/*___________________________________________________________________________* )()( DalekenMUD 1.12 (C) 2000 )()( `][' by Martin Thomson, Lee Brooks, `][' || Ken Herbert and David Jacques || || ----------------------------------------------------------------- || || Envy Diku Mud improvements copyright (C) 1994 by Michael Quan, || || David Love, Guilherme 'Willie' Arnold, and Mitchell Tse. || || Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael || || Chastain, Michael Quan, and Mitchell Tse. || || Original Diku Mud copyright (C) 1990, 1991 || || by Sebastian Hammer, Michael Seifert, Hans Henrik St{rfeldt, || || Tom Madsen, and Katja Nyboe. || || ----------------------------------------------------------------- || || Any use of this software must follow the licenses of the || || creators. 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. || || ----------------------------------------------------------------- || || act_obj.c || || Object manipulation code. || *_/<>\_________________________________________________________________/<>\_*/ #include "mud.h" #include "event.h" /* * Local Functions. */ void sac_obj args( ( CHAR_DATA *ch, OBJ_DATA *obj ) ); /* * Wear location / body part reliance table, new slots can be added easily here. * Format: * ITEM_WEAR_* - where the item is worn. * BODY_PART_* - what body part(s) is/are required to wear. * - message when they don't have the part(s). * - display of slot for 'equipment' and 'peek'. * - message that the character gets when they wear it, see act(). * - message that everyone else gets when they wear it, see act(). */ const struct wear_stuff wear_table[MAX_WEAR] = { { 0, 0, NULL, NULL }, { ITEM_WEAR_HEAD, BODY_PART_HEAD, "You don't have a head.", "&b<worn on head> &n", "&bYou wear $p on your head.", "&b$n wears $p on $s head." }, { ITEM_WEAR_HORNS, BODY_PART_HORNS, "You don't have any horns.", "&b<worn on horns> &n", "&bYou wear $p on your horns.", "&b$n wears $p on $s horns." }, { ITEM_WEAR_EAR, BODY_PART_EAR_L, "You don't have a left ear.", "&b<worn through left ear> &n", "&bYou stick $p through your left ear.", "&b$n sticks $p through $s left ear." }, { ITEM_WEAR_EAR, BODY_PART_EAR_R, "You don't have a right ear.", "&b<worn through right ear> &n", "&bYou stick $p through your right ear.", "&b$n sticks $p through $s right ear." }, { ITEM_WEAR_FACE, BODY_PART_HEAD, "You don't have a head.", "&b<worn on face> &n", "&bYou put $p on your face.", "&b$n puts $p on $s face." }, { ITEM_WEAR_NOSE, BODY_PART_NOSE, "You don't have a nose.", "&b<worn on nose> &n", "&bYou wear $p on your nose.", "&b$n wears $p on $s nose." }, { ITEM_WEAR_NECK, BODY_PART_HEAD | BODY_PART_TORSO, "You don't have a head and body.", "&b<worn on neck (1)> &n", "&bYou slip $p over your head.", "&b$n slips $p over $s head." }, { ITEM_WEAR_NECK, BODY_PART_HEAD | BODY_PART_TORSO, "You don't have a head and body.", "&b<worn on neck (2)> &n", "&bYou slip $p over your head.", "&b$n slips $p over $s head." }, { ITEM_WEAR_SHOULDERS, BODY_PART_TORSO, "You don't have a body.", "&b<worn about shoulders> &n", "&bYou arrange $p around your shoulders.", "&b$n arranges $p around $s shoulders." }, { ITEM_WEAR_WINGS, BODY_PART_WINGS, "You don't have any wings.", "&b<worn on wings> &n", "&bYou wear $p on your wings.", "&b$n wears $p on $s wings." }, { ITEM_FLOAT, 0, "You stupid, stupid monkey!", "&b<floating over left shoulder> &n", "&bYou release $p to float over your left shoulder.", "&b$n releases $p to float over $s left shoulder." }, { ITEM_FLOAT, 0, "You stupid, stupid monkey!", "&b<floating over right shoulder>&n", "&bYou release $p to float over your right shoulder.", "&b$n releases $p to float over $s right shoulder." }, { ITEM_WEAR_ARMS, BODY_PART_ARMS, "You don't have any arms.", "&b<worn on arms> &n", "&bYou wear $p on your arms.", "&b$n wears $p on $s arms." }, { ITEM_WEAR_WRIST, BODY_PART_ARM_L, "You don't have a left arm.", "&b<worn on left wrist> &n", "&bYou clasp $p around your left wrist.", "&b$n clasps $p around $s left wrist." }, { ITEM_WEAR_WRIST, BODY_PART_ARM_R, "You don't have a right arm.", "&b<worn on right wrist> &n", "&bYou clasp $p around your right wrist.", "&b$n clasps $p around $s right wrist." }, { ITEM_WEAR_HANDS, BODY_PART_HANDS, "You don't have a left and right hand.", "&b<worn on hands> &n", "&bYou slip your hands into $p.", "&b$n slip your hands into $p." }, { ITEM_WEAR_FINGER, BODY_PART_FINGERS_L, "You don't have any left hand fingers.", "&b<worn on left finger> &n", "&bYou slip $p into a finger on your left hand.", "&b$n slips $p onto a finger on $s left hand." }, { ITEM_WEAR_FINGER, BODY_PART_FINGERS_R, "You don't have any right hand fingers.", "&b<worn on right finger> &n", "&bYou slip $p onto a finger on your right hand.", "&b$n slips $p onto a finger on $s right hand." }, { ITEM_WIELD, BODY_PART_HAND_R | BODY_PART_FINGERS_R, "You don't have a right hand and fingers.", "&b<wielded in right hand> &n", "&bYou wield $p in your right hand.", "&b$n wields $p in $s right hand." }, { ITEM_HOLD, BODY_PART_HAND_L | BODY_PART_FINGERS_L, "You don't have a left hand and fingers.", "&b<held in left hand> &n", "&bYou hold $p in your left hand.", "&b$n holds $p in $s left hand." }, { ITEM_HOLD, BODY_PART_HAND_R | BODY_PART_FINGERS_R, "You don't have a right hand and fingers.", "&b<held in right hand> &n", "&bYou hold $p in your right hand.", "&b$n holds $p in $s right hand." }, { ITEM_WEAR_SHIELD, BODY_PART_HAND_L | BODY_PART_FINGERS_L, "You don't have a left hand and fingers.", "&b<worn as a shield> &n", "&bYou wear $p in your shield hand.", "&b$n wears $p in $s shield hand." }, { ITEM_WIELD, BODY_PART_HAND_L | BODY_PART_FINGERS_L, "You don't have a left hand and fingers.", "&b<wielded in left hand> &n", "&bYou wield $p in your left hand.", "&b$n wields $p in $s left hand." }, { ITEM_WIELD_DOUBLE, BODY_PART_HANDS | BODY_PART_FINGERS, "You don't have enough hands and fingers.", "&b<wielded two-handed> &n", "&bYou wield $p in both hands, ururur.", "&b$n wields $p two-handed, pretty impressive eh?" }, { ITEM_WEAR_BODY, BODY_PART_TORSO, "You don't have a body.", "&b<worn on body> &n", "&bYou wear $p on your body.", "&b$n wears $p on $s body." }, { ITEM_WEAR_WAIST, BODY_PART_TORSO, "You don't have a body.", "&b<worn about waist> &n", "&bYou wrap $p around your waist.", "&b$n wraps $p around $s waist." }, { ITEM_WEAR_LEGS, BODY_PART_LEGS, "You don't have any legs.", "&b<worn on legs> &n", "&bYou slip your legs into $p.", "&b$n slips $s legs into $p." }, { ITEM_WEAR_ANKLE, BODY_PART_LEG_L | BODY_PART_FOOT_L, "You don't have a left leg or foot.", "&b<worn on left ankle> &n", "&bYou clasp $p around your left ankle.", "&b$n clasps $p around $s left ankle." }, { ITEM_WEAR_ANKLE, BODY_PART_LEG_R | BODY_PART_FOOT_R, "You don't have a right leg or foot.", "&b<worn on right ankle> &n", "&bYou clasp $p around your right ankle.", "&b$n clasps $p around $s right ankle." }, { ITEM_WEAR_FEET, BODY_PART_FEET, "You don't have any feet.", "&b<worn on feet> &n", "&bYou wear $p on your feet.", "&b$n wears $p on $s feet." }, { 0, /* not here for wearing -- Juggling */ BODY_PART_FEET, "You are a hopeless juggler.", "&b<whirling above the head> &n", "&bYou toss $p up and begin to juggle it nervously.", "&b$n throws $p in the air juggling it easily." } }; /* * Local functions. */ void get_obj args( ( CHAR_DATA *ch, OBJ_DATA *obj, OBJ_DATA *container ) ); void wear_obj args( ( CHAR_DATA *ch, OBJ_DATA *obj, bool fReplace ) ); CHAR_DATA *find_keeper args( ( CHAR_DATA *ch, char *argument ) ); int get_cost args( ( CHAR_DATA *keeper, CHAR_DATA *customer, OBJ_DATA *obj, bool fBuy ) ); void get_obj( CHAR_DATA *ch, OBJ_DATA *obj, OBJ_DATA *container ) { if( !CAN_WEAR( obj, ITEM_TAKE ) ) { send_to_char( "You can't take that.\n\r", ch ); return; } if( IS_SET( obj->extra_flags, ITEM_BURIED ) ) { send_to_char( "That item is buried, you cant get it.\n\r", ch ); return; } if( IS_SET( obj->extra_flags, ITEM_QUEST ) && ( IS_NPC( ch ) || ch->pcdata->quest->target != obj ) ) { send_to_char( "You can't touch someone elses quest item.\n\r", ch ); return; } if( obj->item_type != ITEM_MONEY ) { if( ch->carry_number >= can_carry_n( ch ) ) { act( "&c$d&g: you can't carry that many items.