char("Note not found.\n\r", ch);
return;
}
OBJ_DATA* recursive_note_find( OBJ_DATA *obj, char *argument )
{
OBJ_DATA* returned_obj;
bool match = TRUE;
char* argcopy;
char* subject;
char arg[MAX_INPUT_LENGTH];
char subj[MAX_STRING_LENGTH];
if(!obj)
return NULL;
switch(obj->item_type)
{
case ITEM_PAPER:
if ((subject = get_extra_descr( "_subject_", obj->first_extradesc))==NULL)
break;
sprintf(subj, "%s", strlower(subject) );
subject = strlower(subj);
argcopy = argument;
while(match)
{
argcopy = one_argument(argcopy, arg);
if(arg[0] == '\0')
break;
if(!strstr(subject, arg))
match = FALSE;
}
if(match)
return obj;
break;
case ITEM_CONTAINER:
case ITEM_CORPSE_NPC:
case ITEM_CORPSE_PC:
if(obj->first_content)
{
returned_obj = recursive_note_find(obj->first_content, argument);
if(returned_obj)
return returned_obj;
}
break;
default:
break;
}
return recursive_note_find(obj->next_content, argument);
}
void do_rolldie(CHAR_DATA *ch, char *argument)
{
OBJ_DATA* die;
char output_string[MAX_STRING_LENGTH];
char roll_string[MAX_STRING_LENGTH];
char total_string[MAX_STRING_LENGTH];
char* verb;
/* char* face_string = NULL;
char** face_table = NULL;*/
int rollsum = 0;
int roll_count = 0;
int numsides;
int numrolls;
bool* face_seen_table = NULL;
if ( ( die = get_eq_char(ch, WEAR_HOLD) ) == NULL
|| die->item_type != ITEM_CHANCE )
{
ch_printf(ch, "You must be holding an item of chance!\n\r");
return;
}
numrolls = (is_number(argument)) ? atoi(argument) : 1;
verb = get_chance_verb(die);
if(numrolls > 100)
{
ch_printf(ch, "You can't %s more than 100 times!\n\r", verb);
return;
}
numsides = die->value[0];
if(numsides <= 1)
{
ch_printf(ch, "There is no element of chance in this game!\n\r");
return;
}
if(die->value[3] == 1)
{
if(numrolls > numsides)
{
ch_printf(ch, "Nice try, but you can only %s %d times.\n\r", verb, numsides);
return;
}
face_seen_table = calloc(numsides, sizeof(bool));
if(!face_seen_table)
{
bug("do_rolldie: cannot allocate memory for face_seen_table array, terminating.\n\r",0);
return;
}
}
sprintf(roll_string, " ");
while(roll_count++ < numrolls)
{
int current_roll;
char current_roll_string[MAX_STRING_LENGTH];
do
{
current_roll = number_range(1, numsides);
} while(die->value[3] == 1 && face_seen_table[current_roll - 1] == TRUE);
if(die->value[3] == 1)
face_seen_table[current_roll - 1] = TRUE;
rollsum += current_roll;
if(roll_count > 1)
strcat(roll_string, ", ");
if(numrolls > 1 && roll_count == numrolls)
strcat(roll_string, "and ");
if(die->value[1] == 1)
{
char* face_name = get_ed_number(die, current_roll);
if(face_name)
{
char* face_name_copy = strdup(face_name); /* Since I want to tokenize without modifying the original string */
sprintf(current_roll_string, "%s", strtok(face_name_copy, "\n"));
free(face_name_copy);
}
else
sprintf(current_roll_string, "%d", current_roll);
}
else
sprintf(current_roll_string, "%d", current_roll);
strcat(roll_string, current_roll_string);
}
if(numrolls > 1 && die->value[2] == 1)
{
sprintf(total_string, ", for a total of %d", rollsum);
strcat(roll_string, total_string);
}
strcat(roll_string, ".\n\r");
sprintf(output_string, "You %s%s", verb, roll_string);
act( AT_GREEN, output_string, ch, NULL, NULL, TO_CHAR);
sprintf(output_string, "$n %s%s", verb, roll_string);
act( AT_GREEN, output_string, ch, NULL, NULL, TO_ROOM);
if(face_seen_table)
free(face_seen_table);
return;
}
char* get_ed_number(OBJ_DATA* obj, int number)
{
EXTRA_DESCR_DATA* ed;
int count;
for(ed = obj->first_extradesc, count = 1; ed; ed = ed->next, count++)
{
if(count == number)
return ed->description;
}
return NULL;
}
char* get_chance_verb(OBJ_DATA* obj)
{
return (obj->action_desc[0] != '\0') ? obj->action_desc : "roll$q";
}
/*dice chance deal throw*/