/*************************************************************************** * 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. * ***************************************************************************/ /********************************************************** *************** S U N D E R M U D *** 2 . 0 ************** ********************************************************** * The unique portions of the SunderMud code as well as * * the integration efforts for code from other sources is * * based primarily on the efforts of: * * * * Lotherius <aelfwyne@operamail.com> (Alvin W. Brinson) * * and many others, see "help sundermud" in the mud. * **********************************************************/ #include "everything.h" /* command procedures needed */ DECLARE_DO_FUN ( do_yell ); DECLARE_DO_FUN ( do_say ); void do_split args ( ( CHAR_DATA *ch, char *argument, bool tax ) ); /* * Local functions. */ bool remove_obj args ( ( CHAR_DATA * ch, int iWear, bool fReplace ) ); void wear_obj args ( ( CHAR_DATA * ch, OBJ_DATA * obj, bool fReplace ) ); CHAR_DATA *find_keeper args ( ( CHAR_DATA * ch ) ); int get_cost args ( ( CHAR_DATA * keeper, OBJ_DATA * obj, bool fBuy ) ); /* Lotherius added 2 next lines for new shop code */ void obj_to_keeper args ( ( OBJ_DATA * obj, CHAR_DATA * ch ) ); OBJ_DATA *get_obj_keeper args ( ( CHAR_DATA * ch, CHAR_DATA * keeper, char *argument ) ); bool belongs args ( ( CHAR_DATA *ch, OBJ_DATA *obj) ); char *obj_cond args ( ( OBJ_DATA * obj ) ); void check_damage_obj args ( ( CHAR_DATA * ch, OBJ_DATA * obj, int chance, int damtype ) ); void damage_obj args ( ( CHAR_DATA * ch, OBJ_DATA * obj, int damage, int damtype ) ); void set_obj_cond args ( ( OBJ_DATA * obj, int condition ) ); /* Lotherius - taxation. Characters will be payed amount - any applicable taxes * Don't exclude NPC's... They pay taxes too if they get gold with do_pay * Send any message about the character getting gold like normal, this will only * inform of any taxes paid. */ void do_pay ( CHAR_DATA *ch, int amount ) { int tax; if ( amount <= 0 ) // No tax on negative amounts { ch->gold += amount; return; } // All non-clan taxes should be added above here. // if ( IS_NPC ( ch ) ) return; if ( !ch->pcdata->clan ) { ch->gold += amount; return; } // Below here assumes ch->pcdata->clan == TRUE // Do clan taxation // if ( ch->pcdata->clan->clanmtax > 0 ) { tax = amount * ch->pcdata->clan->clanmtax / 100; if ( tax > 0 ) { // Below is an example of some of the wierd mistakes the compiler DOESN'T catch... // send_to_char ( "You are charged ${Y%d{x tax by your clan.\n\r", ch ); // Which I did all too often, which is why I wrote the following: form_to_char ( ch, "You are charged ${Y%d{x tax by your clan.\n\r", tax ); amount -= tax; ch->pcdata->clan->clanbank += tax; } } ch->gold += amount; return; } /* RT part of the corpse looting code */ /* Lotherius - extended.. */ bool can_loot ( CHAR_DATA * ch, OBJ_DATA * obj ) { CHAR_DATA *owner, *wch; if ( IS_IMMORTAL ( ch ) ) return TRUE; if ( !obj->owner || obj->owner == NULL ) return TRUE; owner = NULL; for ( wch = char_list; wch != NULL; wch = wch->next ) if ( !str_cmp ( wch->name, obj->owner ) ) owner = wch; if ( owner == NULL ) return TRUE; if ( !str_cmp ( ch->name, owner->name ) ) return TRUE; if ( !IS_NPC ( owner ) && IS_SET ( owner->act, PLR_CANLOOT ) ) return TRUE; if ( is_same_group ( ch, owner ) ) return TRUE; return FALSE; } void get_obj ( CHAR_DATA * ch, OBJ_DATA * obj, OBJ_DATA * container ) { CHAR_DATA *gch; int members; if ( !CAN_WEAR ( obj, ITEM_TAKE ) ) { send_to_char ( "You can't take that.\n\r", ch ); return; } if (obj->owner && IS_NPC(ch) ) return; if ( ch->carry_number + get_obj_number ( obj ) > can_carry_n ( ch ) ) { act ( "$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 ( "$d: you can't carry that much weight.", ch, NULL, obj->name, TO_CHAR ); return; } if ( !can_loot ( ch, obj ) ) return; if ( obj->in_room != NULL ) { for ( gch = obj->in_room->people; gch != NULL; gch = gch->next_in_room ) if ( gch->on == obj ) { act ( "$N appears to be using $p.", ch, obj, gch, TO_CHAR ); return; } } if ( 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 ) { if ( !IS_SET ( ch->act, PLR_AUTOSPLIT ) ) do_pay ( ch, obj->value[0] ); else { /* 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 ) { ch->gold += obj->value[0]; // itos is my int to char cheat. do_split ( ch, itos(obj->value[0]), TRUE ); } else do_pay ( ch, obj->value[0] ); } extract_obj ( obj ); } else { obj_to_char ( obj, ch ); if ( HAS_TRIGGER_OBJ( obj, TRIG_GET ) ) p_give_trigger( NULL, obj, NULL, ch, obj, TRIG_GET ); if ( HAS_TRIGGER_ROOM( ch->in_room, TRIG_GET ) ) p_give_trigger( NULL, NULL, ch->in_room, ch, obj, TRIG_GET ); } 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 ) || is_name_abbv ( &arg1[4], obj->name ) ) && can_see_obj ( ch, obj ) ) { found = TRUE; get_obj ( ch, obj, NULL ); } } if ( !found ) { if ( arg1[3] == '\0' ) send_to_char ( "I see nothing here.\n\r", ch ); else act ( "I see no $T here.", ch, NULL, &arg1[4], TO_CHAR ); } } } else { /* 'get ... container' */ if ( !str_cmp ( arg2, "all" ) || !str_prefix ( "all.", arg2 ) ) { send_to_char ( "You can't do that.\n\r", ch ); return; } if ( ( container = get_obj_here ( ch, NULL, arg2 ) ) == NULL ) { act ( "I see no $T here.", ch, NULL, arg2, TO_CHAR ); return; } switch ( container->item_type ) { default: send_to_char ( "That's not a container.\n\r", ch ); return; case ITEM_CONTAINER: case ITEM_CORPSE_NPC: 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 ) || is_name_abbv ( &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, NULL, arg2 ) ) == NULL ) { act ( "I see no $T here.", ch, NULL, arg2, TO_CHAR ); return; } if ( container->item_type != ITEM_CONTAINER ) { send_to_char ( "That's not a container.\n\r", ch ); return; } if ( IS_SET ( container->value[1], CONT_CLOSED ) ) { act ( "The $d is closed.", ch, NULL, container->name, TO_CHAR ); return; } if ( str_cmp ( arg1, "all" ) && str_prefix ( "all.", arg1 ) ) { /* 'put obj container' */ if ( ( obj = get_obj_carry ( ch, arg1, NULL ) ) == NULL ) { send_to_char ( "You do not have that item.\n\r", ch ); return; } if ( obj == container ) { send_to_char ( "You can't fold it into itself.\n\r", ch ); return; } if ( !can_drop_obj ( ch, obj ) ) { send_to_char ( "You can't let go of it.\n\r", ch ); return; } if ( get_obj_weight ( obj ) + get_obj_weight ( container ) > container->value[0] ) { send_to_char ( "It won't fit.\n\r", ch ); return; } if ( container->pIndexData->vnum == OBJ_VNUM_PIT && !CAN_WEAR ( container, ITEM_TAKE ) ) { if ( obj->timer ) { send_to_char( "Only permanent items may go in the pit.\n\r", ch ); return; } else obj->timer = number_range ( 100, 200 ); /* This was outside the following bracket before, instead of inside -- oopsie */ } obj_from_char ( obj ); obj_to_obj ( obj, container ); act ( "$n puts $p in $P.", ch, obj, container, TO_ROOM ); act ( "You put $p in $P.", ch, obj, container, TO_CHAR ); } else { /* 'put all container' or 'put all.obj container' */ for ( obj = ch->carrying; obj != NULL; obj = obj_next ) { obj_next = obj->next_content; if ( ( arg1[3] == '\0' || is_name ( &arg1[4], obj->name ) || is_name_abbv ( &arg1[4], obj->name ) ) && can_see_obj ( ch, obj ) && obj->wear_loc == WEAR_NONE && obj != container && can_drop_obj ( ch, obj ) && get_obj_weight ( obj ) + get_obj_weight ( container ) <= container->value[0] ) { if ( container->pIndexData->vnum == OBJ_VNUM_PIT && !CAN_WEAR ( obj, ITEM_TAKE ) ) { if ( obj->timer ) continue; else obj->timer = number_range ( 100, 200 ); } obj_from_char ( obj ); obj_to_obj ( obj, container ); act ( "$n puts $p in $P.", ch, obj, container, TO_ROOM ); act ( "You put $p in $P.", ch, obj, container, TO_CHAR ); } } } return; } void do_drop ( CHAR_DATA * ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; OBJ_DATA *obj_next; bool found; argument = one_argument ( argument, arg ); if ( arg[0] == '\0' ) { send_to_char ( "Drop what?\n\r", ch ); return; } if ( is_number ( arg ) ) { /* 'drop NNNN coins' */ int amount; amount = atoi ( arg ); argument = one_argument ( argument, arg ); if ( amount <= 0 || ( str_cmp ( arg, "coins" ) && str_cmp ( arg, "coin" ) && str_cmp ( arg, "gold" ) ) ) { send_to_char ( "Sorry, you can't do that.\n\r", ch ); return; } if ( ch->gold < amount ) { send_to_char ( "You haven't got that many coins.\n\r", ch ); return; } ch->gold -= amount; for ( obj = ch->in_room->contents; obj != NULL; obj = obj_next ) { obj_next = obj->next_content; switch ( obj->pIndexData->vnum ) { case OBJ_VNUM_MONEY_ONE: amount += 1; extract_obj ( obj ); break; case OBJ_VNUM_MONEY_SOME: amount += obj->value[0]; extract_obj ( obj ); break; } } // Well you COULD put an obj script on created money... // and rooms definitely could respond to dropped money. obj_to_room ( create_money ( amount ), ch->in_room ); if ( HAS_TRIGGER_OBJ( obj, TRIG_DROP ) ) p_give_trigger( NULL, obj, NULL, ch, obj, TRIG_DROP ); if ( HAS_TRIGGER_ROOM( ch->in_room, TRIG_DROP ) ) p_give_trigger( NULL, NULL, ch->in_room, ch, obj, TRIG_DROP ); act ( "$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 ) ) == 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 $p.", ch, obj, NULL, TO_CHAR ); if ( HAS_TRIGGER_OBJ( obj, TRIG_DROP ) ) p_give_trigger( NULL, obj, NULL, ch, obj, TRIG_DROP ); if ( HAS_TRIGGER_ROOM( ch->in_room, TRIG_DROP ) ) p_give_trigger( NULL, NULL, ch->in_room, ch, obj, TRIG_DROP ); } else { /* 'drop all' or 'drop all.obj' */ found = FALSE; for ( obj = ch->carrying; obj != NULL; obj = obj_next ) { obj_next = obj->next_content; if ( ( arg[3] == '\0' || is_name ( &arg[4], obj->name ) || is_name_abbv ( &arg[4], obj->name ) ) && can_see_obj ( ch, obj ) && obj->wear_loc == WEAR_NONE && can_drop_obj ( ch, obj ) ) { found = TRUE; obj_from_char ( obj ); obj_to_room ( obj, ch->in_room ); act ( "$n drops $p.", ch, obj, NULL, TO_ROOM ); act ( "You drop $p.", ch, obj, NULL, TO_CHAR ); if ( HAS_TRIGGER_OBJ( obj, TRIG_DROP ) ) p_give_trigger( NULL, obj, NULL, ch, obj, TRIG_DROP ); if ( HAS_TRIGGER_ROOM( ch->in_room, TRIG_DROP ) ) p_give_trigger( NULL, NULL, ch->in_room, ch, obj, TRIG_DROP ); } } if ( !found ) { if ( arg[3] == '\0' ) act ( "You are not carrying anything.", ch, NULL, arg, TO_CHAR ); else act ( "You are not carrying any $T.", ch, NULL, &arg[4], TO_CHAR ); } } return; } void do_give ( CHAR_DATA * ch, char *argument ) { char arg1[MIL]; char arg2[MIL]; char buf[MIL]; CHAR_DATA *victim; OBJ_DATA *obj; argument = one_argument ( argument, arg1 ); argument = one_argument ( argument, arg2 ); if ( arg1[0] == '\0' || arg2[0] == '\0' ) { send_to_char ( "Give what to whom?