/* * The unique portions SunderMud code as well as the integration efforts * for code from other sources is based on the efforts of: * * Lotherius (elfren@aros.net) * * This code can only be used under the terms of the DikuMud, Merc, * and ROM licenses. The same requirements apply to the changes that * have been made. * * All other copyrights remain in place and in force. */ /*************************************************************************** * 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. * ***************************************************************************/ #include "everything.h" /* command procedures needed */ DECLARE_DO_FUN(do_split ); DECLARE_DO_FUN(do_yell ); DECLARE_DO_FUN(do_say ); /* * Local functions. */ #define CD CHAR_DATA #define OD OBJ_DATA /* elfren for new shop code */ 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 ) ); /* elfren added 2 next lines for new shop code */ void obj_to_keeper args( (OBJ_DATA *obj, CHAR_DATA *ch ) ); OD * get_obj_keeper args( (CHAR_DATA *ch,CHAR_DATA *keeper,char *argument)); #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( "$d: you can't carry that many items.", ch, NULL, obj->name, TO_CHAR ); return; } if ( ch->carry_weight + get_obj_weight( obj ) > can_carry_w( ch ) ) { act( "$d: you can't carry that much weight.", ch, NULL, obj->name, TO_CHAR ); return; } if (!can_loot(ch,obj)) { act("Corpse looting is not permitted.",ch,NULL,NULL,TO_CHAR ); return; } if ( container != NULL ) { if (container->pIndexData->vnum == OBJ_VNUM_PIT && get_trust(ch) < obj->level) { send_to_char("You are not powerful enough to use it.\n\r",ch); return; } if (container->pIndexData->vnum == OBJ_VNUM_PIT && !CAN_WEAR(container, ITEM_TAKE) && obj->timer) obj->timer = 0; 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->gold += obj->value[0]; 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 && obj->value[0] > 1) { sprintf(buffer,"%d",obj->value[0]); do_split(ch,buffer); } } extract_obj( obj ); } else { obj_to_char( obj, ch ); } 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 ) { obj_next = obj->next_content; if ( ( arg1[3] == '\0' || is_name( &arg1[4], obj->name ) ) && can_see_obj( ch, obj ) ) { found = TRUE; get_obj( ch, obj, NULL ); } } if ( !found ) { if ( arg1[3] == '\0' ) send_to_char( "I see nothing here.\n\r", ch ); else act( "I see no $T here.", ch, NULL, &arg1[4], TO_CHAR ); } } } else { /* 'get ... container' */ if ( !str_cmp( arg2, "all" ) || !str_prefix( "all.", arg2 ) ) { send_to_char( "You can't do that.\n\r", ch ); return; } if ( ( container = get_obj_here( ch, 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; if (container->pIndexData->vnum == OBJ_VNUM_PIT && !IS_IMMORTAL(ch)) { send_to_char("Don't be so greedy!\n\r",ch); return; } 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")) 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, 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 $d is closed.", ch, NULL, container->name, TO_CHAR ); return; } if ( str_cmp( arg1, "all" ) && str_prefix( "all.", arg1 ) ) { /* 'put obj container' */ if ( ( obj = get_obj_carry( ch, arg1 ) ) == NULL ) { send_to_char( "You do not have that item.\n\r", ch ); return; } if ( obj == container ) { send_to_char( "You can't fold it into itself.\n\r", ch ); return; } if ( !can_drop_obj( ch, obj ) ) { send_to_char( "You can't let go of it.\n\r", ch ); return; } if ( get_obj_weight( obj ) + get_obj_weight( container ) > container->value[0] ) { send_to_char( "It won't fit.\n\r", ch ); return; } if (container->pIndexData->vnum == OBJ_VNUM_PIT && !CAN_WEAR(container,ITEM_TAKE)) if (obj->timer) { send_to_char( "Only permanent items may go in the pit.\n\r",ch); return; } else obj->timer = number_range(100,200); obj_from_char( obj ); obj_to_obj( obj, container ); act( "$n puts $p in $P.", ch, obj, container, TO_ROOM ); act( "You put $p in $P.", ch, obj, container, TO_CHAR ); } else { /* 'put all container' or 'put all.obj container' */ for ( obj = ch->carrying; obj != NULL; obj = obj_next ) { obj_next = obj->next_content; if ( ( arg1[3] == '\0' || is_name( &arg1[4], obj->name ) ) && can_see_obj( ch, obj ) && obj->wear_loc == WEAR_NONE && obj != container && can_drop_obj( ch, obj ) && get_obj_weight( obj ) + get_obj_weight( container ) <= container->value[0] ) { if (container->pIndexData->vnum == OBJ_VNUM_PIT && !CAN_WEAR(obj, ITEM_TAKE) ) if (obj->timer) continue; else obj->timer = number_range(100,200); obj_from_char( obj ); obj_to_obj( obj, container ); act( "$n puts $p in $P.", ch, obj, container, TO_ROOM ); act( "You put $p in $P.", ch, obj, container, TO_CHAR ); } } } return; } void do_drop( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; OBJ_DATA *obj_next; bool found; argument = one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Drop what?\n\r", ch ); return; } if ( is_number( arg ) ) { /* 'drop NNNN coins' */ int amount; amount = atoi(arg); argument = one_argument( argument, arg ); if ( amount <= 0 || ( str_cmp( arg, "coins" ) && str_cmp( arg, "coin" ) && str_cmp( arg, "gold" ) ) ) { send_to_char( "Sorry, you can't do that.\n\r", ch ); return; } if ( ch->gold < amount ) { send_to_char( "You haven't got that many coins.\n\r", ch ); return; } ch->gold -= amount; for ( obj = ch->in_room->contents; obj != NULL; obj = obj_next ) { obj_next = obj->next_content; switch ( obj->pIndexData->vnum ) { case OBJ_VNUM_MONEY_ONE: amount += 1; extract_obj( obj ); break; case OBJ_VNUM_MONEY_SOME: amount += obj->value[0]; extract_obj( obj ); break; } } obj_to_room( create_money( amount ), ch->in_room ); act( "$n drops some gold.", 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 ) ) == NULL ) { send_to_char( "You do not have that item.\n\r", ch ); return; } if ( !can_drop_obj( ch, obj ) ) { send_to_char( "You can't let go of it.