&n", ch, NULL, obj->name, TO_CHAR ); return; } if( ch->carry_weight + get_obj_weight( obj ) > can_carry_w( ch ) ) { act( "&c$d&g: you can't carry that much weight.&n", ch, NULL, obj->name, TO_CHAR ); return; } } if( obj->in_room != NULL ) { CHAR_DATA *gch; for( gch = obj->in_room->people; gch != NULL; gch = gch->next_in_room ) if( gch->on == obj ) { act( "$N appear$% to be using $p.", ch, obj, gch, TO_CHAR ); return; } } if( xIS_SET( obj->pIndexData->progtypes, GET_PROG ) ) { if( oprog_percent_check( ch, obj, NULL, GET_PROG ) == 0 ) return; } if( container ) { act( "&gYou get $p from $P.&n", ch, obj, container, TO_CHAR ); act( "&g$n gets $p from $P.&n", ch, obj, container, TO_ROOM ); if( container->item_type == ITEM_PORTAL ) { ROOM_INDEX_DATA *room = obj->in_room; obj_from_room( obj ); if( room && room->people ) { act( "&gYou see a large arm come and take $p.&n", room->people, obj, NULL, TO_CHAR ); act( "&gYou see a large arm come and take $p.&n", room->people, obj, NULL, TO_ROOM ); } } else obj_from_obj( obj ); } else { act( "&gYou get $p.&n", ch, obj, container, TO_CHAR ); act( "&g$n gets $p.&n", ch, obj, container, TO_ROOM ); obj_from_room( obj ); } if( IS_OBJ_STAT( obj, ITEM_HOLY ) ) { act( "&gYou are burned by &rHOLY FIRE&g from $p. &rOuch!&n", ch, obj, NULL, TO_CHAR ); act( "&g$n is burned by &rHOLY FIRE&g from $p!&n", ch, obj, NULL, TO_ROOM ); damage( ch, ch, 50, gsn_burn, WEAR_NONE ); if( ch->deleted ) return; } if( obj->item_type == ITEM_MONEY ) { char buf[MAX_INPUT_LENGTH]; int amount; amount = obj->value[0]; ch->gold += amount; if( IS_NPC( ch ) ) ch->in_room->area->economy += amount; if( amount > 1 ) { charprintf( ch, "&gYou counted &y%d&g coins.&n\n\r", amount ); /* Autosplit by Symposium */ if( xIS_SET( ch->act, PLR_AUTOSPLIT ) && amount > 1 ) { sprintf( buf, "%d " AUTOLOOK, amount ); do_split( ch, buf ); } } extract_obj( obj ); return; } obj_to_char( obj, ch ); return; } void do_get( CHAR_DATA *ch, const char *argument ) { OBJ_DATA *obj; OBJ_DATA *container; char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; ROOM_INDEX_DATA *room = NULL; bool found; argument = one_argument( argument, arg1 ); one_argument( argument, arg2 ); /* * Get type. */ if( arg1[0] == '\0' ) { send_to_char( "Get what?\n\r", ch ); return; } if( arg2[0] == '\0' ) { if( IS_AFFECTED( ch, AFF_GHOUL ) ) { send_to_char( "You can't get anything in ghoul form.\n\r", ch ); return; } if( str_cmp( arg1, "all" ) && str_prefix( "all.", arg1 ) ) { /* * 'get obj' */ obj = get_obj_list( ch, arg1, ch->in_room->contents ); if( !obj ) { act( "&gI see no $T here.&n", ch, NULL, arg1, TO_CHAR ); return; } get_obj( ch, obj, NULL ); } else { /* * 'get all' or 'get all.obj' */ OBJ_DATA *obj_next; found = FALSE; for( obj = ch->in_room->contents; obj; obj = obj_next ) { obj_next = obj->next_content; if( ( arg1[3] == '\0' || is_obj_name( obj, &arg1[4] ) ) && 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( "&gI see no $T here.&n", ch, NULL, &arg1[4], TO_CHAR ); } } } else { /* 'get ... container' */ if( !str_cmp( arg2, "all" ) || !str_prefix( "all.", arg2 ) ) { send_to_char( "You can't do that.\n\r", ch ); return; } if( !( container = get_obj_here( ch, arg2 ) ) ) { act( "&gI see no $T here.&n", ch, NULL, arg2, TO_CHAR ); return; } if( IS_AFFECTED( ch, AFF_GHOUL ) && container->item_type != ITEM_CORPSE_PC && container->carried_by != ch ) { send_to_char( "&gYou can't get anything in ghoul form.&n\n\r", ch ); return; } switch( container->item_type ) { default: send_to_char( "&gThat's not a container.&n\n\r", ch ); return; case ITEM_PORTAL: room = get_room_index( container->value[0] ); if( !room ) { send_to_char( "You can't use that.\n\r", ch ); return; } break; case ITEM_CONTAINER: case ITEM_CORPSE_NPC: break; case ITEM_CORPSE_PC: if( IS_NPC( ch ) || ( !IS_IMMORTAL( ch ) && str_infix( ch->name, container->name ) ) ) { send_to_char( "&gYou can't do that.&n\n\r", ch ); return; } } if( !room && IS_SET( container->value[1], CONT_CLOSED ) ) { act( "&gThe $d is closed.&n", ch, NULL, container->name, TO_CHAR ); return; } if( str_cmp( arg1, "all" ) && str_prefix( "all.", arg1 ) ) { /* 'get obj container' */ if( !room ) obj = get_obj_list( ch, arg1, container->contains ); else obj = get_obj_list( ch, arg1, room->contents ); if( !obj ) { act( "&gI see nothing like that in the $T.&n", ch, NULL, arg2, TO_CHAR ); return; } if( !xIS_SET( container->pIndexData->progtypes, LOOT_PROG ) || oprog_percent_check( ch, container, NULL, LOOT_PROG ) ) get_obj( ch, obj, container ); } else { /* 'get all container' or 'get all.obj container' */ OBJ_DATA *obj_next; found = FALSE; for( obj = ( room ) ? room->contents : container->contains; obj; obj = obj_next ) { obj_next = obj->next_content; if( ( arg1[3] == '\0' || is_obj_name( obj, &arg1[4] ) ) && can_see_obj( ch, obj ) ) { found = TRUE; get_obj( ch, obj, container ); } } if( !xIS_SET( container->pIndexData->progtypes, LOOT_PROG ) || oprog_percent_check( ch, container, NULL, LOOT_PROG ) ) { if( !found ) { if( arg1[3] == '\0' ) act( "&gI see nothing in the $T.&n", ch, NULL, arg2, TO_CHAR ); else act( "&gI see nothing like that in the $T.&n", ch, NULL, arg2, TO_CHAR ); } } } } return; } void do_put( CHAR_DATA *ch, const char *argument ) { OBJ_DATA *container; OBJ_DATA *obj; char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; ROOM_INDEX_DATA *room = NULL; argument = one_argument( argument, arg1 ); one_argument( argument, arg2 ); if( arg1[0] == '\0' || arg2[0] == '\0' ) { send_to_char( "Put what in what?\n\r", ch ); return; } if( !str_cmp( arg2, "all" ) || !str_prefix( "all.", arg2 ) ) { send_to_char( "You can't do that.\n\r", ch ); return; } if( !( container = get_obj_here( ch, arg2 ) ) ) { act( "I see no $T here.", ch, NULL, arg2, TO_CHAR ); return; } if( container->item_type != ITEM_CONTAINER && container->item_type != ITEM_PORTAL ) { send_to_char( "That's not a container.\n\r", ch ); return; } if( container->item_type == ITEM_PORTAL ) room = get_room_index( container->value[0] ); 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 ) ) ) { send_to_char( "You do not have that item.\n\r", ch ); return; } if( obj == container ) { send_to_char( "You can't fold it into itself.\n\r", ch ); return; } if( !can_drop_obj( ch, obj ) ) { send_to_char( "You can't let go of it.\n\r", ch ); return; } if( container->item_type == ITEM_CONTAINER && !IS_SET( container->value[1], CONT_WEIGHTLESS ) && get_obj_weight( obj ) + get_obj_weight( container ) - container->weight > container->value[0] ) { send_to_char( "It won't fit.\n\r", ch ); return; } obj_from_char( obj ); act( "&gYou put $p &gin $P&g.&n", ch, obj, container, TO_CHAR ); act( "&g$n puts $p &gin $P&g.&n", ch, obj, container, TO_ROOM ); if( container->item_type == ITEM_PORTAL ) { if( room ) { obj_to_room( obj, room ); if( room->people ) { act( "$p drops from the sky.", room->people, obj, NULL, TO_CHAR ); act( "$p drops from the sky.", room->people, obj, NULL, TO_ROOM ); } } } else { if( IS_SET( container->value[1], CONT_HOLEY ) ) { act( "&g$p &gdrops through to the floor.&n", ch, obj, container, TO_ROOM ); obj_to_room( obj, ch->in_room ); } else if( IS_SET( container->value[1], CONT_HUNGRY ) ) { extract_obj( obj ); act( "&r$P &rburps loudly.&n", ch, NULL, container, TO_CHAR ); act( "&r$P &rburps loudly.&n", ch, NULL, container, TO_ROOM ); } else obj_to_obj( obj, container ); oprog_container_putin( ch, container, obj ); } } else { /* * 'put all container' or 'put all.obj container' */ OBJ_DATA *obj_next; for( obj = ch->carrying; obj; obj = obj_next ) { obj_next = obj->next_content; if( ( arg1[3] == '\0' || is_obj_name( obj, &arg1[4] ) ) && can_see_obj( ch, obj ) && obj->wear_loc == WEAR_NONE && obj != container && can_drop_obj( ch, obj ) && ( ( container->item_type == ITEM_CONTAINER && ( IS_SET( container->value[1], CONT_WEIGHTLESS ) || get_obj_weight( obj ) + get_obj_weight( container ) <= container->value[0] ) ) || ( container->item_type == ITEM_PORTAL && room ) ) && !( obj->item_type == ITEM_WEAPON && ch->level < L_APP && IS_SET( obj->extra_flags, ITEM_CHARGED ) ) ) { obj_from_char( obj ); act( "&gYou put $p&g in $P&g.&n", ch, obj, container, TO_CHAR ); act( "&g$n puts $p&g in $P&g.