\n\r", ch ); return; } if ( is_number ( arg1 ) ) { /* 'give NNNN coins victim' */ int amount; amount = atoi ( arg1 ); if ( amount <= 0 || ( str_cmp ( arg2, "coins" ) && str_cmp ( arg2, "coin" ) && str_cmp ( arg2, "gold" ) ) ) { send_to_char ( "Sorry, you can't do that.\n\r", ch ); return; } argument = one_argument ( argument, arg2 ); if ( arg2[0] == '\0' ) { send_to_char ( "Give what to whom?\n\r", ch ); return; } if ( ( victim = get_char_room ( ch, NULL, arg2 ) ) == NULL ) { send_to_char ( "They aren't here.\n\r", ch ); return; } if ( ch->gold < amount ) { send_to_char ( "You haven't got that much gold.\n\r", ch ); return; } ch->gold -= amount; victim->gold += amount; SNP ( buf, "$n gives you %d gold.", amount ); act ( buf, ch, NULL, victim, TO_VICT ); act ( "$n gives $N some gold.", ch, NULL, victim, TO_NOTVICT ); SNP ( buf, "You give $N %d gold.", amount ); act ( buf, ch, NULL, victim, TO_CHAR ); /* * Bribe trigger */ if ( IS_NPC(victim) && HAS_TRIGGER_MOB( victim, TRIG_BRIBE ) ) p_bribe_trigger( victim, ch, amount ); return; } if ( ( obj = get_obj_carry ( ch, arg1, NULL ) ) == NULL ) { send_to_char ( "You do not have that item.\n\r", ch ); return; } if ( obj->wear_loc != WEAR_NONE ) { send_to_char ( "You must remove it first.\n\r", ch ); return; } if ( ( victim = get_char_room ( ch, NULL, arg2 ) ) == NULL ) { send_to_char ( "They aren't here.\n\r", ch ); return; } /* Players & charmed mobs may not give to a shop. All others may. */ if (IS_NPC(victim) && victim->pIndexData->pShop != NULL) { if (!IS_NPC(ch) ) { act("$N tells you 'Sorry, you'll have to sell that.'", ch,NULL,victim,TO_CHAR); ch->reply = victim; return; } else { if (IS_AFFECTED ( ch, AFF_CHARM ) ) { act ("$N tells $n that $s master needs to get a life.", ch,NULL,victim,TO_NOTVICT); return; } } } if ( !can_drop_obj ( ch, obj ) ) { send_to_char ( "You can't let go of it.\n\r", ch ); return; } if ( victim->carry_number + get_obj_number ( obj ) > can_carry_n ( victim ) ) { act ( "$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 ( "$N can't see it.", ch, NULL, victim, TO_CHAR ); return; } obj_from_char ( obj ); obj_to_char ( obj, victim ); MOBtrigger = FALSE; act ( "$n gives $p to $N.", ch, obj, victim, TO_NOTVICT ); act ( "$n gives you $p.", ch, obj, victim, TO_VICT ); act ( "You give $p to $N.", ch, obj, victim, TO_CHAR ); MOBtrigger = TRUE; /* * Give trigger */ if ( IS_NPC(victim) && HAS_TRIGGER_MOB( victim, TRIG_GIVE ) ) p_give_trigger( victim, NULL, NULL, ch, obj, TRIG_GIVE ); if ( HAS_TRIGGER_OBJ( obj, TRIG_GIVE ) ) p_give_trigger( NULL, obj, NULL, ch, obj, TRIG_GIVE ); if ( HAS_TRIGGER_ROOM( ch->in_room, TRIG_GIVE ) ) p_give_trigger( NULL, NULL, ch->in_room, ch, obj, TRIG_GIVE ); return; } /* envenom added Lotherius */ /* 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 ) || obj->owner ) { 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 ) ) == 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 a different kind of 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 $p.", ch, obj, NULL, TO_CHAR ); obj->value[2] = 0; obj->value[1] = obj->value[0]; return; } void do_drink ( CHAR_DATA * ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; int amount; int liquid; // Why one_argument? one_argument ( argument, arg ); if ( arg[0] == '\0' ) { for ( obj = ch->in_room->contents; obj; obj = obj->next_content ) { if ( obj->item_type == ITEM_FOUNTAIN ) break; } if ( obj == NULL ) { send_to_char ( "Drink what?\n\r", ch ); return; } } else { if ( ( obj = get_obj_here ( ch, NULL, arg ) ) == NULL ) { send_to_char ( "You can't find it.\n\r", ch ); return; } } if ( !IS_NPC ( ch ) && ch->pcdata->condition[COND_DRUNK] > 10 ) { send_to_char ( "You fail to reach your mouth. *Hic*\n\r", ch ); return; } /* I guess I was thinking of owned drink containers?? */ if (obj->owner && !belongs(ch, obj) ) { send_to_char( "The liquid does not quench your thirst.\n\r", ch); return; } switch ( obj->item_type ) { default: send_to_char ( "You can't drink from that.\n\r", ch ); break; case ITEM_FOUNTAIN: if ( !IS_NPC ( ch ) ) ch->pcdata->condition[COND_THIRST] = 48; act ( "$n drinks from $p.", ch, obj, NULL, TO_ROOM ); send_to_char ( "You are no longer thirsty.\n\r", ch ); break; case ITEM_DRINK_CON: if ( obj->value[1] <= 0 ) { send_to_char ( "It is already empty.\n\r", ch ); return; } if ( ( liquid = obj->value[2] ) >= LIQ_MAX ) { bugf ( "Do_drink: bad liquid number %d.", liquid ); liquid = obj->value[2] = 0; } act ( "$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 feel sick.\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 ) ) == 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 ( "You can't eat that.\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 feel sick.\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 $p.", ch, obj, NULL, TO_CHAR ); return FALSE; } if ( unequip_char ( ch, obj ) ) { if ( HAS_TRIGGER_OBJ( obj, TRIG_REMOVE ) ) p_percent_trigger( NULL, obj, NULL, ch, NULL, NULL, TRIG_REMOVE ); else { act ( "$n stops using $p.", ch, obj, NULL, TO_ROOM ); act ( "You stop using $p.", ch, obj, NULL, TO_CHAR ); } } return TRUE; } /* * New wear_obj by Lotherius - Still wears one object, hopefully less haphazard :) * Option: fReplace = Replace existing objects or not * * Notes: * - TRIG_WEAR: Doesn't block equipping the object. Rather, it replaces the act messages. * Builders wishing to prevent wearing must remove the object explicitly. * * - wear_flags: Builders must take care not to frivolously add too many wear flags. * The first flag matched in most cases (light & hold are treated specially) * will be the one attempted. Some of these cases are now checked for in * db.c - watch the logfile for related bug notices. */ void wear_obj ( CHAR_DATA * ch, OBJ_DATA * obj, bool fReplace ) { OBJ_DATA *weapon; OBJ_DATA *tmp; int sn, skill; bool wmatch = FALSE; int wdata; // Which wear_info slot to use... // Let's first check some failures. // switch ( obj->item_type ) { case ITEM_FURNITURE: case ITEM_TRASH: case ITEM_BOAT: case ITEM_MONEY: { act ( "$n can't seem to figure out how to use $p.", ch, obj, NULL, TO_ROOM ); act ( "You can't wear, wield, or use $p.", ch, obj, NULL, TO_CHAR ); return; } case ITEM_WEAPON: if ( !IS_NPC ( ch ) && ch->pcdata->pclass == class_lookup ( "monk" ) ) { send_to_char ( "Your code does not allow you to take up a weapon.\n\r", ch ); return; } case ITEM_ARMOR: if ( IS_SET ( obj->wear_flags, ITEM_WEAR_SHIELD ) ) { if ( !IS_NPC ( ch ) && ch->pcdata->pclass == class_lookup ( "monk" ) ) { send_to_char ( "A shield would impair your fighting style too much.\n\r", ch ); return; } } break; } if ( ch->level < obj->level ) { form_to_char ( ch, "You must be level %d to use this object.\n\r", obj->level ); act ( "$n tries to use $p, but is too inexperienced.", ch, obj, NULL, TO_ROOM ); return; } if (obj->owner && !belongs(ch, obj) ) { form_to_char ( ch, "The %s belongs to %s, and you cannot use it.\n\r", obj->short_descr, obj->owner ); act ( "$n tries to use $p, but it belongs to someone else.", ch, obj, NULL, TO_ROOM ); return; } /* Lotherius - the below left for reference for the day when/if size goes back in. */ /* Zeran - any item type checked after this point will also be * checked for size. */ // if ( !wear_obj_size ( ch, obj ) ) // return; // Let's get the proper wear_info and associated flags.. // for ( wdata = 0; wdata < MAX_WEAR; wdata++ ) { if ( !IS_SET ( obj->wear_flags, wear_info[wdata].item_flag ) ) continue; else // Match { /* Since there's no ITEM_ flag for lights we have a problem here I'm going to hack around. */ if ( ( wdata == WEAR_HOLD && obj->item_type == ITEM_LIGHT ) || ( wdata == WEAR_LIGHT && obj->item_type != ITEM_LIGHT ) ) continue; switch ( wdata ) /* Special cases BEFORE removing an object. */ { case WEAR_FINGER_L: /* Right doesn't need to be checked, since it comes later in the list. */ tmp = get_eq_char (ch, WEAR_FINGER_L); if ( tmp ) /* If there is something on the left finger... */ { tmp = get_eq_char ( ch, WEAR_FINGER_R ); /* Check for something on the right. */ if ( !tmp ) /* Right finger is empty */ continue; /* Skip so that item will be worn on right finger */ /* without removing item on left finger */ } break; case WEAR_NECK_1: /* neck 2 comes later in the list, doesn't need checked */ tmp = get_eq_char (ch, WEAR_NECK_1); if ( tmp ) /* If there is something on Neck 1 */ { tmp = get_eq_char ( ch, WEAR_FINGER_R ); /* Check for something on Neck 2 */ if ( !tmp ) /* Neck 2 is empty */ continue; /* Skip so that item will be worn on Neck 2 */ /* without removing item on left finger */ } break; case WEAR_WRIST_L: /* Same routine - right is later in list, no checking */ tmp = get_eq_char (ch, WEAR_WRIST_L); if ( tmp ) /* If there is something on the left wrist... */ { tmp = get_eq_char ( ch, WEAR_WRIST_R ); /* Check for something on the right. */ if ( !tmp ) /* Right wrist is empty */ continue; /* Skip so that item will be worn on right wrist */ /* without removing item on left wrist */ } break; default: break; } if ( !remove_obj ( ch, wdata, fReplace ) ) // See if existing can be removed continue; // Couldn't wear it here. switch ( wdata ) /* Special cases AFTER removing an object */ { case WEAR_HOLD: weapon = get_eq_char(ch,WEAR_WIELD2); if (weapon) { send_to_char("You don't have a free hand.