\n\r", ch ); return; } obj_from_char( obj ); obj_to_room( obj, ch->in_room ); act( "$n drops $p.", ch, obj, NULL, TO_ROOM ); act( "You drop $p.", ch, obj, NULL, TO_CHAR ); } else { /* 'drop all' or 'drop all.obj' */ found = FALSE; for ( obj = ch->carrying; obj != NULL; obj = obj_next ) { obj_next = obj->next_content; if ( ( arg[3] == '\0' || is_name( &arg[4], obj->name ) ) && can_see_obj( ch, obj ) && obj->wear_loc == WEAR_NONE && can_drop_obj( ch, obj ) ) { found = TRUE; obj_from_char( obj ); obj_to_room( obj, ch->in_room ); act( "$n drops $p.", ch, obj, NULL, TO_ROOM ); act( "You drop $p.", ch, obj, NULL, TO_CHAR ); } } if ( !found ) { if ( arg[3] == '\0' ) act( "You are not carrying anything.", ch, NULL, arg, TO_CHAR ); else act( "You are not carrying any $T.", ch, NULL, &arg[4], TO_CHAR ); } } return; } void do_give( CHAR_DATA *ch, char *argument ) { char arg1 [MAX_INPUT_LENGTH]; char arg2 [MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; CHAR_DATA *victim; OBJ_DATA *obj; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if ( arg1[0] == '\0' || arg2[0] == '\0' ) { send_to_char( "Give what to whom?\n\r", ch ); return; } if ( is_number( arg1 ) ) { /* 'give NNNN coins victim' */ int amount; amount = atoi(arg1); if ( amount <= 0 || ( str_cmp( arg2, "coins" ) && str_cmp( arg2, "coin" ) && str_cmp( arg2, "gold" ) ) ) { send_to_char( "Sorry, you can't do that.\n\r", ch ); return; } argument = one_argument( argument, arg2 ); if ( arg2[0] == '\0' ) { send_to_char( "Give what to whom?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg2 ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( ch->gold < amount ) { send_to_char( "You haven't got that much gold.\n\r", ch ); return; } ch->gold -= amount; victim->gold += amount; sprintf(buf,"$n gives you %d gold.",amount); act( buf, ch, NULL, victim, TO_VICT ); act( "$n gives $N some gold.", ch, NULL, victim, TO_NOTVICT ); sprintf(buf,"You give $N %d gold.",amount); act( buf, ch, NULL, victim, TO_CHAR ); mprog_bribe_trigger( victim, ch, amount ); return; } if ( ( obj = get_obj_carry( ch, arg1 ) ) == NULL ) { send_to_char( "You do not have that item.\n\r", ch ); return; } if ( obj->wear_loc != WEAR_NONE ) { send_to_char( "You must remove it first.\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg2 ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( !can_drop_obj( ch, obj ) ) { send_to_char( "You can't let go of it.\n\r", ch ); return; } if ( victim->carry_number + get_obj_number( obj ) > can_carry_n( victim ) ) { act( "$N has $S hands full.", ch, NULL, victim, TO_CHAR ); return; } if ( victim->carry_weight + get_obj_weight( obj ) > can_carry_w( victim ) ) { act( "$N can't carry that much weight.", ch, NULL, victim, TO_CHAR ); return; } if ( !can_see_obj( victim, obj ) ) { act( "$N can't see it.", ch, NULL, victim, TO_CHAR ); return; } obj_from_char( obj ); obj_to_char( obj, victim ); act( "$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 ); mprog_give_trigger( victim, ch, obj ); return; } /* envenom added elfren */ /* for poisoning weapons and food/drink */ void do_envenom(CHAR_DATA *ch, char *argument) { OBJ_DATA *obj; int percent,skill; int brand; /* find out what */ if (argument == '\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,gsn_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)) { 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,gsn_envenom,TRUE,4); } WAIT_STATE(ch,skill_table[gsn_envenom].beats); return; } act("You fail to poison $p.",ch,obj,NULL,TO_CHAR); if (!obj->value[3]) check_improve(ch,gsn_envenom,FALSE,4); WAIT_STATE(ch,skill_table[gsn_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_ACID) || IS_WEAPON_STAT(obj, WEAPON_LIGHTNING) || IS_OBJ_STAT(obj,ITEM_BLESS)) { 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) { brand=WEAPON_POISON; obj->value[4]+=brand; 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,gsn_envenom,TRUE,3); WAIT_STATE(ch,skill_table[gsn_envenom].beats); return; } else { act("You fail to envenom $p.",ch,obj,NULL,TO_CHAR); check_improve(ch,gsn_envenom,FALSE,3); WAIT_STATE(ch,skill_table[gsn_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]; 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 ) ) == 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] != 0 ) { 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; } act( "You fill $p.", ch, obj, NULL, TO_CHAR ); obj->value[2] = 0; obj->value[1] = obj->value[0]; return; } void do_drink( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; int amount; int liquid; one_argument( argument, arg ); if ( arg[0] == '\0' ) { for ( obj = ch->in_room->contents; obj; obj = obj->next_content ) { if ( obj->item_type == ITEM_FOUNTAIN ) break; } if ( obj == NULL ) { send_to_char( "Drink what?\n\r", ch ); return; } } else { if ( ( obj = get_obj_here( ch, arg ) ) == NULL ) { send_to_char( "You can't find it.\n\r", ch ); return; } } if ( !IS_NPC(ch) && ch->pcdata->condition[COND_DRUNK] > 10 ) { send_to_char( "You fail to reach your mouth. *Hic*\n\r", ch ); return; } switch ( obj->item_type ) { default: send_to_char( "You can't drink from that.\n\r", ch ); break; case ITEM_FOUNTAIN: if ( !IS_NPC(ch) ) ch->pcdata->condition[COND_THIRST] = 48; act( "$n drinks from $p.", ch, obj, NULL, TO_ROOM ); send_to_char( "You are no longer thirsty.\n\r", ch ); break; case ITEM_DRINK_CON: if ( obj->value[1] <= 0 ) { send_to_char( "It is already empty.\n\r", ch ); return; } if ( ( liquid = obj->value[2] ) >= LIQ_MAX ) { bug( "Do_drink: bad liquid number %d.", liquid ); liquid = obj->value[2] = 0; } act( "$n drinks $T from $p.", ch, obj, liq_table[liquid].liq_name, TO_ROOM ); act( "You drink $T from $p.", ch, obj, liq_table[liquid].liq_name, TO_CHAR ); amount = number_range(3, 10); amount = UMIN(amount, obj->value[1]); gain_condition( ch, COND_DRUNK, amount * liq_table[liquid].liq_affect[COND_DRUNK ] ); gain_condition( ch, COND_FULL, amount * liq_table[liquid].liq_affect[COND_FULL ] ); gain_condition( ch, COND_THIRST, amount * liq_table[liquid].liq_affect[COND_THIRST ] ); if ( !IS_NPC(ch) && ch->pcdata->condition[COND_DRUNK] > 10 ) send_to_char( "You feel drunk.