&n", ch, obj, container, TO_ROOM ); if( room ) { obj_to_room( obj, room ); if( room->people ) { act( "$p drops from the sky.", room->people, obj, NULL, TO_CHAR ); act( "$p drops from the sky.", room->people, obj, NULL, TO_ROOM ); } } else { if( IS_SET( container->value[1], CONT_HOLEY ) ) { act( "$p drops through to the floor.", ch, obj, container, TO_ROOM ); obj_to_room( obj, ch->in_room ); } else if( IS_SET( container->value[1], CONT_HUNGRY ) ) { extract_obj( obj ); act( "$P burps loudly.", ch, NULL, container, TO_CHAR ); act( "$P burps loudly.", ch, NULL, container, TO_ROOM ); } else obj_to_obj( obj, container ); oprog_container_putin( ch, container, obj ); } } } } return; } void do_drop( CHAR_DATA *ch, const char *argument ) { OBJ_DATA *obj; char arg[MAX_INPUT_LENGTH]; bool found; argument = one_argument( argument, arg ); if( arg[0] == '\0' ) { send_to_char( "Drop what?\n\r", ch ); return; } if( is_number_special( arg ) ) { /* * 'drop NNNN coins' */ OBJ_DATA *obj_next; int amount; amount = atoi_special( arg ); one_argument( argument, arg ); if( amount <= 0 || str_prefix( arg, "coins" ) ) { 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; if( IS_NPC( ch ) ) ch->in_room->area->economy -= amount; for( obj = ch->in_room->contents; obj; obj = obj_next ) { obj_next = obj->next_content; if( obj->deleted ) continue; 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; } } send_to_char( "OK.\n\r", ch ); act( "$n drops some gold.", ch, NULL, NULL, TO_ROOM ); obj = create_money( amount ); obj_to_room( obj, ch->in_room ); return; } if( str_cmp( arg, "all" ) && str_prefix( "all.", arg ) ) { /* * 'drop obj' */ if( !( obj = get_obj_carry( ch, arg ) ) ) { send_to_char( "You do not have that item.\n\r", ch ); return; } if( !can_drop_obj( ch, obj ) ) { send_to_char( "You can't let go of it.\n\r", ch ); return; } if( xIS_SET( obj->pIndexData->progtypes, DROP_PROG ) ) { if( oprog_percent_check( ch, obj, NULL, DROP_PROG ) == 0 ) return; } if( xIS_SET( ch->in_room->progtypes, DROP_PROG ) ) { if( rprog_percent_check( ch->in_room, ch, NULL, NULL, DROP_PROG ) == 0 ) return; } obj_from_char( obj ); act( "&gYou drop $p&g.&n", ch, obj, NULL, TO_CHAR ); act( "&g$n drops $p&g.&n", ch, obj, NULL, TO_ROOM ); if( IS_SET( obj->extra_flags, ITEM_FRAGILE ) && number_bits( 1 ) == 0 ) { act( "&g$p crumbles into dust as it hits the ground.", ch, obj, NULL, TO_CHAR ); act( "&g$p crumbles into dust as it hits the ground.", ch, obj, NULL, TO_ROOM ); extract_obj( obj ); } else { obj_to_room( obj, ch->in_room ); } } else { /* * 'drop all' or 'drop all.obj' */ OBJ_DATA *obj_next; found = FALSE; for( obj = ch->carrying; obj; obj = obj_next ) { obj_next = obj->next_content; if( ( arg[3] == '\0' || is_obj_name( obj, &arg[4] ) ) && can_see_obj( ch, obj ) && obj->wear_loc == WEAR_NONE && can_drop_obj( ch, obj ) && ( !xIS_SET( obj->pIndexData->progtypes, DROP_PROG ) || oprog_percent_check( ch, obj, NULL, DROP_PROG ) ) ) { found = TRUE; obj_from_char( obj ); act( "&gYou drop $p&g.&n", ch, obj, NULL, TO_CHAR ); act( "&g$n drops $p&g.&n", ch, obj, NULL, TO_ROOM ); if( IS_SET( obj->extra_flags, ITEM_FRAGILE ) && number_bits( 1 ) == 0 ) { act( "&g$p crumbles into dust as it hits the ground.", ch, obj, NULL, TO_CHAR ); act( "&g$p crumbles into dust as it hits the ground.", ch, obj, NULL, TO_ROOM ); extract_obj( obj ); } else obj_to_room( obj, ch->in_room ); } } if( !found ) { if( arg[3] == '\0' ) send_to_char( "You are not carrying anything.\n\r", ch ); else act( "You are not carrying any $T.", ch, NULL, &arg[4], TO_CHAR ); } } return; } void do_give( CHAR_DATA *ch, const char *argument ) { CHAR_DATA *victim; OBJ_DATA *obj; char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; 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_special( arg1 ) ) { /* * 'give NNNN coins victim' */ char buf[MAX_STRING_LENGTH]; int amount; amount = atoi_special( arg1 ); if( amount <= 0 || str_prefix( arg2, "coins" ) ) { send_to_char( "Sorry, you can't do that.\n\r", ch ); return; } one_argument( argument, arg2 ); if( arg2[0] == '\0' ) { send_to_char( "Give what to whom?\n\r", ch ); return; } if( !( victim = get_char_room( ch, arg2 ) ) ) { 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; if( IS_NPC( victim ) ) victim->in_room->area->economy += amount; act( "You give $N some gold.", ch, NULL, victim, TO_CHAR ); sprintf( buf, "$n gives you %d gold.", amount ); act( buf, ch, NULL, victim, TO_VICT ); act( "$n gives $N some gold.", ch, NULL, victim, TO_NOTVICT ); if( IS_NPC( victim ) && IS_SET( spec_table[victim->spec_fun].usage, SPEC_BRIBE ) ) ( *spec_table[victim->spec_fun].spec_fun ) ( victim, ch, SPEC_GIVE, &amount ); mprog_bribe_trigger( victim, ch, amount ); return; } if( !( obj = get_obj_carry( ch, arg1 ) ) ) { send_to_char( "You do not have that item.\n\r", ch ); return; } if( obj->wear_loc != WEAR_NONE ) { send_to_char( "You must remove it first.\n\r", ch ); return; } if( !( victim = get_char_room( ch, arg2 ) ) ) { send_to_char( "They aren't here.\n\r", ch ); return; } if( !can_drop_obj( ch, obj ) ) { send_to_char( "You can't let go of it.\n\r", ch ); return; } if( ( IS_OBJ_STAT( obj, ITEM_HOLY ) && !str_cmp( race_table[victim->race].name, "Vampire" ) ) || ( IS_NPC( victim ) && ( victim->pIndexData->pShop ) ) ) { act( "$N refuses the $p.", ch, obj, victim, TO_CHAR ); act( "$n tries to give $N a $p but $E refuses.", ch, obj, victim, TO_ROOM ); act( "You refuse to accept the $p from $n.", ch, obj, victim, TO_VICT ); return; } if( victim->carry_number >= can_carry_n( victim ) ) { act( "$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; } if( xIS_SET( obj->pIndexData->progtypes, GIVE_PROG ) ) { if( oprog_percent_check( ch, obj, NULL, GIVE_PROG ) == 0 ) return; } obj_from_char( obj ); obj_to_char( obj, victim ); REMOVE_BIT( SysInfo->flags, SYSINFO_ACT_TRIGGER ); act( "You give $p to $N.", ch, obj, victim, TO_CHAR ); REMOVE_BIT( SysInfo->flags, SYSINFO_ACT_TRIGGER ); act( "$n gives you $p.", ch, obj, victim, TO_VICT ); act( "$n gives $p to $N.", ch, obj, victim, TO_NOTVICT ); if( IS_NPC( victim ) && IS_SET( spec_table[victim->spec_fun].usage, SPEC_GIVE ) ) ( *spec_table[victim->spec_fun].spec_fun ) ( victim, ch, SPEC_GIVE, obj ); mprog_give_trigger( victim, ch, obj ); return; } void do_fill( CHAR_DATA *ch, const char *argument ) { OBJ_DATA *obj; OBJ_DATA *fountain; bool found; if( !check_blind( ch ) ) return; if( argument[0] == '\0' ) { send_to_char( "Fill what?\n\r", ch ); return; } if( !( obj = get_obj_carry( ch, argument ) ) ) { send_to_char( "You do not have that item.\n\r", ch ); return; } found = FALSE; for( fountain = ch->in_room->contents; fountain; fountain = fountain->next_content ) { if( fountain->item_type == ITEM_FOUNTAIN ) { found = TRUE; break; } } if( !found ) { send_to_char( "There is no fountain here!\n\r", ch ); return; } if( obj->item_type != ITEM_DRINK_CON ) { send_to_char( "You can't fill that.\n\r", ch ); return; } if( obj->value[1] != 0 && obj->value[2] != fountain->value[2] ) { send_to_char( "There is a different 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 from $P.", ch, obj, fountain, TO_CHAR ); weight_change_object( obj, UMAX( 0, obj->value[0] - obj->value[1] ) / 10 ); obj->value[2] = fountain->value[2]; obj->value[1] = obj->value[0]; return; } void do_drink( CHAR_DATA *ch, const char *argument ) { OBJ_DATA *obj; int amount; int liquid; if( !check_blind( ch ) ) return; if( argument[0] == '\0' ) { for( obj = ch->in_room->contents; obj; obj = obj->next_content ) { if( !obj->deleted && obj->item_type == ITEM_FOUNTAIN ) break; } if( !obj ) { send_to_char( "Drink what?\n\r", ch ); return; } } else { if( !( obj = get_obj_here( ch, argument ) ) ) { send_to_char( "You can't find it.\n\r", ch ); return; } } if( !IS_NPC( ch ) && ch->pcdata->condition[COND_DRUNK] > 500 ) { send_to_char( "You fail to reach your mouth. *Hic*\n\r", ch ); return; } switch( obj->item_type ) { default: send_to_char( "You can't drink from that.\n\r", ch ); break; case ITEM_FOUNTAIN: liquid = obj->value[2]; if( !str_cmp( race_table[ch->race].name, "vampire" ) && liquid != LIQ_BLOOD ) { send_to_char( "You can't drink from that.