\n\r", ch); return; } weapon = get_eq_char(ch, WEAR_WIELD); if (weapon != NULL && ch->size < SIZE_LARGE && IS_SET(weapon->wear_flags, ITEM_TWO_HANDS)) { send_to_char("It takes both of your hands just to hold your weapon!\n\r", ch); return; } break; case WEAR_WIELD: 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 || get_eq_char ( ch, ITEM_HOLD) != NULL ) ) { send_to_char ( "You need two hands free for that weapon.\n\r", ch ); return; } break; case WEAR_WIELD2: // Special case! Wield must have been checked before wield2... The order of the // wear_info assures that, another reason not to change the order! // // This will direct the player to use the dual command. if (get_skill ( ch, gsn_dual ) > 1) { send_to_char ( "To wield a weapon in your off hand, use the \"dual\" command.\n\r", ch ); return; } if ( fReplace ) send_to_char ( "You'd be better off with a martini in your off hand.", ch ); return; break; case WEAR_SHIELD: 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 weapon is far too large for you to use a shield.\n\r", ch ); return; } weapon = get_eq_char ( ch, WEAR_WIELD2 ); if ( weapon != NULL ) { send_to_char( "A shield would throw off your balance while dual wielding.\n\r", ch ); return; } break; /* Special cases have been handled, now continue on with normal procedure. */ default: break; } if ( equip_char ( ch, obj, wdata ) ) { // Successful wearing. wmatch = TRUE; if ( HAS_TRIGGER_OBJ ( obj, TRIG_WEAR ) ) p_percent_trigger( NULL, obj, NULL, ch, NULL, NULL, TRIG_WEAR ); else { // Do stuff for the item type. switch ( wear_info[wdata].item_flag ) // Switch by wear location { // Only need case statements for items that won't match the grammer // of the generic act at the end correctly. case ITEM_HOLD: if ( obj->item_type == ITEM_LIGHT ) { act ( "$n lights $p and holds it.", ch, obj, NULL, TO_ROOM ); act ( "You light $p and hold it.", ch, obj, NULL, TO_CHAR ); } else { act ( "$n holds $p in $s hands.", ch, obj, NULL, TO_ROOM ); act ( "You hold $p in your hands.", ch, obj, NULL, TO_CHAR ); } break; case ITEM_WEAR_SHIELD: act ( "$n wears $p as a shield.", ch, obj, NULL, TO_ROOM ); act ( "You wear $p as a shield.", ch, obj, NULL, TO_CHAR ); break; case ITEM_WEAR_ABOUT: act ( "$n wears $p about $s body.", ch, obj, NULL, TO_ROOM ); act ( "You wear $p about your body.", ch, obj, NULL, TO_CHAR ); break; case ITEM_WIELD: act ( "$n wields $p.", ch, obj, NULL, TO_ROOM ); act ( "You wield $p.", ch, obj, NULL, TO_CHAR ); break; case ITEM_WEAR_PRIDE: act ( "$n wears $p with pride.", ch, obj, NULL, TO_ROOM ); act ( "You wear $p with pride.", ch, obj, NULL, TO_CHAR ); break; case ITEM_WEAR_FLOAT: act ( "$p starts floating near $n.", ch, obj, NULL, TO_ROOM ); act ( "$p starts floating beside you.", ch, obj, NULL, TO_CHAR ); break; default: { char buf[MIL]; SNP ( buf, "$n wears $p on $s %s.", wear_info[wdata].name ); act ( buf, ch, obj, NULL, TO_ROOM ); SNP ( buf, "You wear $p on your %s.", wear_info[wdata].name ); act ( buf, ch, obj, NULL, TO_CHAR ); } break; } } // Do some stuff that must be done even if the triggers went off // Using a switch here for future expansion if necessary. switch ( wear_info[wdata].item_flag ) { case ITEM_WIELD: sn = get_weapon_sn ( ch, FALSE ); if ( sn == gsn_hand_to_hand ) break; skill = get_weapon_skill ( ch, sn ); if ( skill >= 100 ) act ( "$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 $p.",ch,obj,NULL,TO_CHAR ); break; default: break; } } return; // Successfully removed an object, return now. } // End of the !removeobj loop } // End of the for loop // if ( !wmatch && fReplace ) send_to_char ( "You can't wear, wield, or hold that.\n\r", ch ); return; } void do_dual ( CHAR_DATA * ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; OBJ_DATA *weapon; one_argument ( argument, arg ); if (get_skill ( ch, gsn_dual ) <= 1) { send_to_char ( "You'd be better off with a martini in that hand.\n\r", ch); return; } if ( arg[0] == '\0' ) { send_to_char ( "Dual wield what?\n\r", ch ); return; } if ( ( obj = get_obj_carry ( ch, arg, NULL ) ) == NULL ) { send_to_char ( "You do not have that item.\n\r", ch ); return; } if (obj->owner && !belongs(ch, obj) ) { form_to_char ( ch, "The %s belongs to %s, and you cannot use it.\n\r", obj->short_descr, obj->owner ); act ( "$n tries to use $p, but it belongs to someone else.", ch, obj, NULL, TO_ROOM ); return; } if ( ch->level < obj->level ) { form_to_char ( ch, "You must be level %d to use this weapon.\n\r", obj->level ); act ( "$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 ( "A shield on your arm would throw off your balance.!\n\r", ch ); return; } if ( get_eq_char ( ch, WEAR_HOLD ) != NULL ) { send_to_char ( "You'll have to put down what you're holding first.\n\r", ch); return; } weapon = get_eq_char(ch,WEAR_WIELD); if (!weapon) { send_to_char ( "You need to be wielding a primary weapon first.\n\r", ch); return; } if (ch->size < SIZE_LARGE && IS_SET(weapon->wear_flags, ITEM_TWO_HANDS)) { send_to_char ( "Your primary weapon is far too large to hold in one hand.\n\r", ch); return; } if ( get_obj_weight( obj ) > (get_obj_weight(weapon)/2) ) { send_to_char ( "These two weapons are not balanced.\n\r", ch); return; } if ( equip_char ( ch, obj, WEAR_WIELD2 ) ) { // A little different here because there's no way to tell TRIG_WEAR that we're dualling // and we do need such a message. act ( "You wield $p in your off hand.", ch, obj, NULL, TO_CHAR ); if ( HAS_TRIGGER_OBJ( obj, TRIG_WEAR ) ) p_percent_trigger( NULL, obj, NULL, ch, NULL, NULL, TRIG_WEAR ); else { act ( "$n dual wields $p.", ch, obj, NULL, TO_ROOM ); } } sn = get_weapon_sn ( ch, TRUE ); /* hand to hand??? wtf? */ /* Okay... whatever.... can't hurt, don't see how it would be tho */ if ( sn == gsn_hand_to_hand ) return; skill = get_weapon_skill ( ch, sn ); if ( skill >= 100 ) act ( "$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 ) ) == NULL ) { send_to_char ( "You do not have that item.\n\r", ch ); return; } if ( obj->condition <= 2 ) 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" */ /* Lotherius - Modified to remove dual wield when primary removed */ void do_remove ( CHAR_DATA * ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; OBJ_DATA *obj; OBJ_DATA *tmp; OBJ_DATA *weapon; 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, TRUE ) ) == NULL ) { if ( !number ) form_to_char ( ch, "You don't have any %s.\n\r", arg2 ); done = TRUE; continue; } if ( obj->wear_loc == WEAR_WIELD ) { remove_obj ( ch, obj->wear_loc, TRUE ); weapon = get_eq_char ( ch, WEAR_WIELD2 ); if ( weapon != NULL ) { send_to_char ( "You put away the weapon in your off-hand too...\n\r", ch ); remove_obj ( ch, WEAR_WIELD2, TRUE ); } } else 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, TRUE ) ) == NULL ) { send_to_char ( "You do not have that item.\n\r", ch ); return; } if ( obj->wear_loc == WEAR_WIELD ) { remove_obj ( ch, obj->wear_loc, TRUE ); weapon = get_eq_char ( ch, WEAR_WIELD2 ); if ( weapon != NULL ) { send_to_char ( "You put away the weapon in your off-hand too...\n\r", ch ); remove_obj ( ch, WEAR_WIELD2, TRUE ); } } else remove_obj ( ch, obj->wear_loc, TRUE ); return; } // Donate is located in clan.c, and is a bit different than normal donation. // Now does all.foo AND all void do_sacrifice ( CHAR_DATA * ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; OBJ_DATA *obj; OBJ_DATA *obj_next; int gold; int count, sac_count = 0; bool done = FALSE; bool is_all = FALSE; bool is_many = FALSE; CHAR_DATA *gch; // For autosplit int members; // For autosplit char buffer[100]; // For autosplit one_argument ( argument, arg ); if (IS_NPC(ch)) { act( "$n wouldn't know whom to offer it to.", ch, NULL, NULL, TO_ROOM ); return; } if ( arg[0] == '\0' || !str_cmp ( arg, ch->name ) ) { act ( "$n offers $mself to Zeran, who graciously declines.", ch, NULL, NULL, TO_ROOM ); send_to_char ( "Zeran appreciates your offer and may accept it later.\n\r", ch ); return; } /* Lotherius - Check for "all" first */ if ( !str_cmp ( arg, "all" ) ) { is_many = TRUE; is_all = TRUE; } else /* Then check for all.foo */ { count = number_argument ( arg, arg2 ); if ( count == -1 ) // all.foo foo is in arg2 { is_many = TRUE; if ( arg2 == NULL || arg2[0] == '\0' ) { send_to_char ( "You'd like to sacrifice all of what?\n\r", ch ); } SLCPY ( arg, arg2 ); } } for ( obj = ch->in_room->contents; obj != NULL; obj = obj_next ) { obj_next = obj->next_content; if ( is_all == FALSE ) // Do we need to check keyword? { // Not everything.... if ( !is_name( arg2, obj->name ) && !is_name_abbv( arg2, obj->name ) ) // Not a match continue; // Skip to next item. // Is this the ONLY match we want? if ( is_many == FALSE ) done = TRUE; // Exit at the end of the loop if "is_many" is false. } if ( obj == NULL ) bugf ( "Null obj got into the loop on do_sacrifice." ); if ( IS_SET ( obj->extra_flags, ITEM_NO_SAC ) || obj->owner ) { send_to_char ( "That object cannot be sacrificed.