\n\r", ch ); if ( !IS_NPC(ch) && ch->pcdata->condition[COND_FULL] > 40 ) send_to_char( "You are full.\n\r", ch ); if ( !IS_NPC(ch) && ch->pcdata->condition[COND_THIRST] > 40 ) send_to_char( "You do not feel thirsty.\n\r", ch ); if ( obj->value[3] != 0 ) { /* The shit was poisoned ! */ AFFECT_DATA af; act( "$n chokes and gags.", ch, NULL, NULL, TO_ROOM ); send_to_char( "You choke and gag.\n\r", ch ); af.type = gsn_poison; af.level = number_fuzzy(amount); af.duration = 3 * amount; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_POISON; affect_join( ch, &af ); } obj->value[1] -= amount; break; } return; } void do_eat( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Eat what?\n\r", ch ); return; } if ( ( obj = get_obj_carry( ch, arg ) ) == 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 ) { 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 $p.", ch, obj, NULL, TO_CHAR ); switch ( obj->item_type ) { case ITEM_FOOD: if ( !IS_NPC(ch) ) { int condition; condition = ch->pcdata->condition[COND_FULL]; gain_condition( ch, COND_FULL, obj->value[0] ); if ( condition == 0 && ch->pcdata->condition[COND_FULL] > 0 ) send_to_char( "You are no longer hungry.\n\r", ch ); else if ( ch->pcdata->condition[COND_FULL] > 40 ) send_to_char( "You are full.\n\r", ch ); } if ( obj->value[3] != 0 ) { /* The shit was poisoned! */ AFFECT_DATA af; act( "$n chokes and gags.", ch, 0, 0, TO_ROOM ); send_to_char( "You choke and gag.\n\r", ch ); af.type = gsn_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; } extract_obj( obj ); return; } /* * Remove an object. */ bool remove_obj( CHAR_DATA *ch, int iWear, bool fReplace ) { OBJ_DATA *obj; if ( ( obj = get_eq_char( ch, iWear ) ) == NULL ) return TRUE; if ( !fReplace ) return FALSE; if ( IS_SET(obj->extra_flags, ITEM_NOREMOVE) ) { act( "You can't remove $p.", ch, obj, NULL, TO_CHAR ); return FALSE; } act( "$n stops using $p.", ch, obj, NULL, TO_ROOM ); act( "You stop using $p.", ch, obj, NULL, TO_CHAR ); unequip_char( ch, obj ); return TRUE; } /* * Wear one object. * Optional replacement of existing objects. * Big repetitive code, ick. */ void wear_obj( CHAR_DATA *ch, OBJ_DATA *obj, bool fReplace ) { char buf[MAX_STRING_LENGTH]; if ( (ch->level+10) < obj->level ) { sprintf( buf, "You must be level %d to use this object.\n\r", obj->level ); send_to_char( buf, ch ); act( "$n tries to use $p, but is too inexperienced.", ch, obj, NULL, TO_ROOM ); return; } if ( obj->item_type == ITEM_PRIDE ) { if ( !remove_obj( ch, WEAR_PRIDE, fReplace ) ) return; act( "$n wears $p with pride.", ch, obj, NULL, TO_ROOM ); act( "You wear $p with pride.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_PRIDE ); return; } if ( obj->item_type == ITEM_LIGHT ) { if ( !remove_obj( ch, WEAR_LIGHT, fReplace ) ) return; act( "$n lights $p and holds it.", ch, obj, NULL, TO_ROOM ); act( "You light $p and hold it.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_LIGHT ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_FLOAT ) ) { if ( !remove_obj( ch, WEAR_FLOAT, fReplace ) ) return; act( "$p starts floating near $n.", ch, obj, NULL, TO_ROOM ); act( "$p starts floating beside you.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_FLOAT ); return; } /* Zeran - any item type checked after this point will also be checked for size. */ if (!wear_obj_size(ch, obj)) 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 $p on your left finger.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_FINGER_L ); return; } if ( get_eq_char( ch, WEAR_FINGER_R ) == NULL ) { act( "$n wears $p on $s right finger.", ch, obj, NULL, TO_ROOM ); act( "You wear $p on your right finger.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_FINGER_R ); return; } bug( "Wear_obj: no free finger.", 0 ); send_to_char( "You already wear two rings.\n\r", ch ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_NECK ) ) { if ( get_eq_char( ch, WEAR_NECK_1 ) != NULL && get_eq_char( ch, WEAR_NECK_2 ) != NULL && !remove_obj( ch, WEAR_NECK_1, fReplace ) && !remove_obj( ch, WEAR_NECK_2, fReplace ) ) return; if ( get_eq_char( ch, WEAR_NECK_1 ) == NULL ) { act( "$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 body.", ch, obj, NULL, TO_ROOM ); act( "You wear $p on your body.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_BODY ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_HEAD ) ) { if ( !remove_obj( ch, WEAR_HEAD, fReplace ) ) return; act( "$n wears $p on $s head.", ch, obj, NULL, TO_ROOM ); act( "You wear $p on your head.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_HEAD ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_FACE ) ) { if ( !remove_obj( ch, WEAR_FACE, fReplace ) ) return; act( "$n wears $p on $s face.", ch, obj, NULL, TO_ROOM ); act( "You wear $p on your face.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_FACE ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_EARS ) ) { if ( !remove_obj( ch, WEAR_EARS, fReplace ) ) return; act( "$n wears $p on $s ears.", ch, obj, NULL, TO_ROOM ); act( "You wear $p on your ears.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_EARS ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_FLOAT ) ) { if ( !remove_obj( ch, WEAR_FLOAT, fReplace ) ) return; act( "$p starts floating near $n.", ch, obj, NULL, TO_ROOM ); act( "$p starts floating beside you.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_FLOAT ); 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 $p on your hands.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_HANDS ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_ARMS ) ) { if ( !remove_obj( ch, WEAR_ARMS, fReplace ) ) return; act( "$n wears $p on $s arms.", ch, obj, NULL, TO_ROOM ); act( "You wear $p on your arms.