\n\r", ch ); break; } if( !IS_NPC( ch ) ) { if( liq_table[liquid].liq_affect[COND_THIRST] > 0 ) { amount = race_table[ch->race].thirst_mod * 10 - ch->pcdata->condition[COND_THIRST]; amount /= liq_table[liquid].liq_affect[COND_THIRST]; ch->pcdata->condition[COND_THIRST] = race_table[ch->race].thirst_mod * 10; } else /* drink 10 times until you find it doesn't quench thirst */ { amount = 100; gain_condition( ch, COND_THIRST, 100 * liq_table[liquid].liq_affect[COND_THIRST] ); } gain_condition( ch, COND_FULL, amount * liq_table[liquid].liq_affect[COND_FULL] ); gain_condition( ch, COND_DRUNK, amount * liq_table[liquid].liq_affect[COND_DRUNK] ); } act( "You drink $T from $p.", ch, obj, liq_table[liquid].liq_name, TO_CHAR ); act( "$n drinks $T from $p.", ch, obj, liq_table[liquid].liq_name, TO_ROOM ); if( obj->action && obj->action[0] != '\0' ) send_to_char( obj->action, ch ); if( IS_NPC( ch ) || ch->pcdata->condition[COND_THIRST] > race_table[ch->race].thirst_mod * 8 ) send_to_char( "You have quenched your thirst completely.\n\r", ch ); else send_to_char( "The drink fails to refresh your thirst.\n\r", ch ); break; case ITEM_DRINK_CON: liquid = obj->value[2]; if( obj->value[1] <= 0 ) { send_to_char( "It is already empty.\n\r", ch ); return; } act( "You drink $T from $p.", ch, obj, liq_table[liquid].liq_name, TO_CHAR ); act( "$n drinks $T from $p.", ch, obj, liq_table[liquid].liq_name, TO_ROOM ); if( obj->action && obj->action[0] != '\0' ) send_to_char( obj->action, ch ); amount = number_range( 3, 10 ); amount = UMIN( amount, obj->value[1] ) * 10; weight_change_object( obj, 0 - UMIN( amount, obj->weight ) / 10 ); gain_condition( ch, COND_DRUNK, amount * liq_table[liquid].liq_affect[COND_DRUNK] ); if( str_cmp( race_table[ch->race].name, "vampire" ) ) { gain_condition( ch, COND_FULL, amount * liq_table[liquid].liq_affect[COND_FULL] ); gain_condition( ch, COND_THIRST, amount * liq_table[liquid].liq_affect[COND_THIRST] ); } else if( liquid == LIQ_BLOOD ) { gain_condition( ch, COND_FULL, amount * 20 ); gain_condition( ch, COND_THIRST, amount * 12 ); } if( !IS_NPC( ch ) ) { if( ch->pcdata->condition[COND_DRUNK] > 300 ) send_to_char( "You feel drunk.\n\r", ch ); if( ch->pcdata->condition[COND_FULL] > race_table[ch->race].hunger_mod * 8 ) send_to_char( "You are full.\n\r", ch ); if( ch->pcdata->condition[COND_THIRST] > race_table[ch->race].thirst_mod * 8 ) send_to_char( "You do not feel thirsty.\n\r", ch ); } if( obj->value[3] != 0 && !IS_SET( race_table[ch->race].race_abilities, RACE_NO_POISON ) ) { /* The shit was poisoned ! */ AFFECT_DATA af; send_to_char( "You choke and gag.\n\r", ch ); act( "$n chokes and gags.", ch, NULL, NULL, TO_ROOM ); af.type = gsn_poison; af.duration = 3 * amount; af.location = APPLY_STR; af.modifier = -2; vset( af.bitvector, AFF_POISON ); affect_join( ch, &af ); } obj->value[1] -= amount / 10; if( obj->value[1] <= 0 ) /* empty - no poison */ obj->value[3] = 0; break; } return; } void do_eat( CHAR_DATA *ch, const char *argument ) { OBJ_DATA *obj; if( !check_blind( ch ) ) return; if( argument[0] == '\0' ) { send_to_char( "Eat what?\n\r", ch ); return; } if( !( obj = get_obj_carry( ch, argument ) ) ) { send_to_char( "You do not have that item.\n\r", ch ); return; } if( !IS_IMMORTAL( ch ) ) { if( obj->item_type != ITEM_FOOD && obj->item_type != ITEM_PILL && obj->item_type != ITEM_LIMB && ( obj->item_type != ITEM_CORPSE_NPC || get_size( ch ) - 40 < race_table[obj->value[0]].size ) ) { send_to_char( "That's not edible.\n\r", ch ); return; } if( !IS_NPC( ch ) && ch->pcdata->condition[COND_FULL] > race_table[ch->race].hunger_mod * 8 ) { send_to_char( "You are too full to eat more.\n\r", ch ); return; } } act( "You eat $p.", ch, obj, NULL, TO_CHAR ); act( "$n eats $p.", ch, obj, NULL, TO_ROOM ); switch( obj->item_type ) { case ITEM_LIMB: case ITEM_FOOD: case ITEM_CORPSE_NPC: if( obj->action && obj->action[0] ) send_to_char( obj->action, ch ); if( !IS_NPC( ch ) ) { int condition; condition = ch->pcdata->condition[COND_FULL]; if( str_cmp( race_table[ch->race].name, "vampire" ) ) gain_condition( ch, COND_FULL, obj->item_type == ITEM_FOOD ? obj->value[0] * 10 : obj->item_type == ITEM_LIMB ? 150 : 750 ); if( ch->pcdata->condition[COND_FULL] > race_table[ch->race].hunger_mod * 8 ) send_to_char( "You are full.\n\r", ch ); else if( condition == 0 && ch->pcdata->condition[COND_FULL] > 0 ) send_to_char( "You are no longer hungry.\n\r", ch ); } if( obj->item_type != ITEM_CORPSE_NPC && obj->value[3] != 0 && !IS_SET( race_table[ch->race].race_abilities, RACE_NO_POISON ) ) { /* The shit was poisoned! */ AFFECT_DATA af; act( "$n chokes and gags.", ch, 0, 0, TO_ROOM ); send_to_char( "You choke and gag.\n\r", ch ); af.type = gsn_poison; af.duration = 2 * obj->value[0]; af.location = APPLY_STR; af.modifier = -2; vset( af.bitvector, AFF_POISON ); affect_join( ch, &af ); } if( xIS_SET( obj->pIndexData->progtypes, USE_PROG ) ) oprog_percent_check( ch, obj, NULL, USE_PROG ); break; case ITEM_PILL: if( obj->action && obj->action[0] ) send_to_char( obj->action, ch ); if( obj->level > ch->level + 3 ) act( "$p is too high level for you.", ch, obj, NULL, TO_CHAR ); else { obj_cast_spell( obj->value[1], obj->value[0], ch, ch, NULL, NULL ); obj_cast_spell( obj->value[2], obj->value[0], ch, ch, NULL, NULL ); obj_cast_spell( obj->value[3], obj->value[0], ch, ch, NULL, NULL ); } if( xIS_SET( obj->pIndexData->progtypes, USE_PROG ) ) oprog_percent_check( ch, obj, NULL, USE_PROG ); break; } if( !IS_NPC( ch ) || ( IS_NPC( ch ) && is_affected( ch, gsn_charm_person ) ) ) 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 ) ) ) return TRUE; if( !fReplace ) return FALSE; if( IS_SET( obj->extra_flags, ITEM_NOREMOVE ) ) { act( "You can't remove $p.", ch, obj, NULL, TO_CHAR ); return FALSE; } /* Questionable code */ if( ch->class == CLASS_ANGEL && obj->pIndexData->vnum == 46 ) { send_to_char( "Angels cannot remove their wings.\n\r", ch ); return FALSE; } if( !xIS_SET( obj->pIndexData->progtypes, REMOVE_PROG ) || oprog_percent_check( ch, obj, NULL, REMOVE_PROG ) ) { act( "$n stops using $p.", ch, obj, NULL, TO_ROOM ); act( "You stop using $p.", ch, obj, NULL, TO_CHAR ); unequip_char( ch, obj ); return TRUE; } else return FALSE; } void remove_juggled( CHAR_DATA *ch, OBJ_DATA *obj ) { if( obj->wear_loc != WEAR_JUGGLED ) return; act( "$n smoothly catches $p.", ch, obj, NULL, TO_ROOM ); act( "You grab $p carefully.", ch, obj, NULL, TO_CHAR ); unequip_char( ch, obj ); if( xIS_SET( obj->pIndexData->progtypes, REMOVE_PROG ) ) oprog_percent_check( ch, obj, NULL, REMOVE_PROG ); } /* * New, neater wear_obj, still the need for some yucky stuff though, * watch for the hands, this requires some sticky code. * Compatible with the previous version in all respects. * --Symposium. */ void wear_obj( CHAR_DATA *ch, OBJ_DATA *obj, bool fReplace ) { int i, j; int wear_right = WEAR_NONE; int wear_left = WEAR_NONE; int weight; if( IS_SET( obj->extra_flags, ITEM_BURIED ) ) { send_to_char( "You cant very well wear a buried item.\n\r", ch ); return; } if( ch->level < obj->level - 3 && obj->item_type != ITEM_LIMB ) { charprintf( ch, "You must be level %d to use this object.\n\r", obj->level - 3 ); act( "$n tries to use $p, but is too inexperienced.", ch, obj, NULL, TO_ROOM ); return; } if( obj->required_skill > 0 && !can_use( ch, obj->required_skill ) ) { send_to_char( "You need a skill to use this item.\n\r", ch ); act( "$n tries to wear $p but lacks the skill.", ch, obj, NULL, TO_ROOM ); return; } if( obj->item_type == ITEM_ARMOUR && obj->value[1] >= 0 && ( get_size( ch ) + 10 < obj->value[1] || get_size( ch ) - 10 > obj->value[1] ) ) { if( get_size( ch ) > obj->value[1] ) send_to_char( "You find that it is a little too small for you.\n\r", ch ); else send_to_char( "You find that it is a little too large for you.