\n\r", ch ); return; } for ( gch = obj->in_room->people; gch != NULL; gch = gch->next_in_room ) { if ( gch->on == obj ) { act ( "$N appears to be using $p.", ch, obj, gch, TO_CHAR ); return; } } 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 ) SNP ( buffer, "Zeran doesn't seem to notice your sacrifice of $p." ); else SNP ( buffer, "Zeran gives you %d gold for your $p.", gold ); act ( buffer, ch, obj, NULL, TO_CHAR ); if ( !IS_SET ( ch->act, PLR_AUTOSPLIT ) ) do_pay ( ch, gold ); else // Do autosplit { members = 0; for ( gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room ) { if ( is_same_group ( gch, ch ) ) members++; } if ( members > 1 && gold > 1 ) { ch->gold += gold; SNP ( buffer, "%d", gold ); do_split ( ch, buffer, TRUE ); } else do_pay ( ch, gold ); } act ( "$n sacrifices $p to Zeran.", ch, obj, NULL, TO_ROOM ); extract_obj ( obj ); sac_count++; if ( done ) return; } // End of for loop. return; } void do_quaff ( CHAR_DATA * ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; one_argument ( argument, arg ); if ( arg[0] == '\0' ) { send_to_char ( "Quaff what?\n\r", ch ); return; } if ( ( obj = get_obj_carry ( ch, arg, NULL ) ) == NULL ) { send_to_char ( "You do not have that potion.\n\r", ch ); return; } if ( obj->item_type != ITEM_POTION ) { send_to_char ( "You can quaff only potions.\n\r", ch ); return; } if ( ch->level < obj->level ) { send_to_char ( "This liquid is too powerful for you to drink.\n\r", ch ); return; } act ( "$n quaffs $p.", ch, obj, NULL, TO_ROOM ); act ( "You quaff $p.", ch, obj, NULL, TO_CHAR ); obj_cast_spell ( obj->value[1], obj->value[0], ch, ch, NULL ); obj_cast_spell ( obj->value[2], obj->value[0], ch, ch, NULL ); obj_cast_spell ( obj->value[3], obj->value[0], ch, ch, NULL ); /* Zeran - add waitstate to stop speed quaffing. */ WAIT_STATE ( ch, PULSE_VIOLENCE ); /* 1 potion per fight round */ extract_obj ( obj ); return; } void do_recite ( CHAR_DATA * ch, char *argument ) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; CHAR_DATA *victim; OBJ_DATA *scroll; OBJ_DATA *obj; argument = one_argument ( argument, arg1 ); argument = one_argument ( argument, arg2 ); if ( ( scroll = get_obj_carry ( ch, arg1, NULL ) ) == NULL ) { send_to_char ( "You do not have that scroll.\n\r", ch ); return; } if ( scroll->item_type != ITEM_SCROLL ) { send_to_char ( "You can recite only scrolls.\n\r", ch ); return; } if ( ch->level < scroll->level ) { send_to_char( "This scroll is too complex for you to comprehend.\n\r", ch ); return; } obj = NULL; if ( arg2[0] == '\0' ) { victim = ch; } else { if ( ( victim = get_char_room ( ch, NULL, arg2 ) ) == NULL && ( obj = get_obj_here ( ch, NULL, arg2 ) ) == NULL ) { send_to_char ( "You can't find it.\n\r", ch ); return; } } act ( "$n recites $p.", ch, scroll, NULL, TO_ROOM ); act ( "You recite $p.", ch, scroll, NULL, TO_CHAR ); WAIT_STATE ( ch, PULSE_VIOLENCE ); if ( number_percent ( ) >= 20 + get_skill ( ch, gsn_scrolls ) * 4 / 5 ) { send_to_char ( "You mispronounce a syllable.\n\r", ch ); check_improve ( ch, gsn_scrolls, FALSE, 2 ); } else { obj_cast_spell ( scroll->value[1], scroll->value[0], ch, victim, obj ); obj_cast_spell ( scroll->value[2], scroll->value[0], ch, victim, obj ); obj_cast_spell ( scroll->value[3], scroll->value[0], ch, victim, obj ); check_improve ( ch, gsn_scrolls, TRUE, 2 ); } extract_obj ( scroll ); return; } void do_brandish ( CHAR_DATA * ch, char *argument ) { CHAR_DATA *vch; CHAR_DATA *vch_next; OBJ_DATA *staff; int sn; if ( ( staff = get_eq_char ( ch, WEAR_HOLD ) ) == NULL ) { send_to_char ( "You hold nothing in your hand.\n\r", ch ); return; } if ( staff->item_type != ITEM_STAFF ) { send_to_char ( "You can brandish only with a staff.\n\r", ch ); return; } if ( ( sn = staff->value[3] ) < 0 || sn >= MAX_SKILL || skill_table[sn].spell_fun == 0 ) { bugf ( "Do_brandish: bad sn %d.", sn ); return; } WAIT_STATE ( ch, 2 * PULSE_VIOLENCE ); if ( staff->value[2] > 0 ) { act ( "$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 $p.", ch, staff, NULL, TO_CHAR ); act ( "...and nothing happens.", ch, NULL, NULL, TO_ROOM ); check_improve ( ch, gsn_staves, FALSE, 2 ); } else { for ( vch = ch->in_room->people; vch; vch = vch_next ) { vch_next = vch->next_in_room; switch ( skill_table[sn].target ) { default: bugf ( "Do_brandish: bad target for sn %d.", sn ); return; case TAR_IGNORE: if ( vch != ch ) continue; break; case TAR_CHAR_OFFENSIVE: if ( IS_NPC ( ch ) ? IS_NPC ( vch ) : !IS_NPC ( vch ) ) continue; break; case TAR_CHAR_DEFENSIVE: if ( IS_NPC ( ch ) ? !IS_NPC ( vch ) : IS_NPC ( vch ) ) continue; break; case TAR_CHAR_SELF: if ( vch != ch ) continue; break; } obj_cast_spell ( staff->value[3], staff->value[0], ch, vch, NULL ); check_improve ( ch, gsn_staves, TRUE, 2 ); } } } if ( --staff->value[2] <= 0 ) { act ( "$n's $p blazes bright and is gone.", ch, staff, NULL, TO_ROOM ); act ( "Your $p blazes bright and is gone.", ch, staff, NULL, TO_CHAR ); extract_obj ( staff ); } return; } void do_zap ( CHAR_DATA * ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; OBJ_DATA *wand; OBJ_DATA *obj; one_argument ( argument, arg ); if ( arg[0] == '\0' && ch->fighting == NULL ) { send_to_char ( "Zap whom or what?\n\r", ch ); return; } if ( ( wand = get_eq_char ( ch, WEAR_HOLD ) ) == NULL ) { send_to_char ( "You hold nothing in your hand.\n\r", ch ); return; } if ( wand->item_type != ITEM_WAND ) { send_to_char ( "You can zap only with a wand.\n\r", ch ); return; } obj = NULL; if ( arg[0] == '\0' ) { if ( ch->fighting != NULL ) { victim = ch->fighting; } else { send_to_char ( "Zap whom or what?\n\r", ch ); return; } } else { if ( ( victim = get_char_room ( ch, NULL, arg ) ) == NULL && ( obj = get_obj_here ( ch, NULL, arg ) ) == NULL ) { send_to_char ( "You can't find it.\n\r", ch ); return; } } WAIT_STATE ( ch, 2 * PULSE_VIOLENCE ); if ( wand->value[2] > 0 ) { if ( victim != NULL ) { act ( "$n zaps $N with $p.", ch, wand, victim, TO_ROOM ); act ( "You zap $N with $p.", ch, wand, victim, TO_CHAR ); } else { act ( "$n zaps $P with $p.", ch, wand, obj, TO_ROOM ); act ( "You zap $P with $p.", ch, wand, obj, TO_CHAR ); } 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 arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; CHAR_DATA *victim; OBJ_DATA *obj; int percent; int togain; int chance_to_steal; argument = one_argument ( argument, arg1 ); argument = one_argument ( argument, arg2 ); if ( arg1[0] == '\0' || arg2[0] == '\0' ) { send_to_char ( "Steal what from whom?\n\r", ch ); return; } if ( ( victim = get_char_room ( ch, NULL, arg2 ) ) == NULL ) { send_to_char ( "They aren't here.\n\r", ch ); return; } if ( victim == ch ) { send_to_char ( "That's pointless.\n\r", ch ); return; } if ( victim->master == ch ) { send_to_char ( "It's already yours.\n\r", ch); return; } if ( is_safe ( ch, victim, TRUE ) ) return; if ( !IS_NPC ( victim ) && is_safe ( ch, victim, TRUE ) ) { 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; } /* Fast automatic failures done, so apply the wait state now since * the stealing attempt is going to take place */ WAIT_STATE ( ch, skill_table[gsn_steal].beats ); 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 = 3 * ( diff - 10 ); if ( abs ( diff ) > 10 ) percent -= modifier; } /* ok, lets see what happens */ /* 4/11/99 Zeran - fix bug. If PC, use skill %, if a mob, make up * a value */ if ( IS_NPC ( ch ) ) chance_to_steal = 50; else chance_to_steal = ch->pcdata->learned[gsn_steal]; if ( percent > chance_to_steal ) { /*failed, didn't get object */ form_to_char ( ch, "You failed to steal from %s.\n\r", PERS ( victim, 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 * With the new obj_carry this shouldn't be necessary, however I * haven't updated this code yet - Lotherius */ bool add_det_invis = FALSE; bool remove_blind = FALSE; /* Zeran - fixed bug, target may already have this vision level */ if ( CAN_DETECT ( ch, DET_INVIS ) && !CAN_DETECT ( victim, DET_INVIS ) ) { add_det_invis = TRUE; SET_BIT ( victim->detections, DET_INVIS ); } if ( IS_AFFECTED ( victim, AFF_BLIND ) ) { remove_blind = TRUE; 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 { victim->gold -= amount; form_to_char ( ch, "Bingo! You got %d gold coins.\n\r", amount ); do_pay (ch, amount ); check_improve ( ch, gsn_steal, TRUE, 2 ); togain = ( victim->level - ch->level ) + 3; if ( togain >= 1 ) { togain = togain * 2.5; /* XP Boost Changes */ gain_exp ( ch, togain ); } } } else if ( ( obj = get_obj_carry ( victim, arg1, NULL ) ) == 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 if (obj->owner && !belongs(ch, obj) ) form_to_char ( ch, "The %s belongs to %s, and you cannot have it.\n\r", obj->short_descr, obj->owner ); else { form_to_char ( ch, "Bingo! You got %s. Better run while you can.\n\r", obj->short_descr ); 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 ) { togain = togain * 2.5; gain_exp ( ch, togain ); } } /*restore victim previous vision */ if ( add_det_invis ) SET_BIT (victim->detections, DET_INVIS ); if ( remove_blind ) SET_BIT (victim->affected_by, AFF_BLIND ); } /* Now, see if anyone noticed the thievery */ { CHAR_DATA *person; int chance; 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 ) ) { form_to_char ( ch, "You notice %s trying to steal from %s!\n\r", PERS ( ch, person ), PERS ( victim, person ) ); continue; } if ( ( person == victim ) && !IS_NPC ( person ) ) { form_to_char ( ch, "%s is trying to steal from you!\n\r", ( victim->position >= POS_RESTING ) ? PERS ( ch, person ) : "Someone" ); 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 */ return; } /* * Shopping commands. */ /* Say when a shop is open... */ void do_hours( CHAR_DATA *ch, char *args ) { char buf[MIL]; CHAR_DATA *keeper; SHOP_DATA *pShop; /* Check parms... */ if ( args[0] != '\0' ) { send_to_char("Syntax: hours\n\r", ch); return; } /* Find shop keeper... */ pShop = NULL; keeper = ch->in_room->people; while ( keeper != NULL && pShop == NULL ) { if ( keeper->pIndexData != NULL ) pShop = keeper->pIndexData->pShop; if (pShop == NULL) keeper = keeper->next_in_room; } if ( pShop == NULL ) { send_to_char( "There is no shop keeper here.