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_ARMS ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_ABOUT ) ) { if ( !remove_obj( ch, WEAR_ABOUT, fReplace ) ) return; act( "$n wears $p about $s body.", ch, obj, NULL, TO_ROOM ); act( "You wear $p about your body.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_ABOUT ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_WAIST ) ) { if ( !remove_obj( ch, WEAR_WAIST, fReplace ) ) return; act( "$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 $p around your right wrist.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_WRIST_R ); return; } bug( "Wear_obj: no free wrist.", 0 ); send_to_char( "You already wear two wrist items.\n\r", ch ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_SHIELD ) ) { OBJ_DATA *weapon; if ( !remove_obj( ch, WEAR_SHIELD, fReplace ) ) return; weapon = get_eq_char(ch,WEAR_WIELD); if (weapon != NULL && ch->size < SIZE_LARGE && IS_WEAPON_STAT(weapon,WEAPON_TWO_HANDS)) { send_to_char("Your hands are tied up with your weapon!\n\r",ch); return; } weapon = get_eq_char(ch,WEAR_WIELD2); if (weapon != NULL) { send_to_char("You cannot use a shield while dual wielding!\n\r",ch); return; } if ( ch->class == class_lookup("monk") ) { send_to_char("A shield would impair your fighting style too much.\n\r",ch); return; } act( "$n wears $p as a shield.", ch, obj, NULL, TO_ROOM ); act( "You wear $p as a shield.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_SHIELD ); return; } if ( CAN_WEAR( obj, ITEM_WIELD ) ) { int sn,skill; if ( !remove_obj( ch, WEAR_WIELD, fReplace ) ) return; if ( !IS_NPC(ch) && ch->class == class_lookup("monk") ) { send_to_char( "Your code does not allow you to take up a weapon\n\r", ch ); return; } if ( !IS_NPC(ch) && get_obj_weight( obj ) > str_app[get_curr_stat(ch,STAT_STR)].wield ) { send_to_char( "It is too heavy for you to wield.\n\r", ch ); return; } if (!IS_NPC(ch) && ch->size < SIZE_LARGE && IS_WEAPON_STAT(obj,WEAPON_TWO_HANDS) && get_eq_char(ch,WEAR_SHIELD) != NULL && get_eq_char(ch,WEAR_WIELD2) != NULL) { send_to_char("You need two hands free for that weapon.\n\r",ch); return; } act( "$n wields $p.", ch, obj, NULL, TO_ROOM ); act( "You wield $p.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_WIELD ); sn = get_weapon_sn(ch, FALSE); if (sn == gsn_hand_to_hand) return; skill = get_weapon_skill(ch,sn); if (skill >= 100) act("$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 is end is up on $p.", ch,obj,NULL,TO_CHAR); return; } if ( CAN_WEAR( obj, ITEM_HOLD ) ) { if ( !remove_obj( ch, WEAR_HOLD, fReplace ) ) return; act( "$n holds $p in $s hands.", ch, obj, NULL, TO_ROOM ); act( "You hold $p in your hands.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_HOLD ); return; } if ( fReplace ) send_to_char( "You can't wear, wield, or hold that.\n\r", ch ); return; } void do_dual (CHAR_DATA *ch, char *argument) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; char buf[MAX_STRING_LENGTH]; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Dual wield what?\n\r", ch ); return; } if ( ( obj = get_obj_carry( ch, arg ) ) == NULL ) { send_to_char( "You do not have that item.\n\r", ch ); return; } if ( (ch->level+10) < obj->level ) { sprintf( buf, "You must be level %d to use this object.\n\r", obj->level-10 ); send_to_char( buf, ch ); act( "$n tries to use $p, but is too inexperienced.", ch, obj, NULL, TO_ROOM ); return; } if ( CAN_WEAR( obj, ITEM_WIELD ) ) { int sn,skill; if ( !remove_obj( ch, WEAR_WIELD2, TRUE ) ) return; if ( !IS_NPC(ch) && get_obj_weight( obj ) > str_app[get_curr_stat(ch,STAT_STR)].wield ) { send_to_char( "It is too heavy for you to wield.\n\r", ch ); return; } if (!IS_NPC(ch) && ch->size < SIZE_LARGE && IS_WEAPON_STAT(obj,WEAPON_TWO_HANDS) && get_eq_char(ch,WEAR_WIELD) !=NULL) { send_to_char("You need two hands free for that weapon.\n\r",ch); return; } if (get_eq_char(ch, WEAR_SHIELD) != NULL) { send_to_char ("You cannot dual wield while using a shield!\n\r",ch); return; } act( "$n wields $p.", ch, obj, NULL, TO_ROOM ); act( "You wield $p.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_WIELD2 ); sn = get_weapon_sn(ch, TRUE); if (sn == gsn_hand_to_hand) return; skill = get_weapon_skill(ch,sn); if (skill >= 100) act("$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 is end is up on $p.", ch,obj,NULL,TO_CHAR); return; } } void do_wear( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Wear, wield, or hold what?\n\r", ch ); return; } if ( !str_cmp( arg, "all" ) ) { OBJ_DATA *obj_next; for ( obj = ch->carrying; obj != NULL; obj = obj_next ) { obj_next = obj->next_content; if ( obj->wear_loc == WEAR_NONE && can_see_obj( ch, obj ) ) if (obj->condition != 0) wear_obj( ch, obj, FALSE ); else act ("$p is too damaged to wear!", ch, obj, NULL, TO_CHAR); } return; } else { if ( ( obj = get_obj_carry( ch, arg ) ) == NULL ) { send_to_char( "You do not have that item.\n\r", ch ); return; } if (obj->condition == 0) act ("$p is too damaged to wear!", ch, obj, NULL, TO_CHAR); else wear_obj( ch, obj, TRUE ); } return; } /* Zeran - modified to support remove "all" and "all.whatever" */ void do_remove( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; OBJ_DATA *obj; OBJ_DATA *tmp; int number; bool all_type = FALSE; bool done = FALSE; one_argument( argument, arg ); /* Zeran - check for all.foo */ number = number_argument (arg, arg2); if (number == -1) all_type = TRUE; if ( arg[0] == '\0' ) { send_to_char( "Remove what?\n\r", ch ); return; } /* check remove all.foo */ if (all_type) { number = 0; while (!done) { if ( (obj = get_obj_wear( ch, arg2) ) == NULL ) { if (!number) send_to_char( "You do not have any of those items.\n\r", ch ); done = TRUE; continue; } remove_obj (ch, obj->wear_loc, TRUE); number++; } return; } /* check "remove all" */ if (!str_cmp(arg, "all")) { for (tmp = ch->carrying ; tmp != NULL ; tmp = tmp->next_content) { if (tmp->wear_loc != WEAR_NONE) remove_obj(ch, tmp->wear_loc, TRUE); } return; } if ( ( obj = get_obj_wear( ch, arg ) ) == NULL ) { send_to_char( "You do not have that item.