\n\r", ch ); act( "$n tries to wear $p, but it doesn't fit.", ch, obj, NULL, TO_ROOM ); return; } for( i = 0; i < MAX_WEAR; i++ ) { if( !CAN_WEAR( obj, wear_table[i].wear_flag ) ) continue; /* find if there is another slot that the item can occupy */ for( j = i+1; j < MAX_WEAR; j++ ) if( CAN_WEAR( obj, wear_table[j].wear_flag ) ) break; /* WHAT A MESS!!!!! -- Symposium */ if( i == WEAR_WIELD_R || i == WEAR_HOLD_L || i == WEAR_WIELD_DOUBLE || i == WEAR_SHIELD ) { if( get_eq_char( ch, WEAR_WIELD_R ) ) wear_right = WEAR_WIELD_R; else if( get_eq_char( ch, WEAR_HOLD_R ) ) wear_right = WEAR_HOLD_R; if( get_eq_char( ch, WEAR_WIELD_L ) ) wear_left = WEAR_WIELD_L; else if( get_eq_char( ch, WEAR_HOLD_L ) ) wear_left = WEAR_HOLD_L; else if( get_eq_char( ch, WEAR_SHIELD ) ) wear_left = WEAR_SHIELD; if( get_eq_char( ch, WEAR_WIELD_DOUBLE ) ) { wear_right = WEAR_WIELD_DOUBLE; wear_left = WEAR_WIELD_DOUBLE; } switch( i ) { case WEAR_WIELD_R: if( ( IS_NPC( ch ) || can_use( ch, gsn_dual ) || IS_SET( race_table[ch->race].race_abilities, RACE_DUAL_WIELD ) ) && wear_right == WEAR_WIELD_R ) { if( wear_left == WEAR_NONE || remove_obj( ch, wear_left, fReplace ) || remove_obj( ch, wear_right, fReplace ) ) break; else continue; } else if( wear_right != WEAR_NONE && !remove_obj( ch, wear_right, fReplace ) ) continue; if( get_obj_weight( obj ) > str_app_wield( get_curr_str( ch ) ) ) { send_to_char( "It is too heavy for you to wield.\n\r", ch ); continue; } break; case WEAR_HOLD_L: if( wear_left == WEAR_NONE || wear_right == WEAR_NONE ) break; if( !remove_obj( ch, wear_left, fReplace ) && !remove_obj( ch, wear_right, fReplace ) ) continue; if( get_eq_char( ch, wear_left ) ) i = WEAR_HOLD_R; break; case WEAR_SHIELD: if( wear_left != WEAR_NONE && !remove_obj( ch, wear_left, fReplace ) ) continue; break; case WEAR_WIELD_DOUBLE: if( !IS_NPC( ch ) && !can_use( ch, gsn_two_handed ) ) { act( "You can't use $P yet.", ch, NULL, obj, TO_CHAR ); return; } if( wear_left == WEAR_WIELD_DOUBLE && !remove_obj( ch, wear_left, fReplace ) ) continue; if( ( wear_left != WEAR_NONE && !remove_obj( ch, wear_left, fReplace ) ) || ( wear_right != WEAR_NONE && !remove_obj( ch, wear_right, fReplace ) ) ) continue; break; } /* * weapon weight stuff, this is also a true mess! * check if wielding in another hand and then check if * combined weight is enough. * --Symposium */ switch( i ) { case WEAR_WIELD_R: weight = get_obj_weight( obj ); if( get_eq_char( ch, WEAR_WIELD_L ) ) weight += get_obj_weight( get_eq_char( ch, WEAR_WIELD_L ) ); else if( get_eq_char( ch, WEAR_WIELD_R ) ) weight += get_obj_weight( get_eq_char( ch, WEAR_WIELD_R ) ); if( weight > str_app_wield( get_curr_str( ch ) ) ) { send_to_char( "It is too heavy for you to wield.\n\r", ch ); continue; } case WEAR_WIELD_DOUBLE: if( get_obj_weight( obj ) > str_app_wield( get_curr_str( ch ) ) ) { send_to_char( "It is too heavy for you to wield.\n\r", ch ); return; } default: break; } } /* these should have been taken care of before */ else if( i == WEAR_WIELD_L || i == WEAR_HOLD_R ) continue; /* second equip slot, check this too */ else if( j < MAX_WEAR ) { if( get_eq_char( ch, i ) && get_eq_char( ch, j ) && !remove_obj( ch, i, fReplace ) && !remove_obj( ch, j, fReplace ) ) continue; } else { if( !remove_obj( ch, i, fReplace ) ) continue; } /* * this problem could be avoided by making the first hand * for held items the right hand, however this makes it a * little less player friendly and the confusion with gear * changes is allready sufficient. * --Symposium */ if( get_eq_char( ch, i ) || ( i == WEAR_HOLD_L && wear_left != WEAR_NONE && get_eq_char( ch, wear_left ) ) ) i = j; if( ( ( ch->body_parts & wear_table[i].body_parts ) != wear_table[i].body_parts ) ) { if( j >= MAX_WEAR || get_eq_char( ch, j ) ) { act( wear_table[i].no_part, ch, NULL, NULL, TO_CHAR ); continue; } i = j; if( ( ch->body_parts & wear_table[i].body_parts ) != wear_table[i].body_parts ) { act( wear_table[i].no_part, ch, NULL, NULL, TO_CHAR ); continue; } } if( !xIS_SET( obj->pIndexData->progtypes, WEAR_PROG ) || oprog_percent_check( ch, obj, NULL, WEAR_PROG ) ) { act( wear_table[i].wear_on_ch, ch, obj, NULL, TO_CHAR ); act( wear_table[i].wear_on_room, ch, obj, NULL, TO_ROOM ); equip_char( ch, obj, i ); } return; } if( fReplace ) send_to_char( "You can't wear, wield, or hold that.\n\r", ch ); return; } void do_wear( CHAR_DATA *ch, const char *argument ) { OBJ_DATA *obj; if( !IS_NPC( ch ) && IS_AFFECTED( ch, AFF_GHOUL ) ) { send_to_char( "You may not wear, wield, or hold anything in ghoul form.\n\r", ch ); return; } if( argument[0] == '\0' ) { send_to_char( "Wear, wield, or hold what?\n\r", ch ); return; } if( !str_cmp( argument, "all" ) ) { OBJ_DATA *obj_next; for( obj = ch->carrying; obj; obj = obj_next ) { obj_next = obj->next_content; if( obj->wear_loc != WEAR_NONE || !can_see_obj( ch, obj ) ) continue; if( CAN_WEAR( obj, ITEM_WIELD ) && IS_SET( race_table[ch->race].race_abilities, RACE_NO_WEAPON_WIELD ) ) continue; wear_obj( ch, obj, FALSE ); } return; } else { if( !( obj = get_obj_carry( ch, argument ) ) ) { send_to_char( "You do not have that item.\n\r", ch ); return; } if( CAN_WEAR( obj, ITEM_WIELD ) && IS_SET( race_table[ch->race].race_abilities, RACE_NO_WEAPON_WIELD ) ) { send_to_char( "You are not able to wield a weapon.\n\r", ch ); return; } wear_obj( ch, obj, TRUE ); } return; } void do_remove( CHAR_DATA *ch, const char *argument ) { OBJ_DATA *obj; if( argument[0] == '\0' ) { send_to_char( "Remove what?\n\r", ch ); return; } if( !str_cmp( argument, "all" ) ) { for( obj = ch->carrying; obj; obj = obj->next_content ) { if( obj->deleted || !can_see_obj( ch, obj ) ) continue; if( obj->wear_loc == WEAR_JUGGLED ) remove_juggled( ch, obj ); else if( obj->wear_loc != WEAR_NONE ) remove_obj( ch, obj->wear_loc, TRUE ); } return; } if( !( obj = get_obj_wear( ch, argument ) ) ) { send_to_char( "You do not have that item.\n\r", ch ); return; } if( obj->wear_loc == WEAR_JUGGLED ) remove_juggled( ch, obj ); else remove_obj( ch, obj->wear_loc, TRUE ); return; } void do_juggle( CHAR_DATA *ch, const char *argument ) { OBJ_DATA *obj; OBJ_DATA *other; OBJ_DATA *right = NULL; OBJ_DATA *left = NULL; int num = 0; int weight = 0; if( !IS_NPC( ch ) && !can_use( ch, gsn_juggle ) ) { send_to_char( "You'd better not try to juggle dangerous implements just yet.\n\r", ch ); return; } if( argument[0] == '\0' ) { send_to_char( "You want to juggle what?\n\r", ch ); return; } if( !IS_NPC( ch ) && IS_AFFECTED( ch, AFF_GHOUL ) ) { send_to_char( "You may not wear, wield, or hold anything in ghoul form.\n\r", ch ); return; } if( !( obj = get_obj_here( ch, argument ) ) ) { send_to_char( "You can't find it.\n\r", ch ); return; } if( IS_OBJ_STAT( obj, ITEM_NOREMOVE ) || IS_OBJ_STAT( obj, ITEM_NODROP ) || obj->item_type != ITEM_WEAPON ) { act( "$p is too clumsy to juggle.\n\r", ch, obj, NULL, TO_CHAR ); return; } for( other = ch->carrying; other; other = other->next_content ) { if( other->deleted ) continue; if( other->wear_loc == WEAR_WIELD_L ) left = other; else if( other->wear_loc == WEAR_WIELD_R ) right = other; else if( other->wear_loc == WEAR_JUGGLED ) { if( ++num >= MAX_JUGGLED - 2 ) { send_to_char( "You are testing your skills to the limit, no more.\n\r", ch ); return; } weight += get_obj_weight( other ); } } if( !left || !right ) { send_to_char( "You have to have a weapon in each hand to start.\n\r", ch ); return; } weight += get_obj_weight( left ); weight += get_obj_weight( right ); weight += get_obj_weight( obj ); if( weight > str_app_wield( get_curr_str( ch ) ) * 2 / 3 ) { send_to_char( "You can't hold that much weight aloft.\n\r", ch ); return; } if( !xIS_SET( obj->pIndexData->progtypes, WEAR_PROG ) || oprog_percent_check( ch, obj, NULL, WEAR_PROG ) ) { act( wear_table[WEAR_JUGGLED].wear_on_ch, ch, obj, NULL, TO_CHAR ); act( wear_table[WEAR_JUGGLED].wear_on_room, ch, obj, NULL, TO_ROOM ); equip_char( ch, obj, WEAR_JUGGLED ); WAIT_STATE( ch, skill_table[gsn_juggle].beats ); } return; } void stop_juggling( CHAR_DATA *ch ) { OBJ_DATA *obj; if( ch->position < POS_FIGHTING ) return; juggle_shuffle( ch ); /* could be lethal */ if( ch->deleted || ch->position < POS_FIGHTING || !( obj = get_eq_char( ch, WEAR_JUGGLED ) ) ) return; send_to_char( "You stop juggling.\n\r", ch ); do { unequip_char( ch, obj ); } while( ( obj = get_eq_char( ch, WEAR_JUGGLED ) ) ); return; } void do_sacrifice( CHAR_DATA *ch, const char *argument ) { OBJ_DATA *obj; bool found = FALSE; if( argument[0] == '\0' || !str_cmp( argument, ch->name ) ) { send_to_char( "God appreciates your offer and may accept it later.\n\r", ch ); act( "$n offers $mself to $s God, who graciously declines.", ch, NULL, NULL, TO_ROOM ); return; } if ( str_cmp( argument, "all" ) && str_prefix( "all.", argument ) ) { obj = get_obj_list( ch, argument, ch->in_room->contents ); if( !obj ) { send_to_char( "You can't find it.