\n\r", ch ); return; } /* Invisible or hidden people... */ if ( !can_see( keeper, ch ) ) { do_say( keeper, "What? Who said that? Is somebody there?" ); return; } /* Report opening hours... */ if ( pShop->open_hour == 0 && pShop->close_hour == 23 ) { do_say(keeper, "I am always open!"); return; } else if ( pShop->open_hour == 0 ) { SNP ( buf, "I am open from midnight until %d:00.", (pShop->close_hour + 1)); do_say(keeper, buf); return; } else if ( pShop->close_hour == 23 ) { SNP(buf, "I am open from %d:00 until midnight.", pShop->open_hour); do_say(keeper, buf); return; } else { SNP(buf, "I am open from %d:00 until %d:00.", pShop->open_hour, (pShop->close_hour + 1)); do_say(keeper, buf); return; } /* All done... */ return; } 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!" ); SNP ( 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!" ); SNP ( 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 && !IS_IMMORTAL ( ch ) ) { do_say ( keeper, "Sorry, I am closed. Come back later." ); return NULL; } if ( time_info.hour > pShop->close_hour && !IS_IMMORTAL ( ch ) ) { 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; } /* Lotherius - insert an object at the right spot for the keeper */ void obj_to_keeper ( OBJ_DATA * obj, CHAR_DATA * ch ) { OBJ_DATA *t_obj, *t_obj_next; /* see if any duplicates are found */ for ( t_obj = ch->carrying; t_obj != NULL; t_obj = t_obj_next ) { t_obj_next = t_obj->next_content; if ( obj->pIndexData == t_obj->pIndexData && !str_cmp ( obj->short_descr, t_obj->short_descr ) ) { /* if this is an unlimited item, destroy the new one */ if ( IS_OBJ_STAT ( t_obj, ITEM_INVENTORY ) ) { extract_obj ( obj ); return; } obj->cost = t_obj->cost; /* keep it standard */ break; } } if ( t_obj == NULL ) { obj->next_content = ch->carrying; ch->carrying = obj; } else { obj->next_content = t_obj->next_content; t_obj->next_content = obj; } obj->carried_by = ch; obj->in_room = NULL; obj->in_obj = NULL; ch->carry_number += get_obj_number ( obj ); ch->carry_weight += get_obj_weight ( obj ); } /* get an object from a shopkeeper's list - Lotherius*/ 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, i; 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]; } /* Reduce cost for object condition */ if (obj->condition < 100) { cost = cost * obj->condition/100; } /* Thanks to CthulhuMud for the following addition */ /* Reduce offer price to conserve gold... */ if (!fBuy) { i = 9000; while ( keeper->gold < i ) { cost -= (cost/10); i -= 1000; } if ( cost > keeper->gold / 2 ) { cost /= 2; } } /* Boost price to increase gold reserves... */ if (fBuy) { i = 9000; while ( keeper->gold < i ) { cost += (cost/20); i -= 1000; } } /* Sanity checking */ if (cost < 1 && !fBuy) return 0; if (cost <1 && fBuy) return 10; return cost; } void do_buy ( CHAR_DATA * ch, char *argument ) { char buf[MSL]; char arg[MIL]; int cost; int roll; 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_DATA *pet; ROOM_INDEX_DATA *pRoomIndexNext; ROOM_INDEX_DATA *in_room; if ( IS_NPC ( ch ) ) return; argument = one_argument ( argument, arg ); pRoomIndexNext = get_room_index ( ch->in_room->vnum + 1 ); if ( pRoomIndexNext == NULL ) { bugf ( "Do_buy: bad pet shop at vnum %d.", ch->in_room->vnum ); send_to_char ( "Sorry, you can't buy that here.\n\r", ch ); return; } in_room = ch->in_room; ch->in_room = pRoomIndexNext; pet = get_char_room ( ch, NULL, arg ); ch->in_room = in_room; if ( pet == NULL || !IS_SET ( pet->act, ACT_PET ) ) { send_to_char ( "Sorry, you can't buy that here.\n\r", ch ); return; } 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 */ /* Therefore we won't run it on low cost items * but no reason to disable haggle altogether -- Lotherius */ roll = number_percent(); if (!IS_NPC(ch) && roll < ch->pcdata->learned[gsn_haggle] && cost >= 20 ) { cost -= cost / 2 * roll / 100; form_to_char ( ch, "You haggle the price down to %d coins.\n\r",cost); check_improve(ch,gsn_haggle,TRUE,4); } ch->gold -= cost; sound ("MONEYCLANG.WAV", ch); 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' ) { SNP ( buf, "%s %s", pet->name, arg ); free_string ( pet->name ); pet->name = str_dup ( buf ); } SNP ( 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 $N as a pet.", ch, NULL, pet, TO_ROOM ); return; } else { CHAR_DATA *keeper; OBJ_DATA *obj, *t_obj; int number, count = 1; /* added for new shop code */ if ( ( keeper = find_keeper ( ch ) ) == NULL ) return; number = mult_argument ( argument, arg ); /* Lotherius added for shopcode */ obj = get_obj_carry ( keeper, argument, NULL ); cost = get_cost ( keeper, obj, TRUE ); if ( number < 1 ) { send_to_char("Yeah right.\n\r", ch); return; } if ( number > 50 ) { send_to_char("The law does not permit me to sell more than 50 items in one transaction.\n\r", ch); return; } if ( cost <= 0 || !can_see_obj ( ch, obj ) ) { act ( "$n tells you 'I don't sell that -- try 'list''.", keeper, NULL, ch, TO_VICT ); ch->reply = keeper; return; } /* Lotherius */ 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 ( "$n tells you 'I don't have that many in stock.", keeper, NULL, ch, TO_VICT ); ch->reply = keeper; return; } } if ( ch->gold < cost * number ) /* Lotherius added number */ { if ( number > 1 ) act ( "$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 $p yet'.", keeper, obj, ch, TO_VICT ); ch->reply = keeper; return; } if ( ch->carry_number + number * get_obj_number ( obj ) > can_carry_n ( ch ) ) { send_to_char ( "You can't carry that many items.\n\r", ch ); return; } if ( ch->carry_weight + number * get_obj_weight ( obj ) > can_carry_w ( ch ) ) { send_to_char ( "You can't carry that much weight.\n\r", ch ); return; } /* haggle */ /* Zeran - haggle is broken for low priced items */ /* Easy solution, don't run it on low priced items -- Lotherius */ roll = number_percent(); if (!IS_NPC(ch) && roll < ch->pcdata->learned[gsn_haggle] && cost >=20 ) { cost -= obj->cost / 2 * roll / 100; form_to_char ( ch, "You haggle the price down to %d coins.\n\r",cost); check_improve(ch,gsn_haggle,TRUE,4); } /* added for multiple items */ if ( number > 1 ) { SNP ( buf, "$n buys %d $ps.\n\r", number ); act ( buf, ch, obj, NULL, TO_ROOM ); SNP ( buf, "You buy %d $ps for %d coins.\n\r", number, cost * number ); act ( buf, ch, obj, NULL, TO_CHAR ); } else { act ( "$n buys $p.", ch, obj, NULL, TO_ROOM ); SNP ( buf, "You buy $p for %d coins.\n\r", cost ); act ( buf, ch, obj, NULL, TO_CHAR ); } sound ("MONEYCLANG.WAV", ch); 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; /* No more auto-repair */ /* t_obj->condition = 100;*/ /* shopkeeper does auto repairing */ } } } void do_list ( CHAR_DATA * ch, char *argument ) { bool found; if ( IS_SET ( ch->in_room->room_flags, ROOM_PET_SHOP ) ) { ROOM_INDEX_DATA *pRoomIndexNext; CHAR_DATA *pet; pRoomIndexNext = get_room_index ( ch->in_room->vnum + 1 ); if ( pRoomIndexNext == NULL ) { bugf ( "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 ( "{WPets for sale:\n\r", ch ); } if ( ch->desc->mxp ) { form_to_char ( ch, "{w[{G%2d{w] {Y%8d {w- {W", pet->level, 10 * pet->level * pet->level ); form_to_char ( ch, MXP_SECURE "<SEND \"buy %s\" hint=\"Buy It|buy %s\">%s</SEND>\n\r" MXP_RESET MXP_LLOCK, pet->name, pet->short_descr, pet->short_descr ); } else form_to_char ( ch, "{w[{G%2d{w] {Y%8d {w- {W%s\n\r", pet->level, 10 * pet->level * pet->level, pet->short_descr ); } } 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; 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 ( "[{gLvl {yPrice {rQty{w] Item\n\r", ch ); } /* Lotherius added below for multiple listings */ if ( IS_OBJ_STAT ( obj, ITEM_INVENTORY ) ) { if ( ch->desc->mxp ) { form_to_char ( ch, "[{G%3d {Y%6d {R---{w] {W", obj->level, cost ); form_to_char ( ch, MXP_SECURE "<SEND \"buy %s|buy 10*%s\" hint=\"Buy It|buy %s|buy 10 %s\">%s</SEND>" MXP_RESET MXP_LLOCK, obj->name, obj->name, obj->short_descr, obj->short_descr, obj->short_descr ); if ( obj->condition < 100 ) form_to_char ( ch, " {c<{w%s{c>{w", obj_cond ( obj ) ); send_to_char ( "\n\r", ch ); } else { form_to_char ( ch, "[{G%3d {Y%6d {R---{w] {W%s{w", obj->level, cost, obj->short_descr ); if ( obj->condition < 100 ) form_to_char ( ch, " {c<{w%s{c>{w", obj_cond ( obj ) ); send_to_char ( "\n\r", ch ); } } else { count = 1; while ( obj->next_content != NULL && obj->pIndexData == obj->next_content->pIndexData && obj->condition == obj->next_content->condition && !str_cmp ( obj->short_descr, obj->next_content->short_descr ) ) { obj = obj->next_content; count++; } if ( ch->desc->mxp ) { form_to_char ( ch, "[{G%3d {Y%6d {R%3d{w] {W", obj->level, cost, count ); form_to_char ( ch, MXP_SECURE "<SEND \"buy %s|buy %d*%s\" hint=\"Buy It|buy %s|buy %d %s\">%s</SEND>" MXP_RESET MXP_LLOCK, obj->name, count, obj->name, obj->short_descr, count, obj->short_descr, obj->short_descr ); if ( obj->condition < 100 ) form_to_char ( ch, " {c<{w%s{c>{w", obj_cond ( obj ) ); send_to_char ( "\n\r", ch ); } else { form_to_char ( ch, "[{G%3d {Y%6d {R%3d{w] {W%s{w", obj->level, cost, count, obj->short_descr ); if ( obj->condition < 100 ) form_to_char ( ch, " {c<{w%s{c>{w", obj_cond ( obj ) ); send_to_char ( "\n\r", 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[MSL]; char arg[MIL]; CHAR_DATA *keeper; OBJ_DATA *obj; int cost, roll; 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 ) ) == 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 (obj->owner) { send_to_char ( "That item is much too valuable to sell.