\n\r", ch ); return; } remove_obj( ch, obj->wear_loc, TRUE ); return; } void do_sacrifice( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; OBJ_DATA *obj; int gold; /* variables for AUTOSPLIT */ CHAR_DATA *gch; int members; char buffer[100]; one_argument( argument, arg ); if ( arg[0] == '\0' || !str_cmp( arg, ch->name ) ) { act( "$n offers $mself to Zeran, who graciously declines.", ch, NULL, NULL, TO_ROOM ); send_to_char( "Zeran appreciates your offer and may accept it later.\n\r", ch ); return; } obj = get_obj_list( ch, arg, ch->in_room->contents ); if ( obj == NULL ) { send_to_char( "You can't find it.\n\r", ch ); return; } if (IS_SET(obj->extra_flags, ITEM_NO_SAC)) { send_to_char ("That object cannot be sacrificed.\n\r",ch); return; } gold = UMIN (10, (obj->level*2)); if ( obj->item_type == ITEM_CORPSE_PC ) { if (obj->contains) { send_to_char( "Zeran thinks you should loot first.\n\r",ch); return; } else { gold = UMAX(1,obj->level * 4); } } if (gold == 0) send_to_char( "Zeran doesn't seem to notice your sacrifice.\n\r", ch ); else { sprintf(buf,"Zeran gives you %d gold for your sacrifice.\n\r", gold); send_to_char(buf,ch); } ch->gold += gold; if (IS_SET(ch->act,PLR_AUTOSPLIT) ) { /* AUTOSPLIT code */ members = 0; for (gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room ) { if ( is_same_group( gch, ch ) ) members++; } if ( members > 1 && gold > 1) { sprintf(buffer,"%d",gold); do_split(ch,buffer); } } act( "$n sacrifices $p to Zeran.", ch, obj, NULL, TO_ROOM ); extract_obj( obj ); return; } void do_quaff( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Quaff what?\n\r", ch ); return; } if ( ( obj = get_obj_carry( ch, arg ) ) == NULL ) { send_to_char( "You do not have that potion.\n\r", ch ); return; } if ( obj->item_type != ITEM_POTION ) { send_to_char( "You can quaff only potions.\n\r", ch ); return; } if (ch->level < obj->level) { send_to_char("This liquid is too powerful for you to drink.\n\r",ch); return; } act( "$n quaffs $p.", ch, obj, NULL, TO_ROOM ); act( "You quaff $p.", ch, obj, NULL ,TO_CHAR ); obj_cast_spell( obj->value[1], obj->value[0], ch, ch, NULL ); obj_cast_spell( obj->value[2], obj->value[0], ch, ch, NULL ); obj_cast_spell( obj->value[3], obj->value[0], ch, ch, NULL ); /* Zeran - add waitstate to stop speed quaffing. */ WAIT_STATE (ch, PULSE_VIOLENCE/2); /* 2 potions per fight round */ extract_obj( obj ); return; } void do_recite( CHAR_DATA *ch, char *argument ) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; CHAR_DATA *victim; OBJ_DATA *scroll; OBJ_DATA *obj; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if ( ( scroll = get_obj_carry( ch, arg1 ) ) == NULL ) { send_to_char( "You do not have that scroll.\n\r", ch ); return; } if ( scroll->item_type != ITEM_SCROLL ) { send_to_char( "You can recite only scrolls.\n\r", ch ); return; } if ( ch->level < scroll->level) { send_to_char( "This scroll is too complex for you to comprehend.\n\r",ch); return; } obj = NULL; if ( arg2[0] == '\0' ) { victim = ch; } else { if ( ( victim = get_char_room ( ch, arg2 ) ) == NULL && ( obj = get_obj_here ( ch, arg2 ) ) == NULL ) { send_to_char( "You can't find it.\n\r", ch ); return; } } act( "$n recites $p.", ch, scroll, NULL, TO_ROOM ); act( "You recite $p.", ch, scroll, NULL, TO_CHAR ); WAIT_STATE(ch, PULSE_VIOLENCE/2); if (number_percent() >= 20 + get_skill(ch,gsn_scrolls) * 4/5) { send_to_char("You mispronounce a syllable.\n\r",ch); check_improve(ch,gsn_scrolls,FALSE,2); } else { obj_cast_spell( scroll->value[1], scroll->value[0], ch, victim, obj ); obj_cast_spell( scroll->value[2], scroll->value[0], ch, victim, obj ); obj_cast_spell( scroll->value[3], scroll->value[0], ch, victim, obj ); check_improve(ch,gsn_scrolls,TRUE,2); } extract_obj( scroll ); return; } void do_brandish( CHAR_DATA *ch, char *argument ) { CHAR_DATA *vch; CHAR_DATA *vch_next; OBJ_DATA *staff; int sn; if ( ( staff = get_eq_char( ch, WEAR_HOLD ) ) == NULL ) { send_to_char( "You hold nothing in your hand.\n\r", ch ); return; } if ( staff->item_type != ITEM_STAFF ) { send_to_char( "You can brandish only with a staff.\n\r", ch ); return; } if ( ( sn = staff->value[3] ) < 0 || sn >= MAX_SKILL || skill_table[sn].spell_fun == 0 ) { bug( "Do_brandish: bad sn %d.", sn ); return; } WAIT_STATE( ch, 2 * PULSE_VIOLENCE ); if ( staff->value[2] > 0 ) { act( "$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,gsn_staves) * 4/5) { act ("You fail to invoke $p.",ch,staff,NULL,TO_CHAR); act ("...and nothing happens.",ch,NULL,NULL,TO_ROOM); check_improve(ch,gsn_staves,FALSE,2); } else for ( vch = ch->in_room->people; vch; vch = vch_next ) { vch_next = vch->next_in_room; switch ( skill_table[sn].target ) { default: bug( "Do_brandish: bad target for sn %d.", sn ); return; case TAR_IGNORE: if ( vch != ch ) continue; break; case TAR_CHAR_OFFENSIVE: if ( IS_NPC(ch) ? IS_NPC(vch) : !IS_NPC(vch) ) continue; break; case TAR_CHAR_DEFENSIVE: if ( IS_NPC(ch) ? !IS_NPC(vch) : IS_NPC(vch) ) continue; break; case TAR_CHAR_SELF: if ( vch != ch ) continue; break; } obj_cast_spell( staff->value[3], staff->value[0], ch, vch, NULL ); check_improve(ch,gsn_staves,TRUE,2); } } if ( --staff->value[2] <= 0 ) { act( "$n's $p blazes bright and is gone.", ch, staff, NULL, TO_ROOM ); act( "Your $p blazes bright and is gone.", ch, staff, NULL, TO_CHAR ); extract_obj( staff ); } return; } void do_zap( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; OBJ_DATA *wand; OBJ_DATA *obj; one_argument( argument, arg ); if ( arg[0] == '\0' && ch->fighting == NULL ) { send_to_char( "Zap whom or what?\n\r", ch ); return; } if ( ( wand = get_eq_char( ch, WEAR_HOLD ) ) == NULL ) { send_to_char( "You hold nothing in your hand.\n\r", ch ); return; } if ( wand->item_type != ITEM_WAND ) { send_to_char( "You can zap only with a wand.\n\r", ch ); return; } obj = NULL; if ( arg[0] == '\0' ) { if ( ch->fighting != NULL ) { victim = ch->fighting; } else { send_to_char( "Zap whom or what?