\n\r", ch ); return; } if( !CAN_WEAR( obj, ITEM_TAKE ) ) { act( "$p is not an acceptable sacrifice.", ch, obj, NULL, TO_CHAR ); return; } sac_obj( ch, obj ); } else { /* 'sac all' or 'sac all.obj' */ OBJ_DATA *obj_next; for ( obj = ch->in_room->contents; obj; obj = obj_next ) { obj_next = obj->next_content; if( ( argument[3] == '\0' || is_obj_name( obj, &argument[4] ) ) && CAN_WEAR( obj, ITEM_TAKE ) ) { found = TRUE; sac_obj( ch, obj ); } } if( !found ) { if( argument[3] == '\0' ) send_to_char( "You can't find anything to sacrifice.\n\r", ch ); else act( "You can't find any $T to sacrifice.", ch, NULL, &argument[4], TO_CHAR ); } } return; } void sac_obj( CHAR_DATA *ch, OBJ_DATA *obj ) { AFFECT_DATA *af; CHAR_DATA *mob; MOB_INDEX_DATA *pMob; char buf[MAX_STRING_LENGTH]; int i, event, level; int race; race = obj->value[0]; level = obj->level; act( "$n sacrifices $p to $g.", ch, obj, NULL, TO_ROOM ); if( obj->item_type == ITEM_CORPSE_NPC && !IS_NPC( ch ) && ch->pcdata->clan && ch->pcdata->clan->clan_type == CLAN_ORDER ) add_karma( ch->pcdata->clan, 1 ); if( xIS_SET( obj->pIndexData->progtypes, SAC_PROG ) && oprog_percent_check( ch, obj, NULL, SAC_PROG ) == 0 ) return; if( !obj->deleted ) extract_obj( obj ); event = number_bits( 4 ); if( IS_NPC( ch ) || !ch->pcdata->religion || !IS_SET( ch->pcdata->religion->sac_events, 1<<event ) ) event = SAC_EVENT_GOLD; switch( event ) { case SAC_EVENT_GOLD: if( number_bits( 3 ) == 0 ) { send_to_char( "Your god smiles on you.\n\r", ch ); level *= 2; } default: level = number_fuzzy( level ); charprintf( ch, "&yGod gives you %d gold coin%s for your sacrifice.&n\n\r", level, level != 1 ? "s" : "" ); ch->gold += level; break; case SAC_EVENT_BLESS: act( "A light shines down on $n.", ch, NULL, NULL, TO_ROOM ); i = skill_lookup( "bless" ); spell_bless( i, UMIN( 30, level / 2 ), ch, ch ); break; case SAC_EVENT_CURSE: act( "A dark cloud surrounds $n.", ch, NULL, NULL, TO_ROOM ); send_to_char( "You feel unclean.\n\r", ch ); af = new_affect( ); af->type = gsn_hex; af->duration = UMIN( 10, level / 2 ); vzero( af->bitvector ); af->location = APPLY_HITROLL; af->modifier = UMAX( -10, -2 - level / 20 ); affect_to_char( ch, af, NULL ); break; case SAC_EVENT_ARMOUR: act( "A light shines down on $n.", ch, NULL, NULL, TO_ROOM ); i = skill_lookup( "armour" ); spell_armour( i, UMIN( 40, level / 2 ), ch, ch ); break; case SAC_EVENT_HEAL: act( "A light shines down on $n.", ch, NULL, NULL, TO_ROOM ); i = skill_lookup( "cure" ); spell_cure( i, UMIN( 30, level / 2 ), ch, ch ); break; case SAC_EVENT_DISPEL_EVIL: act( "A ball of fire falls from the heavens upon $n.", ch, NULL, NULL, TO_ROOM ); i = skill_lookup( "condemn" ); spell_condemn( i, UMIN( 30, level / 2 ), NULL, ch ); break; case SAC_EVENT_BLIND: act( "A very bright light shines down on $n", ch, NULL, NULL, TO_ROOM ); send_to_char( "You are struck blind!\n\r", ch ); i = skill_lookup( "blindness" ); af = new_affect( ); af->type = i; af->duration = UMIN( 10, level / 2 ); vset( af->bitvector, AFF_BLIND ); af->modifier = 0; af->location = 0; affect_to_char( ch, af, NULL ); break; case SAC_EVENT_BAMF: act( "$n disappears suddenly.", ch, NULL, NULL, TO_ROOM ); send_to_char( "You have been transferred.\n\r", ch ); bamf( ch ); break; case SAC_EVENT_MANA: send_to_char( "You feel a strong burst of power.\n\r", ch ); mana_gain( ch ); break; case SAC_EVENT_FOOD: act( "$n's God provides for $m.", ch, NULL, NULL, TO_ROOM ); send_to_char( "God provides for you.\n\r", ch ); i = skill_lookup( "create food" ); spell_create_food( i, UMIN( 20, level / 2 ), ch, ch ); break; case SAC_EVENT_WATER: act( "$n's God provides for $m.", ch, NULL, NULL, TO_ROOM ); send_to_char( "God provides for you.\n\r", ch ); ch->pcdata->condition[COND_THIRST] = 96; break; case SAC_EVENT_DRUNK: act( "$n's God makes fun for $m.", ch, NULL, NULL, TO_ROOM ); send_to_char( "You feel a little light headed.\n\r", ch ); ch->pcdata->condition[COND_DRUNK] += UMIN( obj->level * 5, 300 ); break; case SAC_EVENT_RAISE: act( "$n tries to sacrifice the corpse but it's alive.", ch, NULL, NULL, TO_ROOM ); send_to_char( "Oh No! It lives!\n\r", ch ); pMob = get_mob_index( MOB_VNUM_ZOMBIE ); pMob->level += level - 5; mob = create_mobile( pMob ); pMob->level += 5 - level; sprintf( buf, mob->name, race_table[race].name ); free_string( mob->name ); mob->name = str_dup( buf ); sprintf( buf, mob->short_descr, race_table[race].name ); free_string( mob->short_descr ); mob->short_descr = str_dup( buf ); sprintf( buf, mob->long_descr, race_table[race].name ); free_string( mob->long_descr ); mob->long_descr = str_dup( buf ); mob->gold = 0; char_to_room( mob, ch->in_room ); act( "$n rises from the ground and attacks!", mob, NULL, NULL, TO_ROOM ); multi_hit( mob, ch, TYPE_UNDEFINED ); create_char_event( mob, evn_gate_demon, percent_fuzzy( level * 15 + 300, 12 ) * PULSE_PER_SECOND ); break; case SAC_EVENT_PLAGUE: act( "A dark cloud surrounds $n.", ch, NULL, NULL, TO_ROOM ); send_to_char( "You feel cold and you shiver.\n\r", ch ); af = new_affect( ); af->type = gsn_plague; af->duration = UMIN( 20, level / 2 ); af->location = APPLY_STR; af->modifier = 0 - UMIN( 5, level / 10 ); vset( af->bitvector, AFF_PLAGUE ); affect_to_char( ch, af, NULL ); break; } return; } void do_study( CHAR_DATA *ch, const char *argument ) { OBJ_DATA *book; int amount, chance; if( IS_NPC( ch ) ) { send_to_char( "You can't learn anything more than you already know.\n\r", ch ); return; } REMOVE_BIT( ch->pcdata->pc_bits, PC_BIT_RACIAL ); if( !( book = get_obj_carry( ch, argument ) ) ) { send_to_char( "You do not have that scroll.\n\r", ch ); return; } if( book->item_type != ITEM_BOOK ) { send_to_char( "You can study only books.\n\r", ch ); return; } if( book->level > ch->level + 3 ) { send_to_char( "You are too inexperienced to use this.\n\r", ch ); return; } WAIT_STATE( ch, skill_table[gsn_study].beats ); act( "$n concentrate$% hard on learning from $p.", ch, book, NULL, TO_ALL ); if( book->action && book->action[0] ) send_to_char( book->action, ch ); if( book->value[0] <= 0 ) { send_to_char( "The pages all seem to be blank!", ch ); return; } /* * Scrolls skill by Binky for EnvyMud, modified by Thelonius */ if( !IS_NPC( ch ) && !get_success( ch, gsn_study, 80 ) ) { switch( number_bits( 3 ) ) { case 0: case 1: case 2: case 3: act( "$n can't understand $p at all.", ch, book, NULL, TO_ALL ); return; case 4: case 5: case 6: act( "$n must have said something incorrectly.", ch, NULL, NULL, TO_ALL ); act( "$p disolves to dust in your hands.", ch, book, NULL, TO_CHAR ); act( "$p suddenly disolves into fine dust.", ch, book, NULL, TO_ROOM ); extract_obj( book ); return; case 7: act( "$n must have triggered something, $p suddenly explodes!", ch, book, NULL, TO_ALL ); /* * damage( ) call after extract_obj in case the damage would * have extracted ch. This is okay because we merely mark * obj->deleted; it still retains all values until list_update. * Sloppy? Okay, create another integer variable. ---Thelonius */ extract_obj( book ); damage( ch, ch, 2 * book->level, gsn_study, WEAR_NONE ); return; } } if( can_use( ch, book->value[0] ) ) amount = adept_level( ch, book->value[0] ) + book->value[2]; else amount = book->value[2]; /* absolute maximum */ amount = UMIN( amount, book->value[3] ); amount -= ch->pcdata->learned[book->value[0]]; /* relative maximum */ amount = UMIN( amount, book->value[1] ); if( amount <= 0 ) { act( "You can't learn any more from $p.", ch, book, NULL, TO_CHAR ); return; } chance = number_range( 1, get_curr_int( ch ) + get_curr_wis( ch ) / 2 ); if( chance < amount ) { act( "&BWith some difficulty, you manage to learn about $T from $p.", ch, book, skill_table[book->value[0]].name, TO_CHAR ); ch->pcdata->learned[book->value[0]] += chance; } else { act( "&BYou study $p and learn a little about $T!", ch, book, skill_table[book->value[0]].name, TO_CHAR ); ch->pcdata->learned[book->value[0]] += amount; } act( "$n appears to have gleaned some knowledge from $p.", ch, book, NULL, TO_ROOM ); extract_obj( book ); return; } void do_steal( CHAR_DATA *ch, const char *argument ) { OBJ_DATA *obj; CHAR_DATA *victim; char buf[MAX_STRING_LENGTH]; char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; char arg[MAX_INPUT_LENGTH]; int number; int count; int percent; if( IS_NPC( ch ) ) { send_to_char( "That, you cannot do.