\n\r", ch); return; } if ( !can_see_obj ( keeper, obj ) ) { act ( "$n doesn't see what you are offering.", keeper, NULL, ch, TO_VICT ); return; } /* won't buy rotting goods */ if ( obj->timer ) { act ( "$n tells you '$p seems to be decaying.'", keeper, obj, ch, TO_VICT ); return; } if ( ( cost = get_cost ( keeper, obj, FALSE ) ) <= 0 ) { act ( "$n tells you '$p doesn't seem worth very much to me.'", keeper, obj, ch, TO_VICT ); return; } if ( cost > keeper->gold ) { act ( "$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] && cost >=20 ) { 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); } SNP ( buf, "You sell $p for %d gold piece%s.", cost, cost == 1 ? "" : "s" ); act ( buf, ch, obj, NULL, TO_CHAR ); do_pay ( ch, cost ); keeper->gold -= cost; if ( keeper->gold < 0 ) keeper->gold = 0; if ( obj->item_type == ITEM_TRASH ) { extract_obj ( obj ); } else { obj_from_char ( obj ); /* Timer ... removed the reset of timer so rare items won't purge in shops. Lotherius */ /* obj->timer = number_range(50,100); */ obj_to_keeper ( obj, keeper ); } return; } void do_value ( CHAR_DATA * ch, char *argument ) { char buf[MAX_STRING_LENGTH]; char arg[MAX_INPUT_LENGTH]; CHAR_DATA *keeper; OBJ_DATA *obj; int cost; one_argument ( argument, arg ); if ( arg[0] == '\0' ) { send_to_char ( "Value what?\n\r", ch ); return; } if ( ( keeper = find_keeper ( ch ) ) == NULL ) return; if ( ( obj = get_obj_carry ( ch, arg, NULL ) ) == NULL ) { act ( "$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 ( "$n doesn't see what you are offering.", keeper, NULL, ch, TO_VICT ); return; } if (obj->owner) { send_to_char ("That item is much too valuable to sell.\n\r", ch ); return; } if ( !can_drop_obj ( ch, obj ) ) { send_to_char ( "You can't let go of it.\n\r", ch ); return; } if ( ( cost = get_cost ( keeper, obj, FALSE ) ) <= 0 ) { act ( "$n tells you '$p doesn't seem like it is worth anything to me.'", keeper, obj, ch, TO_VICT ); return; } SNP ( buf, "$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 $p, but it is too large for him.", ch, obj, NULL, TO_ROOM ); return FALSE; } return TRUE; } void do_resize ( CHAR_DATA * ch, char *argument ) { char *remainder; char arg[MAX_INPUT_LENGTH]; CHAR_DATA *keeper; OBJ_DATA *obj; int cost; remainder = one_argument ( argument, arg ); if ( arg[0] == '\0' ) { send_to_char ( "Resize what?\n\r", ch ); return; } if ( ( keeper = find_keeper ( ch ) ) == NULL ) { send_to_char ( "There is no shopkeeper here.\n\r", ch ); return; } if ( ( obj = get_obj_carry ( ch, arg, NULL ) ) == NULL ) { act ( "$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 ( "$n doesn't see what you need to resize.", keeper, NULL, ch, TO_VICT ); return; } if (obj->owner && !belongs(ch, obj) ) { send_to_char ("This item does not belong to you.\n\r", ch); return; } if ( obj->timer ) { act ( "$n is sad to inform you that $p is not long for the world.", keeper, obj, ch, TO_VICT ); return; } if ( ( cost = get_cost ( keeper, obj, FALSE ) ) <= 0 ) { act ( "$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]; SNP ( outbuf, "$n tells you 'Resizing that will cost %d gold.'", cost ); act ( outbuf, keeper, NULL, ch, TO_VICT ); return; } if ( cost > ch->gold ) { char outbuf[128]; SNP ( outbuf, "$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 $p.", keeper, obj, NULL, TO_ROOM ); obj->size = ch->size; /* Why did we have a waitstate here? */ ch->gold -= cost; keeper->gold += cost; return; } void do_repair ( CHAR_DATA * ch, char *argument ) { char *remainder; char outbuf[128]; char arg[MAX_INPUT_LENGTH]; CHAR_DATA *keeper; OBJ_DATA *obj; int cost; int multiplier = 0; remainder = one_argument ( argument, arg ); if ( arg[0] == '\0' ) { send_to_char ( "Repair what?\n\r", ch ); return; } // find_keeper notifies player if a keeper can't be found, // no need to do it again here. if ( ( keeper = find_keeper ( ch ) ) == NULL ) return; if ( ( obj = get_obj_carry ( ch, arg, NULL ) ) == NULL ) { act ( "$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 ( "$n doesn't see what you need to repair.", keeper, NULL, ch, TO_VICT ); return; } if ( obj->timer ) { act ( "$n is sad to inform you that $p is not long for the world.", keeper, obj, ch, TO_VICT ); return; } if ( ( cost = get_cost ( keeper, obj, FALSE ) ) <= 0 ) { act ( "$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 ( "$n tells you 'Quit wasting my time, that thing is far too damaged for me to repair.'", keeper, NULL, ch, TO_VICT ); return; } switch ( material_repa ( obj->material ) ) { case REP_IMPOSSIBLE: { act ( "$n tells you 'This material cannot be repaired through normal means.'", keeper, NULL, ch, TO_VICT ); return; } break; case REP_EXTREME: multiplier = 9; act ( "$n tells you 'This will be extremely difficult to repair.'", keeper, NULL, ch, TO_VICT ); break; case REP_HARD: multiplier = 5.5; act ( "$n tells you 'This will be hard to repair.'", keeper, NULL, ch, TO_VICT ); break; case REP_AVGPLUS: multiplier = 3.5; act ( "$n tells you 'This can be repaired with a little difficulty.'", keeper, NULL, ch, TO_VICT ); break; case REP_AVG: multiplier = 1; act ( "$n tells you 'I can repair this with no problem.'", keeper, NULL, ch, TO_VICT ); break; case REP_AVGMINUS: multiplier = .75; act ( "$n tells you 'This won't be very hard to repair.'", keeper, NULL, ch, TO_VICT ); break; case REP_EASY: multiplier = .5; act ( "$n tells you 'This will be pretty easy to repair.'", keeper, NULL, ch, TO_VICT ); break; case REP_BREEZE: multiplier = .25; act ( "$n tells you 'This is ridiculously easy to repair.'", keeper, NULL, ch, TO_VICT ); break; } cost = obj->cost * keeper->pIndexData->pShop->profit_buy / 100; cost -= ( cost * obj->condition / 100 ); cost *= multiplier; remainder = one_argument ( remainder, arg ); if ( !str_cmp ( arg, "cost" ) ) { SNP ( outbuf, "$n tells you 'Repairing that will cost %d gold.'", cost ); act ( outbuf, keeper, NULL, ch, TO_VICT ); return; } if ( cost > ch->gold ) { SNP ( 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 ); SNP ( 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, 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; pInt = get_curr_stat ( ch, STAT_INT ); ch->searching = TRUE; base_chance = base_chance + 5 * ( pInt - 20 ); if ( argument[0] != '\0' ) { inside_obj = get_obj_here ( ch, NULL, 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 ( IS_SET ( pexit->exit_info, EX_HIDDEN ) ) { if ( number_percent ( ) < door_chance ) /* found door */ { form_to_char ( ch, "You find a secret door leading %s!\n\r", dir_name[count] ); REMOVE_BIT ( pexit->exit_info, EX_HIDDEN ); foundHdoor = TRUE; } } } /*end for loop */ } /* end in room section */ 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 ); WAIT_STATE ( ch, 2 * PULSE_VIOLENCE ); } ch->searching = FALSE; return; } int item_lookup(const char *name) { int type; for (type = 0; type_flags[type].name != NULL; type++) { if (LOWER(name[0]) == LOWER ( type_flags[type].name[0] ) && !str_prefix(name, type_flags[type].name ) ) return type_flags[type].bit; } return -1; } bool belongs (CHAR_DATA *ch, OBJ_DATA *obj) { if (!str_cmp(ch->name, obj->owner) ) return TRUE; return FALSE; } void do_owned(CHAR_DATA *ch, char *argument) { BUFFER *buffer; OBJ_DATA *search_obj; bool found = FALSE; buffer = buffer_new(1000); bprintf ( buffer, "{c[Ser #] name location{x\n\r" ); bprintf ( buffer, "{w-------------------------------------------------\n\r" ); for ( search_obj = object_list; search_obj != NULL; search_obj = search_obj->next ) { if (search_obj->owner && (search_obj->owner[0] != '\0') && (belongs(ch, search_obj )) ) { if ( search_obj->in_room != NULL ) { bprintf ( buffer, "[%5d] %-20s in room %s\n\r", search_obj->serialnum, search_obj->short_descr, search_obj->in_room->name ); found = TRUE; } else if ( search_obj->in_obj != NULL ) { bprintf ( buffer, "[%5d] %-20s inside %-20s\n\r", search_obj->serialnum, search_obj->short_descr, search_obj->in_obj->short_descr ); found = TRUE; } else if ( search_obj->carried_by != NULL ) { bprintf ( buffer, "[%5d] %-20s carried by %-20s\n\r", search_obj->serialnum, search_obj->short_descr, PERS ( search_obj->carried_by, ch ) ); found = TRUE; } else continue; } } if ( !found ) send_to_char ("You don't seem to have any owned items in the world.