\n\r", ch ); return; } } else { if ( ( victim = get_char_room ( ch, arg ) ) == NULL && ( obj = get_obj_here ( ch, arg ) ) == NULL ) { send_to_char( "You can't find it.\n\r", ch ); return; } } WAIT_STATE( ch, 2 * PULSE_VIOLENCE ); if ( wand->value[2] > 0 ) { if ( victim != NULL ) { act( "$n zaps $N with $p.", ch, wand, victim, TO_ROOM ); act( "You zap $N with $p.", ch, wand, victim, TO_CHAR ); } else { act( "$n zaps $P with $p.", ch, wand, obj, TO_ROOM ); act( "You zap $P with $p.", ch, wand, obj, TO_CHAR ); } if (ch->level < wand->level || number_percent() >= 20 + get_skill(ch,gsn_wands) * 4/5) { act( "Your efforts with $p produce only smoke and sparks.", ch,wand,NULL,TO_CHAR); act( "$n's efforts with $p produce only smoke and sparks.", ch,wand,NULL,TO_ROOM); check_improve(ch,gsn_wands,FALSE,2); } else { obj_cast_spell( wand->value[3], wand->value[0], ch, victim, obj ); check_improve(ch,gsn_wands,TRUE,2); } } if ( --wand->value[2] <= 0 ) { act( "$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; int togain; 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, 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_NPC(victim) && !can_murder(ch, victim) ) { send_to_char ("That player is outside your stealing range.\n\r", ch); return; } if (victim->position == POS_FIGHTING) { send_to_char("You'd better not -- you might get hit.\n\r",ch); return; } WAIT_STATE( ch, skill_table[gsn_steal].beats ); if (victim->position == POS_FIGHTING) { send_to_char ("Damn, your victim didn't hold still long enough.\n\r",ch); return; } percent = number_percent() + ( IS_AWAKE(victim) ? 10 : -50 ); /* Zeran - modifiers */ if (!can_see(victim, ch)) /*nice bonus*/ percent-=25; percent-=(3*(get_curr_stat(ch, STAT_DEX) - 20)); /*dex bonus*/ { int diff = ch->level - victim->level; int modifier = 5*(diff - 10); if (abs(diff) > 10) percent-=modifier; } /* ok, lets see what happens */ if (percent > ch->pcdata->learned[gsn_steal] ) { /*failed, didn't get object*/ char messbuf[80]; sprintf(messbuf, "You failed to steal from %s.\n\r", PERS(victim,ch)); send_to_char (messbuf, ch); check_improve(ch,gsn_steal,FALSE,2); } else /*get the object*/ { /*need to give victim same sight as thief to find object in victim inventory for get_obj_carry*/ int visionplus=0; int visionminus=0; if (IS_AFFECTED(ch, AFF_DETECT_INVIS)) { visionplus=AFF_DETECT_INVIS; SET_BIT(victim->affected_by, AFF_DETECT_INVIS); } if (IS_AFFECTED(victim, AFF_BLIND)) { visionminus=AFF_BLIND; REMOVE_BIT(victim->affected_by, AFF_BLIND); } if ( !str_cmp( arg1, "coin" ) || !str_cmp( arg1, "coins" ) || !str_cmp( arg1, "gold" ) ) { int amount; amount = victim->gold * number_range(1, 10) / 100; if ( amount <= 0 ) { send_to_char( "You couldn't get any gold.\n\r", ch ); } else { ch->gold += amount; victim->gold -= amount; sprintf( buf, "Bingo! You got %d gold coins.\n\r", amount ); send_to_char( buf, ch ); check_improve(ch,gsn_steal,TRUE,2); togain = (victim->level - ch->level) +3; if (togain >= 1 ) { gain_exp(ch,togain); } } } else if ( ( obj = get_obj_carry( victim, arg1 ) ) == NULL ) { send_to_char( "You can't find it.\n\r", ch ); } else if ( !can_drop_obj( ch, obj ) || IS_SET(obj->extra_flags, ITEM_INVENTORY)) { send_to_char( "You can't pry it away.\n\r", ch ); } else if ( ch->carry_number + get_obj_number( obj ) > can_carry_n( ch ) ) { send_to_char( "You have your hands full.\n\r", ch ); } else 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 ); } else { char buf[80]; sprintf(buf, "Bingo! You got %s. Better run while you can.\n\r", obj->short_descr); send_to_char (buf, ch); obj_from_char( obj ); obj_to_char( obj, ch ); check_improve(ch,gsn_steal,TRUE,2); togain = (victim->level - ch->level) +3; if ( togain >= 1 ) { gain_exp(ch,togain); } } /*restore victim previous vision*/ REMOVE_BIT(victim->affected_by, visionplus); SET_BIT (victim->affected_by, visionminus); } /* Now, see if anyone noticed the thievery */ { CHAR_DATA *person; int chance; char messbuf[80]; person = ch->in_room->people; for (;person;person=person->next_in_room) { if ( (person!=victim) && ( (person->position < POS_RESTING) || !can_see(person, ch) || !can_see(person, victim) ) ) continue; /*make roll*/ chance = (get_curr_stat(person, STAT_INT)) + person->level - ch->level; if ((person == victim) && (person->position >= POS_RESTING) && can_see(person, ch)) chance += 20; if (number_percent() <= chance) /*oops, got caught*/ { if ((person != victim) && (person != ch) && !IS_NPC(person)) { sprintf (messbuf, "You notice %s trying to steal from %s!\n\r", PERS(ch, person), PERS(victim, person ) ); send_to_char (messbuf, person); continue; } if ((person == victim) && !IS_NPC(person)) { sprintf (messbuf, "%s is trying to steal from you!\n\r", (victim->position >= POS_RESTING) ? PERS(ch, person) : "Someone"); send_to_char (messbuf, person); continue; } if ( (person == victim) && IS_NPC(victim) ) { do_say (person, "This is what I do to thieves!\n\r"); multi_hit (person, ch, TYPE_UNDEFINED); } } } /*end character for loop*/ } /*end check notice block*/ } /*end function*/ /* * 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_say( keeper, "Killers are not welcome!" ); sprintf( buf, "%s the KILLER is over here!\n\r", ch->name ); do_yell( keeper, buf ); return NULL; } if ( !IS_NPC(ch) && IS_SET(ch->act, PLR_THIEF) ) { do_say( keeper, "Thieves are not welcome!" ); sprintf( buf, "%s the THIEF is over here!\n\r", ch->name ); do_yell( keeper, buf ); return NULL; } /* * Shop hours. */ if ( time_info.hour < pShop->open_hour ) { do_say( keeper, "Sorry, I am closed. Come back later." ); return NULL; } if ( time_info.hour > pShop->close_hour ) { do_say( keeper, "Sorry, I am closed. Come back tomorrow." ); return NULL; } /* * Invisible or hidden people. */ if ( !can_see( keeper, ch ) ) { do_say( keeper, "I don't trade with folks I can't see." ); return NULL; } return keeper; } /* elfren - 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 ); } /* elfren added next prog */ /* 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; } } /* start multiples price checking */ 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; if ( argument[0] == '\0' ) { send_to_char( "Buy what?