\n\r", ch ); return; } argument = one_argument( argument, arg1 ); one_argument( argument, arg2 ); if( arg1[0] == '\0' || arg2[0] == '\0' ) { send_to_char( "Steal what from whom?\n\r", ch ); return; } if( !( victim = get_char_room( ch, arg2 ) ) ) { send_to_char( "They aren't here.\n\r", ch ); return; } if( victim == ch ) { send_to_char( "Instant success, you steal everything!\n\r", ch ); return; } if( is_safe( ch, victim ) ) { send_to_char( "You cannot steal from them.\n\r", ch ); return; } obj = NULL; WAIT_STATE( ch, skill_table[gsn_steal].beats ); /* * Modified chances for stealing by Morpheus */ percent = ch->level - victim->level; /* Base value */ percent += number_range( -10, 10 ); /* Luck */ if( !IS_AWAKE( victim ) ) percent += 25; /* Sleeping characters are easier */ percent += ch->pcdata->learned[gsn_steal]; /* Character ability */ if( IS_AFFECTED( ch, AFF_SNEAK ) ) percent += 5; /* Quiet characters steal better */ if( !can_see( ch, victim ) ) percent += 10; /* Unseen characters steal better */ if( !str_prefix( arg1, "coins" ) || !str_cmp( arg1, "gold" ) ) percent = (int)( percent * 1.2 ); /* Gold is fairly easy to steal */ else { number = number_argument( arg1, arg ); count = 0; for( obj = victim->carrying; obj; obj = obj->next_content ) { if( can_see_obj( ch, obj ) && is_obj_name( obj, arg ) ) { if( ++count == number ) break; } } if( !obj ) { send_to_char( "You can't find it.\n\r", ch ); return; } if( obj->wear_loc == WEAR_NONE ) /* Items in inventory are harder */ percent = ( int )( percent * .8 ); else percent = ( int )( percent * .3 ); } if( ( !IS_NPC( victim ) && ( !xIS_SET( victim->act, PLR_OUTLAW ) || ch->level - victim->level < 5 ) ) || percent < number_percent( ) ) { /* * Failure. */ send_to_char( "Oops.\n\r", ch ); act( "$n tried to steal from you.\n\r", ch, NULL, victim, TO_VICT ); act( "$n tried to steal from $N.\n\r", ch, NULL, victim, TO_NOTVICT ); sprintf( buf, "%s is a bloody thief!", ch->name ); do_shout( victim, buf ); if( IS_NPC( victim ) || is_clan_enemy( ch, victim ) || is_clan_enemy( victim, ch ) ) /* may not be commutative */ { multi_hit( victim, ch, TYPE_UNDEFINED ); } else { send_to_char( "You can't PK! You lose 1000 exps.\n\r", ch ); gain_exp( ch, -100000 ); log_string( buf ); if( !xIS_SET( ch->act, PLR_OUTLAW ) ) { xSET_BIT( ch->act, PLR_OUTLAW ); send_to_char( "*** You are now an OUTLAW!! ***\n\r", ch ); save_char_obj( ch ); } } return; } if( !str_prefix( 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 ); return; } ch->gold += amount; victim->gold -= amount; if( IS_NPC( victim ) ) victim->in_room->area->economy -= amount; charprintf( ch, "Bingo! You got %d gold coins.\n\r", amount ); return; } if( !can_drop_obj( ch, obj ) || IS_SET( obj->extra_flags, ITEM_INVENTORY ) || obj->level > ch->level + 3 ) { send_to_char( "You can't pry it away.\n\r", ch ); return; } if( ch->carry_number >= can_carry_n( ch ) ) { send_to_char( "You have your hands full.\n\r", ch ); return; } if( ch->carry_weight + get_obj_weight( obj ) > can_carry_w( ch ) ) { send_to_char( "You can't carry that much weight.\n\r", ch ); return; } if( obj->wear_loc != WEAR_NONE ) { send_to_char( "Very daring, and you got it!\n\r", ch ); unequip_char( victim, obj ); } obj_from_char( obj ); obj_to_char( obj, ch ); send_to_char( "Ok.\n\r", ch ); return; } /* * Shopping commands. */ CHAR_DATA *find_keeper( CHAR_DATA *ch, char *argument ) { CHAR_DATA *keeper; SHOP_DATA *pShop; char buf[MAX_STRING_LENGTH]; pShop = NULL; for( keeper = ch->in_room->people; keeper; keeper = keeper->next_in_room ) { if( IS_NPC( keeper ) && ( pShop = keeper->pIndexData->pShop ) && ( argument[0] == '\0' || is_char_name( keeper, argument ) ) ) break; } if( !keeper || !pShop || IS_AFFECTED( keeper, AFF_CHARM ) ) { send_to_char( "You can't do that here.\n\r", ch ); return NULL; } /* * Undesirables. */ if( !IS_NPC( ch ) && xIS_SET( ch->act, PLR_OUTLAW ) ) { do_say( keeper, "OUTLAWs are not welcome!" ); sprintf( buf, "%s the OUTLAW is over here!", ch->name ); do_shout( keeper, buf ); return NULL; } /* * Shop hours. */ if( pShop->open_hour > pShop->close_hour ) { if( ch->in_room->area->plane->time.hour < pShop->open_hour && ch->in_room->area->plane->time.hour > pShop->close_hour ) { do_say( keeper, "Sorry, come back later." ); return NULL; } } else { if( ch->in_room->area->plane->time.hour < pShop->open_hour ) { do_say( keeper, "Sorry, come back later." ); return NULL; } if( ch->in_room->area->plane->time.hour > pShop->close_hour ) { do_say( keeper, "Sorry, 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; } CHAR_DATA *find_smith( CHAR_DATA *ch, const char *argument ) { CHAR_DATA *smith; SHOP_DATA *pShop; char buf[MAX_STRING_LENGTH]; pShop = NULL; for( smith = ch->in_room->people; smith; smith = smith->next_in_room ) { if( IS_NPC( smith ) && ( pShop = smith->pIndexData->pShop ) && xIS_SET( smith->act, ACT_SMITH ) && ( argument[0] == '\0' || is_char_name( smith, argument ) ) ) break; } if( !smith || !pShop || IS_AFFECTED( smith, AFF_CHARM ) ) { send_to_char( "You can't do that here.\n\r", ch ); return NULL; } /* * Undesirables. */ if( !IS_NPC( ch ) && xIS_SET( ch->act, PLR_OUTLAW ) ) { do_say( smith, "OUTLAWs are not welcome!" ); sprintf( buf, "%s the OUTLAW is over here!", ch->name ); do_shout( smith, buf ); return NULL; } /* * Shop hours. */ if( pShop->open_hour > pShop->close_hour ) { if( ch->in_room->area->plane->time.hour < pShop->open_hour && ch->in_room->area->plane->time.hour > pShop->close_hour ) { do_say( smith, "I start work later, see you then." ); return NULL; } } else { if( ch->in_room->area->plane->time.hour < pShop->open_hour ) { do_say( smith, "I start work later, see you then." ); return NULL; } if( ch->in_room->area->plane->time.hour > pShop->close_hour ) { do_say( smith, "It's too late to work, come back tomorrow." ); return NULL; } } /* * Invisible or hidden people. */ if( !can_see( smith, ch ) ) { do_say( smith, "Who said that?" ); return NULL; } return smith; } int get_cost( CHAR_DATA *keeper, CHAR_DATA *customer, OBJ_DATA *obj, bool fBuy ) { SHOP_DATA *pShop; int cost; int margin; if( !obj || ( IS_SET( obj->extra_flags, ITEM_INVENTORY ) && !fBuy ) || !( pShop = keeper->pIndexData->pShop ) ) return 0; if( fBuy ) { margin = pShop->profit_buy - 100; if( customer && !IS_NPC( customer ) ) { margin *= UMIN( 100, 100 - get_success( customer, gsn_haggle, 300 ) * 2 / 3 ); margin /= 100; } margin += 100; if( obj->item_type == ITEM_TREASURE ) cost = obj->value[0] * margin / 100; else cost = obj->cost * margin / 100; } else { OBJ_DATA *obj2; int itype; /* Questmasters don't buy stuff */ if( xIS_SET( keeper->act, ACT_QUESTMASTER ) ) return -1; margin = pShop->profit_sell - 100; if( customer && !IS_NPC( customer ) ) { margin *= UMIN( 100, 100 - get_success( customer, gsn_haggle, 300 ) * 2 / 3 ); margin /= 100; } margin += 100; cost = 0; for( itype = 0; itype < MAX_TRADE; itype++ ) { if( obj->item_type == pShop->buy_type[itype] ) { if( obj->item_type == ITEM_TREASURE ) cost = obj->value[0] * margin / 100; else cost = obj->cost * margin / 100; break; } } for( obj2 = keeper->carrying; obj2; obj2 = obj2->next_content ) { if( obj->pIndexData == obj2->pIndexData ) cost /= 2; } } if( obj->item_type == ITEM_STAFF || obj->item_type == ITEM_WAND ) cost = cost * obj->value[2] / obj->value[1]; return cost; } /* * Multiple object buy modifications by Erwin Andreasen * Obtained from Canth's snippets page at: * http://www.xs4all.nl/~phule/snippets/snippets.html */ void do_buy( CHAR_DATA *ch, const char *argument ) { char arg[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; char arg3[MAX_INPUT_LENGTH]; argument = one_argument( argument, arg ); argument = one_argument( argument, arg2 ); one_argument( argument, arg3 ); if( arg[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; char buf[MAX_STRING_LENGTH]; if( IS_NPC( ch ) ) return; pRoomIndexNext = get_room_index( ch->in_room->vnum + 1 ); if( !pRoomIndexNext ) { bug( "Do_buy: bad pet shop at vnum %d.", ch->in_room->vnum ); send_to_char( "Sorry, you can't buy that here.\n\r", ch ); return; } in_room = ch->in_room; ch->in_room = pRoomIndexNext; pet = get_char_room( ch, arg ); ch->in_room = in_room; if( !pet || !xIS_SET( pet->act, ACT_PET ) ) { send_to_char( "Sorry, you can't buy that here.