\n\r", ch); else page_to_char ( buffer->data, ch ); buffer_free(buffer); return; } /* Zeran - obj condition support */ /* Lotherius - changed show_obj_cond to obj_cond, now returns a text string * rather than trying to format/show the condition itself, simplifies things * quite a bit. */ char *obj_cond ( OBJ_DATA * obj ) { if ( IS_SET ( obj->extra_flags, ITEM_NO_COND ) ) /* no show condition, now just doesn't lower condition */ return "perfect"; if ( obj->condition >= 100 ) return "perfect"; // Should never be > 100, but to be safe. else if ( obj->condition > 90 ) return "very good"; else if ( obj->condition > 80 ) return "good"; else if ( obj->condition > 75 ) return "decent"; else if ( obj->condition > 65 ) return "dented"; else if ( obj->condition > 55 ) return "worn"; else if ( obj->condition > 50 ) return "very worn"; else if ( obj->condition > 35 ) return "weakened"; else if ( obj->condition > 25 ) return "cracked"; else if ( obj->condition > 15 ) return "damaged"; else if ( obj->condition > 0 ) return "broken"; else if ( obj->condition <= 0 ) return "worthless"; // Should never be less than 0 else return "unknown?"; } void check_damage_obj ( CHAR_DATA * ch, OBJ_DATA * obj, int chance, int damtype ) { bool checkall = FALSE; bool done = FALSE; int damage_pos; OBJ_DATA *dobj = NULL; int stop = 0; /* Assumption - NULL obj means check all equipment */ if ( obj == NULL ) checkall = TRUE; if ( checkall ) /*damage random equipped item */ { if ( number_percent ( ) <= chance ) /*something dinged up */ { while ( ( !done ) && ( stop <= 20 ) ) /* stop prevents infinite loop */ { damage_pos = number_range ( 1, MAX_WEAR ); if ( ( dobj = get_eq_char ( ch, damage_pos ) ) != NULL ) done = TRUE; stop++; } if ( done ) { damage_obj ( ch, dobj, 1, damtype ); } } else return; } else if ( number_percent ( ) <= chance ) /*damage passed in object */ { damage_obj ( ch, obj, 1, damtype ); return; } return; } /* * Cause damage to 1 object. * Rewritten to be much more robust - Lotherius * Could use a lot of tweaking for realism with different material/item_type combinations */ void damage_obj ( CHAR_DATA * ch, OBJ_DATA * obj, int damage, int damtype ) { OBJ_DATA *cobj, *nobj; int durable; char dambuf[MIL]; char destbuf[MIL]; if ( obj == NULL ) { bugf ( "NULL obj passed to damage_obj" ); return; } /* We don't wanna damage owned items */ if ( obj->owner ) return; if ( IS_SET ( obj->extra_flags, ITEM_NO_COND ) ) // We don't damage NO_COND items. return; // Modify damage based on Object Durability durable = material_dura ( obj->material ); if ( durable == DUR_MAX ) // Indestructable return; else durable -= 1; // Subtract 1 from durable amount, since we're adding "damage" back in. damage += durable; // This way less durable objects take more damage. Simple but effective. SNP ( dambuf, "has been damaged." ); // Default item damage message. SNP ( destbuf, "has been destroyed." ); // Default destruction message. /* Check Damtype */ switch ( damtype ) { case DAM_NONE: // No damage? Okay.... case DAM_OTHER: break; case DAM_BLEEDING: // Should never happen..... I would think. if ( is_material ( obj->material, MAT_LIVING ) ) { SNP ( dambuf, "has bled badly." ); SNP ( destbuf, "has been bled dry." ); damage *= 3; } else damage /= 2; break; case DAM_BASH: SNP ( destbuf, "has been crushed." ); if ( is_material ( obj->material, MAT_BREAKABLE ) ) { SNP ( dambuf, "has been chipped." ); SNP ( destbuf, "has shattered." ); damage *= 5; } if ( is_material ( obj->material, MAT_VERYHARD ) ) damage /= 2; break; case DAM_PIERCE: if ( is_material ( obj->material, MAT_LIVING ) ) damage *= 2; if ( is_material ( obj->material, MAT_SOFT ) ) damage *= 2; if ( is_material ( obj->material, MAT_SEW ) ) SNP ( destbuf, "has been ripped open." ); break; case DAM_SLASH: SNP ( destbuf, "has been sliced in half." ); if ( is_material ( obj->material, MAT_LIVING ) ) damage *= 2; if ( is_material ( obj->material, MAT_SOFT ) ) damage *= 2; if ( is_material ( obj->material, MAT_CARVE ) ) damage *= 2; if ( is_material ( obj->material, MAT_SEW ) ) SNP ( destbuf, "has been ripped open." ); break; case DAM_FIRE: // Need to split fire into Normal, VHot and Magical so this works right. SNP ( dambuf, "has been scorched." ); SNP ( destbuf, "has burned to a crisp." ); if ( is_material ( obj->material, MAT_FLAMMABLE ) ) damage *= 5; if ( is_material ( obj->material, MAT_VERYFLAMMABLE ) ) damage = 100; // Totally destroy very flammable if ( is_material ( obj->material, MAT_LIVING ) ) damage *= 2; if ( is_material ( obj->material, MAT_LIQUID ) ) { SNP ( dambuf, "simmers from the heat." ); SNP ( destbuf, "boils completely away." ); damage *= 1.5; // boiling } if ( is_material ( obj->material, MAT_MELT_ALWAYS ) || is_material ( obj->material, MAT_MELT_NORMAL ) || is_material ( obj->material, MAT_MELT_VHOT ) || is_material ( obj->material, MAT_MELT_MAGICAL ) ) { SNP ( dambuf, "has partially melted." ); SNP ( destbuf, "has melted completely." ); if ( is_material ( obj->material, MAT_MELT_ALWAYS ) ) damage *= 5; if ( is_material ( obj->material, MAT_MELT_NORMAL ) ) damage *= 3; if ( is_material ( obj->material, MAT_MELT_VHOT ) ) damage *= 2; if ( is_material ( obj->material, MAT_MELT_MAGICAL ) ) damage *= 1.5; } if ( is_material ( obj->material, MAT_FIREPROOF ) ) damage = 0; break; case DAM_COLD: SNP ( dambuf, "has cracked from cold." ); SNP ( destbuf, "has broken in two from freezing." ); if ( is_material ( obj->material, MAT_LIVING ) ) { SNP ( dambuf, "has suffered frostbite." ); SNP ( destbuf, "has frozen to death." ); damage *= 2; } if ( is_material ( obj->material, MAT_LIQUID ) ) { switch ( obj->item_type ) { case ITEM_POTION: case ITEM_COMPONENT: damage *= 1.5; // Freezing SNP ( dambuf, "has gotten too cold and lost some of its magic." ); SNP ( destbuf, "has frozen completely and burst." ); break; default: break; } } break; case DAM_LIGHTNING: SNP ( dambuf, "was damaged by the lightning." ); if ( is_material ( obj->material, MAT_VERYFLAMMABLE ) ) { SNP ( destbuf, "caught on fire and burned up." ); damage *= 25; // Catches on fire from electricity } if ( is_material ( obj->material, MAT_LIVING ) ) { SNP ( destbuf, "was electrocuted." ); damage *= 2; } if ( is_material ( obj->material, MAT_CONDUCTIVE ) || is_material ( obj->material, MAT_METAL ) || is_material ( obj->material, MAT_ROCK ) ) damage /= 2; break; case DAM_ACID: if ( !is_material ( obj->material, MAT_ACIDETCH ) ) { damage = 0; // If acid don't hurt it.... break; } SNP ( dambuf, "has been pitted and etched by acid." ); SNP ( destbuf, "has been completely consumed by acid." ); if ( is_material ( obj->material, MAT_ROCK ) ) // Rock is usually more vulnerable damage *= 1.5; if ( is_material ( obj->material, MAT_LIVING ) ) damage *= 2; if ( is_material ( obj->material, MAT_VERYHARD ) ) damage /= 1.5; if ( is_material ( obj->material, MAT_GASEOUS ) ) damage /= 2; break; case DAM_POISON: if ( !is_material ( obj->material, MAT_LIVING ) ) damage = 0; else { SNP ( dambuf, "suffered from poison." ); SNP ( destbuf, "was poisoned and died." ); } break; case DAM_NEGATIVE: SNP ( dambuf, "was drained of some of its essence." ); SNP ( destbuf, "ceased to exist." ); if ( is_material ( obj->material, MAT_NOMAGIC ) ) damage /= 2; if ( is_material ( obj->material, MAT_PARTMAGIC ) ) damage /= 1.5; break; case DAM_HOLY: SNP ( dambuf, "suffered from holy wrath." ); SNP ( destbuf, "was obliterated by holy wrath." ); if ( is_material ( obj->material, MAT_NOMAGIC ) ) damage /= 1.5; if ( !IS_SET ( obj->extra_flags, ITEM_EVIL ) && !IS_SET ( obj->extra_flags, ITEM_ANTI_GOOD ) ) damage = 0; // Non-Evil items don't get wrathed. break; case DAM_ENERGY: if ( is_material ( obj->material, MAT_CONDUCTIVE ) ) damage /= 1.5; break; case DAM_MENTAL: if ( !is_material ( obj->material, MAT_LIVING ) && !is_material ( obj->material, MAT_MAGIC ) ) damage = 0; break; case DAM_DISEASE: if ( !is_material ( obj->material, MAT_LIVING ) ) damage = 0; break; case DAM_DROWNING: if ( is_material ( obj->material, MAT_RUSTABLE ) ) { SNP ( dambuf, "has rusted." ); SNP ( destbuf, "has rusted into uselessness." ); } if ( is_material ( obj->material, MAT_INKBLEED ) ) { SNP ( dambuf, "has lost some of its writing." ); SNP ( destbuf, "has had all the ink washed away." ); damage *= 3; } if ( is_material ( obj->material, MAT_DISSOLVE ) ) { SNP ( dambuf, "has dissolved partially." ); SNP ( destbuf, "has been completely dissolved." ); damage *= 10; } if ( is_material ( obj->material, MAT_LIQUID ) || is_material ( obj->material, MAT_GASEOUS ) ) damage = 0; if ( is_material ( obj->material, MAT_METAL ) || is_material ( obj->material, MAT_ROCK ) ) damage = 0; break; case DAM_LIGHT: if ( is_material ( obj->material, MAT_INKBLEED ) ) { SNP ( dambuf, "has faded somewhat." ); SNP ( destbuf, "has faded and is now unreadable." ); damage *= 1.5; // Fading... } if ( is_material ( obj->material, MAT_METAL ) || is_material ( obj->material, MAT_ROCK ) ) damage = 0; break; case DAM_HARM: if ( is_material ( obj->material, MAT_LIVING ) ) damage *= 2; // Targets living else damage = 0; break; case DAM_HANDTOHAND: if ( is_material ( obj->material, MAT_BREAKABLE ) ) { SNP ( dambuf, "has been cracked." ); SNP ( destbuf, "has been shattered." ); damage *= 3; } else if ( is_material ( obj->material, MAT_ROCK ) || is_material ( obj->material, MAT_METAL ) || is_material ( obj->material, MAT_VERYHARD ) ) damage = 0; if ( is_material ( obj->material, MAT_SEW ) ) SNP ( destbuf, "has been ripped open." ); break; default: break; } if ( is_material ( obj->material, MAT_ETHEREAL ) ) damage /= 2; // Ethereal objects take less damage if ( damage <= 0 ) // We aren't hurting anything return; obj->condition -= damage; obj->condition = URANGE ( 0, obj->condition, 100 ); /*Check for item unusable */ if ( obj->condition <= 0 ) { form_to_char ( ch, "Your {c%s{w %s\n\r", ( ( obj->short_descr && obj->short_descr[0] != '\0' && can_see_obj ( ch, obj ) ) ? obj->short_descr : "Something" ), destbuf ); switch ( obj->item_type ) { case ITEM_CONTAINER: case ITEM_CORPSE_PC: // Corpses aren't "safe" containers! case ITEM_CORPSE_NPC: for ( cobj = obj->contains; cobj; cobj = nobj ) { nobj = cobj->next_content; obj_from_obj ( cobj ); if ( number_bits ( 2 ) == 0 || ch->in_room == NULL ) { damage_obj ( ch, cobj, 1, damtype ); } else { act ( "Your $p falls to the floor.", ch, cobj, NULL, TO_CHAR ); if ( is_material (cobj->material, MAT_BREAKABLE ) ) damage_obj ( ch, obj, 1, DAM_BASH ); if ( cobj ) // If it wasn't destroyed in the fall obj_to_room ( cobj, ch->in_room ); } } case ITEM_DRINK_CON: { act ( "The liquid from $p spills!", ch, obj, NULL, TO_CHAR ); for ( cobj = ch->carrying; cobj != NULL; cobj = nobj ) { nobj = cobj->next_content; // Hit only the first of this type of object found. if ( is_material ( cobj->material, MAT_INKBLEED) || is_material ( cobj->material, MAT_DISSOLVE ) ) { damage_obj ( ch, obj, 1, DAM_DROWNING ); break; } } } } if ( obj->wear_loc != WEAR_NONE ) unequip_char ( ch, obj ); // AC should be 0 if OBJ Condition is 0, so no need to worry about // double subtraction of AC extract_obj ( obj ); // Should create a trash obj here to give the character to replace the original. return; } else { if ( damage > 1 ) // Don't show low damage amounts. { form_to_char ( ch, "Your {c%s{w %s\n\r", ( ( obj->short_descr && obj->short_descr[0] != '\0' && can_see_obj ( ch, obj ) ) ? obj->short_descr : "Something" ), dambuf ); } } return; } /* This function should go now. */ void set_obj_cond ( OBJ_DATA * obj, int condition ) { int counter; obj->condition = condition; if ( obj->item_type == ITEM_ARMOR ) for ( counter = 0; counter < 4; counter++ ) { obj->value[counter] = obj->valueorig[counter] * ( obj->condition ) / 100; if ( ( obj->value[counter] == 0 ) && ( obj->valueorig[counter] != 0 ) ) obj->value[counter] = 1; /*always worth something til it breaks */ } return; } void do_pull ( CHAR_DATA *ch, char *argument ) { OBJ_DATA *obj; if ( IS_NPC ( ch ) ) return; if ( argument[0] == '\0' ) { send_to_char ( "Yes, but pull WHAT?