\n\r", ch ); 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; if ( IS_NPC(ch) ) return; smash_tilde(argument); argument = one_argument(argument,arg); 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, 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; } if ( ch->pet != NULL ) { send_to_char("You already own a pet.\n\r",ch); return; } cost = 10 * pet->level * pet->level; if ( 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 */ /* Zeran - haggle breaks for low cost items */ /* roll = number_percent(); if (!IS_NPC(ch) && roll < ch->pcdata->learned[gsn_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,gsn_haggle,TRUE,4); } */ ch->gold -= cost; pet = create_mobile( pet->pIndexData ); SET_BIT(ch->act, PLR_BOUGHT_PET); 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; send_to_char( "Enjoy your pet.\n\r", ch ); act( "$n bought $N as a pet.", ch, NULL, pet, TO_ROOM ); return; } else { CHAR_DATA *keeper; OBJ_DATA *obj,*t_obj; char arg[MAX_INPUT_LENGTH]; /* added for new shop code */ int number, count = 1; /* added for new shop code */ if ( ( keeper = find_keeper( ch ) ) == NULL ) return; number = mult_argument(argument,arg); /* elfren added for shopcode */ obj = get_obj_carry( keeper, argument ); cost = get_cost( keeper, obj, TRUE ); if (number < 1) return; if ( cost <= 0 || !can_see_obj( ch, obj ) ) { act( "$n tells you 'I don't sell that -- try 'list''.", keeper, NULL, ch, TO_VICT ); ch->reply = keeper; return; } /* elfren */ 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("$n tells you 'I don't have that many in stock.", keeper,NULL,ch,TO_VICT); ch->reply = keeper; return; } } if ( ch->gold < cost * number ) /* elfren added number */ { if (number > 1) act("$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 $p'.", keeper, obj, ch, TO_VICT ); ch->reply = keeper; return; } if ( obj->level > ch->level ) { act( "$n tells you 'You can't use $p yet'.", keeper, obj, ch, TO_VICT ); ch->reply = keeper; return; } if ( ch->carry_number + number * get_obj_number( obj ) > can_carry_n( ch ) ) { send_to_char( "You can't carry that many items.\n\r", ch ); return; } if ( ch->carry_weight + number * get_obj_weight( obj ) > can_carry_w( ch ) ) { send_to_char( "You can't carry that much weight.\n\r", ch ); return; } /* haggle */ /* Zeran - haggle is broken for low priced items */ /* roll = number_percent(); if (!IS_NPC(ch) && roll < ch->pcdata->learned[gsn_haggle]) { cost -= obj->cost / 2 * roll / 100; sprintf(buf,"You haggle the price down to %d coins.\n\r",cost); send_to_char(buf,ch); check_improve(ch,gsn_haggle,TRUE,4); } */ /* added for multiple items */ if (number > 1) { sprintf(buf,"$n buys $p[%d].",number); act(buf,ch,obj,NULL,TO_ROOM); sprintf(buf,"You buy $p[%d] for %d coins.",number,cost * number); act(buf,ch,obj,NULL,TO_CHAR); } else { act( "$n buys $p.", ch, obj, NULL, TO_ROOM ); sprintf(buf,"You buy $p for %d coins.",cost); act( buf, ch, obj, NULL, TO_CHAR ); } ch->gold -= cost * number; keeper->gold += cost * number; 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->item_type == ITEM_POTION) || (t_obj->item_type == ITEM_SCROLL)) t_obj->timer = UMAX(24, (2*keeper->level)); else t_obj->timer = 0; obj_to_char( t_obj, ch ); if (cost < t_obj->cost) t_obj->cost = cost; t_obj->size = ch->size; t_obj->condition = 100; /* shopkeeper does auto repairing */ } } } 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; 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) ) { if ( !found ) { found = TRUE; send_to_char( "Pets for sale:\n\r", ch ); } sprintf( buf, "[%2d] %8d - %s\n\r", pet->level, 10 * pet->level * pet->level, pet->short_descr ); send_to_char( buf, ch ); } } if ( !found ) send_to_char( "Sorry, we're out of pets 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( "[{gLv {yPrice {rQty{w] Item\n\r", ch ); } /* elfren added below for multiple listings */ if (IS_OBJ_STAT(obj,ITEM_INVENTORY)) sprintf(buf,"[{G%2d {Y%5d {R-- {w] {W%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++; } sprintf(buf,"[{G%2d {Y%5d {R%2d {w] {W%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; smash_tilde(argument); 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 ( ( obj = get_obj_carry( ch, arg ) ) == 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("$n doesn't see what you are offering.",keeper,NULL,ch,TO_VICT); return; } /* won't buy rotting goods */ if ( obj->timer || ( cost = get_cost( keeper, obj, FALSE ) ) <= 0 ) { act( "$n looks uninterested in $p.", keeper, obj, ch, TO_VICT ); return; } if ( cost > keeper->gold ) { act("$n tells you 'I'm afraid I don't have enough gold to buy $p.", keeper,obj,ch,TO_VICT); return; } act( "$n sells $p.", ch, obj, NULL, TO_ROOM ); /* haggle */ /* Zeran - haggle is broken for low cost items */ /* roll = number_percent(); if (!IS_NPC(ch) && roll < ch->pcdata->learned[gsn_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->gold); check_improve(ch,gsn_haggle,TRUE,4); } */ sprintf( buf, "You sell $p for %d gold piece%s.", cost, cost == 1 ? "" : "s" ); act( buf, ch, obj, NULL, TO_CHAR ); ch->gold += cost; keeper->gold -= cost; if ( keeper->gold < 0 ) keeper->gold = 0; if ( obj->item_type == ITEM_TRASH ) { extract_obj( obj ); } else { obj_from_char( obj ); /* Timer ... removed the reset of timer so rare items won't purge in shops. elfren */ /* obj->timer = number_range(50,100); */ obj_to_keeper( obj, keeper ); } return; } void do_value( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; char arg[MAX_INPUT_LENGTH]; CHAR_DATA *keeper; OBJ_DATA *obj; int cost; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Value what?