\n\r", ch ); return; } if ( ( obj = get_obj_here ( ch, NULL, argument ) ) == NULL ) { send_to_char ( "You don't see anything like that.\n\r", ch ); return; } if ( HAS_TRIGGER_OBJ( obj, TRIG_PULL ) ) p_percent_trigger( NULL, obj, NULL, ch, NULL, NULL, TRIG_PULL ); else send_to_char ( "Nothing happened.\n\r", ch ); return; } void do_push ( CHAR_DATA *ch, char *argument ) { OBJ_DATA *obj; if ( IS_NPC ( ch ) ) return; if ( argument[0] == '\0' ) { send_to_char ( "Yes, but push WHAT?\n\r", ch ); return; } if ( ( obj = get_obj_here ( ch, NULL, argument ) ) == NULL ) { send_to_char ( "You don't see anything like that.\n\r", ch ); return; } if ( HAS_TRIGGER_OBJ( obj, TRIG_PUSH ) ) p_percent_trigger( NULL, obj, NULL, ch, NULL, NULL, TRIG_PUSH ); else send_to_char ( "Nothing happened.\n\r", ch ); return; } void do_climb ( CHAR_DATA *ch, char *argument ) { OBJ_DATA *obj; if ( IS_NPC ( ch ) ) return; if ( argument[0] == '\0' ) { send_to_char ( "What do you want to climb?\n\r", ch ); return; } if ( ( obj = get_obj_here ( ch, NULL, argument ) ) == NULL ) { send_to_char ( "You don't see anything like that.\n\r", ch ); return; } if ( HAS_TRIGGER_OBJ( obj, TRIG_CLIMB ) ) p_percent_trigger( NULL, obj, NULL, ch, NULL, NULL, TRIG_CLIMB ); else send_to_char ( "It doesn't seem to go anywhere.\n\r", ch ); return; } void do_turn ( CHAR_DATA *ch, char *argument ) { OBJ_DATA *obj; if ( IS_NPC ( ch ) ) return; if ( argument[0] == '\0' ) { send_to_char ( "You turn.... Maybe you meant to turn something?\n\r", ch ); return; } if ( ( obj = get_obj_here ( ch, NULL, argument ) ) == NULL ) { send_to_char ( "You don't see anything like that.\n\r", ch ); return; } if ( HAS_TRIGGER_OBJ( obj, TRIG_TURN ) ) p_percent_trigger( NULL, obj, NULL, ch, NULL, NULL, TRIG_TURN ); else send_to_char ( "Nothing happened.\n\r", ch ); return; } void do_play ( CHAR_DATA *ch, char *argument ) { OBJ_DATA *obj; if ( IS_NPC ( ch ) ) return; if ( argument[0] == '\0' ) { send_to_char ( "You air lute like the best of them.\n\r", ch ); return; } if ( ( obj = get_obj_here ( ch, NULL, argument ) ) == NULL ) { send_to_char ( "You don't see anything like that.\n\r", ch ); return; } if ( HAS_TRIGGER_OBJ( obj, TRIG_PLAY ) ) p_percent_trigger( NULL, obj, NULL, ch, NULL, NULL, TRIG_PLAY ); else send_to_char ( "It doesn't seem to be playable.\n\r", ch ); return; } void do_twist ( CHAR_DATA *ch, char *argument ) { OBJ_DATA *obj; if ( IS_NPC ( ch ) ) return; if ( argument[0] == '\0' ) { send_to_char ( "Come on baby... Let's do the twist... but twist WHAT??\n\r", ch ); return; } if ( ( obj = get_obj_here ( ch, NULL, argument ) ) == NULL ) { send_to_char ( "You don't see anything like that.\n\r", ch ); return; } if ( HAS_TRIGGER_OBJ( obj, TRIG_TWIST ) ) p_percent_trigger( NULL, obj, NULL, ch, NULL, NULL, TRIG_TWIST ); else send_to_char ( "Nothing happened.\n\r", ch ); return; } void do_lift ( CHAR_DATA *ch, char *argument ) { OBJ_DATA *obj; if ( IS_NPC ( ch ) ) return; if ( argument[0] == '\0' ) { send_to_char ( "Yes, but lift WHAT?\n\r", ch ); return; } if ( ( obj = get_obj_here ( ch, NULL, argument ) ) == NULL ) { send_to_char ( "You don't see anything like that.\n\r", ch ); return; } if ( HAS_TRIGGER_OBJ( obj, TRIG_LIFT ) ) p_percent_trigger( NULL, obj, NULL, ch, NULL, NULL, TRIG_LIFT ); else send_to_char ( "Okay.\n\r", ch ); return; } void do_dig ( CHAR_DATA *ch, char *argument ) { if ( IS_NPC ( ch ) ) return; if ( HAS_TRIGGER_ROOM( ch->in_room, TRIG_DIG ) ) p_percent_trigger( NULL, NULL, ch->in_room, ch, NULL, NULL, TRIG_DIG ); else send_to_char ( "You find nothing.\n\r", ch ); return; } void do_bank ( CHAR_DATA *ch, char *argument ) { if ( IS_NPC ( ch ) ) return; if ( ch->pcdata->bankaccount > 0 ) form_to_char ( ch, "You have {Y%ld{w gold coins in the bank.\n\r", ch->pcdata->bankaccount ); else if ( ch->pcdata->bankaccount == 1 ) send_to_char ( "You have {Y1{w lonely coin in the bank.\n\r", ch ); else if ( ch->pcdata->bankaccount == 0 ) send_to_char ( "You have {Rno money{w in the bank.\n\r", ch ); else form_to_char ( ch, "{RYou owe the bank {Y%ld{R gold coins.{w\n\r", abs(ch->pcdata->bankaccount) ); return; } void do_withdraw ( CHAR_DATA *ch, char *argument ) { long i; bool all = FALSE; if ( IS_NPC ( ch ) ) return; if ( !str_cmp ( argument, "all" ) ) all = TRUE; else if ( !is_number(argument) ) { send_to_char ( "Syntax: withdraw <amount>\n\r", ch ); send_to_char ( " withdraw all\n\r", ch ); return; } if ( !IS_SET ( ch->in_room->room_flags, ROOM_BANK ) ) { send_to_char ( "Maybe you should look for a bank first?\n\r", ch ); return; } if ( all ) i = ch->pcdata->bankaccount; else i = atol( argument ); if ( ch->pcdata->bankaccount < 0 ) { send_to_char ( "You already owe the bank money!\n\r", ch ); return; } else if ( i < 0 ) { send_to_char ( "You can't withdraw a negative amount!\n\r", ch ); return; } else if ( i == 0 ) { send_to_char ( "The banker stares at you blankly.\n\r", ch ); return; } else if ( i > ch->pcdata->bankaccount ) { send_to_char ( "You don't have that much money in your account!\n\rPerhaps you could take out a loan?\n\r", ch ); return; } ch->pcdata->bankaccount -= i; ch->gold += i; form_to_char ( ch, "You withdraw {Y%ld{w coin%s from your account.\n\r", i, i > 1 ? "s" : "" ); save_char_obj ( ch ); return; } void do_deposit ( CHAR_DATA *ch, char *argument ) { long i; bool all = FALSE; if ( IS_NPC ( ch ) ) return; if ( !str_cmp ( argument, "all" ) ) all = TRUE; else if ( !is_number(argument) ) { send_to_char ( "Syntax: deposit <amount>\n\r", ch ); send_to_char ( " deposit all\n\r", ch ); return; } if ( !IS_SET ( ch->in_room->room_flags, ROOM_BANK ) ) { send_to_char ( "Maybe you should look for a bank first?\n\r", ch ); return; } if ( all ) i = ch->gold; else i = atol( argument ); if ( ch->gold <= 0 ) { send_to_char ( "You haven't got any gold!\n\r", ch ); return; } else if ( i < 0 ) { send_to_char ( "If you want to withdraw money, try withdraw!\n\r", ch ); return; } else if ( i == 0 ) { send_to_char ( "The banker stares at you blankly.\n\r", ch ); return; } else if ( i > ch->gold ) { send_to_char ( "You don't have that much mony on hand!\n\r", ch ); return; } ch->pcdata->bankaccount += i; ch->gold -= i; form_to_char ( ch, "You deposit {Y%ld{w coin%s into your account.\n\r", i, i > 1 ? "s" : "" ); save_char_obj ( ch ); return; } void do_borrow ( CHAR_DATA *ch, char *argument ) { int i, j; bool fAuto = FALSE; if ( IS_NPC ( ch ) ) return; if ( !str_cmp ( argument, "auto" ) ) fAuto = TRUE; if ( argument[0] == '\0' || (fAuto) ) { i = ( ch->level * ( ch->level*2) ) + 100; if ( ch->pcdata->bankaccount < 0 ) { if ( !fAuto ) form_to_char ( ch, "You already owe the bank {Y%ld{w coin%s.\n\r", abs(ch->pcdata->bankaccount ), abs(ch->pcdata->bankaccount) > 1 ? "s" : "" ); i += ch->pcdata->bankaccount; if ( i > 0 ) { form_to_char ( ch, "You may borrow {Y%d{w more coin%s.\n\r", i, i > 1 ? "s" : "" ); if ( !fAuto ) send_to_char ("All loans are charged a 25% loan fee plus a processing fee equal to your level.\n\r", ch ); } else send_to_char ( "{RYour credit is currently maxxed.{w\n\r", ch ); return; } form_to_char ( ch, "You may borrow up to {Y%d{w coins.\n\r", i ); return; } else if ( !is_number(argument) ) { send_to_char ( "Syntax: borrow <amount>\n\r", ch ); return; } if ( !IS_SET ( ch->in_room->room_flags, ROOM_BANK ) ) { send_to_char ( "Maybe you should look for a bank first?\n\r", ch ); return; } j = atoi(argument); if ( j <= 0 ) { send_to_char ( "Please specify a realistic amount.\n\r", ch ); return; } i = ( ch->level * ( ch->level*2) ) + 100; if ( ch->pcdata->bankaccount < 0 ) i += ch->pcdata->bankaccount; if ( i <= 0 ) { send_to_char ( "{RYour credit is maxxed.{w\n\r", ch ); return; } if ( j > i ) { form_to_char ( ch, "{RYou may only borrow {Y%d{w coins at this time.{w\n\r", i ); return; } if ( ch->pcdata->bankaccount > 0 ) { if ( j <= ch->pcdata->bankaccount ) { form_to_char ( ch, "The bank knows you already have {Y%ld{w coins in your account and {Rdeclines{w the loan.\n\r", ch->pcdata->bankaccount ); return; } else { int k; k = ch->pcdata->bankaccount; ch->pcdata->bankaccount -= k; ch->gold += k; j -= k; form_to_char ( ch, "Your loan has been reduced to {Y%d{w since you already had {Y%d{w in your account.\n\r", j, k ); send_to_char ( " {C({wThe amount has been included in the proceeds you recieve{C){w\n\r", ch ); } } form_to_char ( ch, "You borrow {Y%ld{w coins from the bank.\n\r", j ); form_to_char ( ch, "A {Y%d{w gold piece fee has been charged for this loan.\n\r", (j/4)+ch->level ); ch->pcdata->bankaccount -= ( j + (j/4) ); ch->gold += j; save_char_obj ( ch ); return; }