\n\r", ch ); return; } if ( ( keeper = find_keeper( ch ) ) == NULL ) return; if ( ( obj = get_obj_carry( ch, arg ) ) == NULL ) { act( "$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 '%d gold coins is all I will pay for $p'.", cost ); act( buf, keeper, obj, ch, TO_VICT ); ch->reply = keeper; return; } /* Zeran - check size of object to wear, and kick out size message. */ bool wear_obj_size (CHAR_DATA *ch, OBJ_DATA *obj) { if (obj->size == SIZE_UNKNOWN) return TRUE; if (IS_IMMORTAL(ch)) return TRUE; if (ch->level <= 5) /* auto resizing for newbies */ { obj->size = ch->size; return TRUE; } if (obj->size < ch->size) { send_to_char ("That object is too small for you!\n\r",ch); act( "$n tries to use $p, but it is too small for him.", ch, obj, NULL, TO_ROOM ); return FALSE; } if (obj->size > ch->size) { send_to_char ("That object is too large for you!\n\r",ch); act( "$n tries to use $p, but it is too large for him.", ch, obj, NULL, TO_ROOM ); return FALSE; } return TRUE; } void do_resize( CHAR_DATA *ch, char *argument ) { char *remainder; char arg[MAX_INPUT_LENGTH]; CHAR_DATA *keeper; OBJ_DATA *obj; int cost; remainder = one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Resize what?\n\r", ch ); return; } if ( ( keeper = find_keeper( ch ) ) == NULL ) { send_to_char ("There is no shopkeeper here.\n\r",ch); return; } if ( ( obj = get_obj_carry( ch, arg ) ) == NULL ) { act( "$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("$n doesn't see what you are offering.",keeper,NULL,ch,TO_VICT); return; } if ( obj->timer || ( cost = get_cost( keeper, obj, FALSE ) ) <= 0 ) { act( "$n looks very puzzled, he doesn't seem to know how to resize $p.", keeper, obj, ch, TO_VICT ); return; } if (obj->size == ch->size) { act( "$n tells you 'Quit wasting my time, that thing is already perfectly sized for you.'", keeper, NULL, ch, TO_VICT ); return; } cost = (abs(ch->size - obj->size) * .1) * obj->pIndexData->cost; 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 painstakingly resizes $p.", keeper, obj, NULL, TO_ROOM ); obj->size = ch->size; WAIT_STATE (ch, 2*PULSE_VIOLENCE); ch->gold -= cost; keeper->gold += cost; return; } void do_repair( CHAR_DATA *ch, char *argument ) { char *remainder; char outbuf[128]; char arg[MAX_INPUT_LENGTH]; CHAR_DATA *keeper; OBJ_DATA *obj; int cost; remainder = one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Repair what?\n\r", ch ); return; } if ( ( keeper = find_keeper( ch ) ) == NULL ) { send_to_char ("There is no shopkeeper here.\n\r",ch); return; } if ( ( obj = get_obj_carry( ch, arg ) ) == NULL ) { act( "$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("$n doesn't see what you are offering.",keeper,NULL,ch,TO_VICT); return; } if ( obj->timer || ( cost = get_cost( keeper, obj, FALSE ) ) <= 0 ) { act( "$n looks very puzzled, he doesn't seem to know how to repair $p.", keeper, obj, ch, TO_VICT ); return; } if (obj->condition == 100) { act( "$n tells you 'Quit wasting my time, that thing is already in perfect condition.'", keeper, NULL, ch, TO_VICT ); return; } if (obj->condition == 0) { act( "$n tells you 'Quit wasting my time, that thing is far too damaged for me to repair.'", keeper, NULL, ch, TO_VICT ); return; } cost = obj->pIndexData->cost * (100 - obj->condition) / 100; remainder = one_argument (remainder, arg); if (!str_cmp (arg, "cost")) { sprintf (outbuf, "$n tells you 'Repairing that will cost %d gold.'",cost); act (outbuf, keeper, NULL, ch, TO_VICT ); return; } if (cost > ch->gold) { sprintf (outbuf, "$n tells you 'Repairing that will cost %d gold.'", cost); act (outbuf, keeper, NULL, ch, TO_VICT ); act( "$n tells you 'You don't have enough money'.", keeper, NULL, ch, TO_VICT ); return; } act( "$n painstakingly repairs $p.", keeper, obj, NULL, TO_ROOM ); sprintf (outbuf,"You give %d gold to $n for the cost of repair.",cost); act(outbuf, keeper, NULL, ch, TO_VICT ); set_obj_cond (obj, 100); WAIT_STATE (ch, 2*PULSE_VIOLENCE); ch->gold -= cost; keeper->gold += cost; return; } void do_search (CHAR_DATA *ch, char *argument) { OBJ_DATA *inside_obj; OBJ_DATA *ptr; EXIT_DATA *pexit; int base_chance=50; int door_chance; int chance; bool found=FALSE; bool foundHdoor=FALSE; int count; int pInt = get_curr_stat (ch, STAT_INT); char messbuf[128]; ch->searching = TRUE; base_chance = base_chance + 5*(pInt - 20) ; if (argument[0]!='\0') { inside_obj = get_obj_here (ch, argument); if (inside_obj == NULL) { send_to_char ("You can't find it.\n\r",ch); ch->searching = FALSE; return; } ptr = inside_obj->contains; for (;ptr != NULL; ptr=ptr->next_content) { if (IS_SET(ptr->extra_flags, ITEM_CONCEALED) && can_see_obj(ch, ptr)) { chance = base_chance + (ch->level - ptr->level); chance = URANGE (1, chance, 99); if (number_percent() < chance) { found=TRUE; ptr->extra_flags -= ITEM_CONCEALED; } } } /* end for loop */ } /* end inside another object routine */ else /*search for objects and doors*/ { door_chance = ch->level/2 ; if (pInt > 18) door_chance = door_chance + 5*(pInt - 18); ptr = ch->in_room->contents; for (;ptr != NULL ; ptr=ptr->next_content) { if (IS_SET(ptr->extra_flags, ITEM_CONCEALED) && can_see_obj (ch, ptr)) { chance = base_chance + (ch->level - ptr->level); chance = URANGE (1, chance, 99); if (number_percent() < chance) { found=TRUE; ptr->extra_flags -= ITEM_CONCEALED; } } } /* end for loop */ for (count =0; count < 6 ; count++) { pexit = ch->in_room->exit[count]; if (!pexit) continue; if ( IS_SET(pexit->exit_info, EX_CLOSED) && IS_SET(pexit->exit_info, EX_HIDDEN) ) { if (number_percent() < door_chance) /* found door */ { sprintf(messbuf, "You find a secret door leading %s!\n\r", dir_name[count] ); send_to_char (messbuf,ch); foundHdoor=TRUE; } } } /*end for loop*/ } /* end in room section */ WAIT_STATE (ch, 2*PULSE_VIOLENCE); if (found) send_to_char ("You've found something concealed!\n\r",ch); else if (!found && !foundHdoor) send_to_char ("You find nothing of interest.\n\r",ch); ch->searching = FALSE; return; }