\n\r", ch ); return; } if( xIS_SET( ch->act, PLR_BOUGHT_PET ) ) { send_to_char( "You already bought one pet this level.\n\r", ch ); return; } if( ch->gold < 10 * pet->level * pet->level ) { send_to_char( "You can't afford it.\n\r", ch ); return; } if( ch->level < pet->level ) { send_to_char( "You're not ready for this pet.\n\r", ch ); return; } ch->gold -= 10 * pet->level * pet->level; ch->in_room->area->economy += 10 * pet->level * pet->level; pet = create_mobile( pet->pIndexData ); xSET_BIT( ch->act, PLR_BOUGHT_PET ); xSET_BIT( pet->act, ACT_PET ); xSET_BIT( pet->affected_by, AFF_CHARM ); one_argument( argument, arg ); if( arg[0] != '\0' ) { sprintf( buf, "%s %s", pet->name, arg ); free_string( pet->name ); pet->name = str_dup( buf ); } sprintf( buf, "%sA neck tag says 'I belong to %s'.\n\r", pet->description, ch->name ); free_string( pet->description ); pet->description = str_dup( buf ); char_to_room( pet, ch->in_room ); add_follower( pet, ch ); send_to_char( "Enjoy your pet.\n\r", ch ); act( "$n bought $N as a pet.", ch, NULL, pet, TO_ROOM ); return; } else { OBJ_DATA *obj; CHAR_DATA *keeper; int cost; int item_count = 1; /* buy only one by default */ int *gold; if( is_number_special( arg ) ) { item_count = atoi_special( arg ); strcpy( arg, arg2 ); strcpy( arg2, arg3 ); } if( !( keeper = find_keeper( ch, arg2 ) ) ) return; if( xIS_SET( keeper->act, ACT_QUESTMASTER ) ) { if( IS_NPC( ch ) ) return; gold = &ch->pcdata->quest->score; } else gold = &ch->gold; obj = get_obj_carry( keeper, arg ); cost = get_cost( keeper, ch, obj, TRUE ); if( cost <= 0 || !can_see_obj( ch, obj ) ) { act( "&B$n tells you 'I don't sell that -- try 'list''.", keeper, NULL, ch, TO_VICT ); ch->reply = keeper; return; } if( item_count < 1 ) { send_to_char( "Buy how many? Number must be more than 0.\n\r", ch ); return; } if( *gold < ( cost * item_count ) ) { if( item_count == 1 ) { act( "&B$n tells you 'You can't afford to buy $p'.", keeper, obj, ch, TO_VICT ); ch->reply = keeper; return; } else { char buf[MAX_STRING_LENGTH]; if( ( *gold / cost ) > 0 ) sprintf( buf, "$n tells you, 'You can only afford %d of those!'", ( *gold / cost ) ); else sprintf( buf, "$n tells you, 'You can't even afford 1'." ); act( buf, keeper, obj, ch, TO_VICT ); ch->reply = keeper; return; } } if( obj->level > ch->level + 3 ) { act( "$n tells you 'You can't use $p yet'.", keeper, obj, ch, TO_VICT ); ch->reply = keeper; return; } if( ch->carry_number + ( item_count * get_obj_number( obj ) ) > can_carry_n( ch ) ) { send_to_char( "You can't carry that many items.\n\r", ch ); return; } if( ch->carry_weight + ( item_count * get_obj_weight( obj ) ) > can_carry_w( ch ) ) { send_to_char( "You can't carry that much weight.\n\r", ch ); return; } if( ( item_count > 1 ) && !IS_SET( obj->extra_flags, ITEM_INVENTORY ) ) { act( "$n tells you, 'Sorry - $p is something I have only one of'", keeper, obj, ch, TO_CHAR ); ch->reply = keeper; return; } { char buf[MAX_STRING_LENGTH]; if( item_count == 1 ) { sprintf( buf, "&gYou buy $p for &y%s&g %s.", int_to_str_special( cost ), xIS_SET( keeper->act, ACT_QUESTMASTER ) ? "quest points" : "gold" ); act( buf, ch, obj, NULL, TO_CHAR ); act( "&g$n buys $p.", ch, obj, NULL, TO_ROOM ); } else { sprintf( buf, "$n buys %d * $p.", item_count ); act( buf, ch, obj, NULL, TO_ROOM ); sprintf( buf, "You buy %d * $p @ %s %s each.", item_count, int_to_str_special( cost ), xIS_SET( keeper->act, ACT_QUESTMASTER ) ? "quest points" : "gold"); act( buf, ch, obj, NULL, TO_CHAR ); } } *gold -= cost * item_count; if( !xIS_SET( keeper->act, ACT_QUESTMASTER ) ) ch->in_room->area->economy += cost * item_count; if( IS_SET( obj->extra_flags, ITEM_INVENTORY ) ) for( ; item_count > 0; item_count-- ) { OBJ_DATA *sell, *content; sell = create_object( obj->pIndexData, obj->level ); obj_to_char( sell, ch ); for( content = obj->contains; content; content = content->next_content ) if( !content->deleted ) obj_to_obj( create_object( content->pIndexData, content->level ), sell ); } else { obj_from_char( obj ); obj_to_char( obj, ch ); } return; } } void do_list( CHAR_DATA *ch, const char *argument ) { BUFFER *outbuf = buffer_new( MAX_STRING_LENGTH ); if( IS_SET( ch->in_room->room_flags, ROOM_PET_SHOP ) ) { CHAR_DATA *pet; ROOM_INDEX_DATA *pRoomIndexNext; bool found; pRoomIndexNext = get_room_index( ch->in_room->vnum + 1 ); if( !pRoomIndexNext ) { bug( "Do_list: bad pet shop at vnum %d.", ch->in_room->vnum ); send_to_char( "You can't do that here.\n\r", ch ); return; } found = FALSE; for( pet = pRoomIndexNext->people; pet; pet = pet->next_in_room ) { if( IS_NPC( pet ) && xIS_SET( pet->act, ACT_PET ) ) { if( !found ) { found = TRUE; buffer_strcat( outbuf, "&bPets for sale:\n\r" ); } bprintf( outbuf, "&b[&m%2d&b] &y%8d&b - &c%s&n\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 ); { char * p; p = outbuf->data; while( ( p = strstr( p, "&x" ) ) ) *(p + 1) = 'c'; } send_to_char( outbuf->data, ch ); buffer_free( outbuf ); return; } else { OBJ_DATA *obj; CHAR_DATA *keeper; char arg[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; int cost; bool found; argument = one_argument( argument, arg ); one_argument( argument, arg2 ); if( !( keeper = find_keeper( ch, arg2 ) ) ) return; found = FALSE; for( obj = keeper->carrying; obj; obj = obj->next_content ) { if( obj->wear_loc != WEAR_NONE || ( cost = get_cost( keeper, NULL, obj, TRUE ) ) < 0 ) continue; if( can_see_obj( ch, obj ) && ( arg[0] == '\0' || !str_cmp( arg, "all" ) || is_obj_name( obj, arg ) ) ) { if( !found ) { found = TRUE; buffer_strcat( outbuf, "&b[&mLvl &rPrice&b]&y Item\n\r" ); } bprintf( outbuf, "&b[&m%3d &r%5s&b]&y %s.&n\n\r", obj->level, int_to_str_special( cost ), capitalize( obj->short_descr ) ); } } if( !found ) { if( arg[0] == '\0' ) send_to_char( "You can't buy anything here.\n\r", ch ); else send_to_char( "You can't buy that here.\n\r", ch ); return; } { char * p; p = outbuf->data; while( ( p = strstr( p, "&x" ) ) ) *(p + 1) = 'y'; } send_to_char( outbuf->data, ch ); buffer_free( outbuf ); return; } } void do_sell( CHAR_DATA *ch, const char *argument ) { OBJ_DATA *obj, *invobj; CHAR_DATA *keeper; char buf[MAX_STRING_LENGTH]; char arg[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; int cost; argument = one_argument( argument, arg ); one_argument( argument, arg2 ); if( arg[0] == '\0' ) { send_to_char( "Sell what?\n\r", ch ); return; } if( !( keeper = find_keeper( ch, arg2 ) ) ) return; if( !( obj = get_obj_carry( ch, arg ) ) ) { act( "&B$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( "&B$n tells you 'I can't see that item'.", keeper, NULL, ch, TO_VICT ); ch->reply = keeper; return; } if( ( cost = get_cost( keeper, ch, obj, FALSE ) ) <= 0 || obj->level > LEVEL_HERO ) { act( "$n looks uninterested in $p.", keeper, obj, ch, TO_VICT ); return; } if( IS_SET( obj->extra_flags, ITEM_POISONED ) ) { act( "&B$n tells you 'I won't buy that! It's poisoned!'", keeper, NULL, ch, TO_VICT ); ch->reply = keeper; return; } if( IS_SET( obj->extra_flags, ITEM_OWNER ) ) { act( "&B$n tells you 'That item would be of no use to me'", keeper, NULL, ch, TO_VICT ); ch->reply = keeper; return; } sprintf( buf, "&gYou sell $p for &y%s&g gold piece%s.", int_to_str_special( cost ), cost == 1 ? "" : "s" ); act( buf, ch, obj, NULL, TO_CHAR ); act( "&g$n sells $p.", ch, obj, NULL, TO_ROOM ); ch->gold += cost; ch->in_room->area->economy -= cost; if( obj->item_type == ITEM_TRASH ) { extract_obj( obj ); } else { int count = 0; obj_from_char( obj ); for( invobj = keeper->carrying; invobj; invobj = invobj->next_content ) { if( invobj->pIndexData == obj->pIndexData ) ++count; } if( count >= 3 ) extract_obj( obj ); else obj_to_char( obj, keeper ); } return; } void do_value( CHAR_DATA *ch, const char *argument ) { OBJ_DATA *obj; CHAR_DATA *keeper; char buf[MAX_STRING_LENGTH]; char arg[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; int cost; argument = one_argument( argument, arg ); one_argument( argument, arg2 ); if( arg[0] == '\0' ) { send_to_char( "Value what?\n\r", ch ); return; } if( !( keeper = find_keeper( ch, arg2 ) ) ) return; if( !( obj = get_obj_carry( ch, arg ) ) ) { act( "&B$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( "&B$n tells you 'You are offering me an imaginary object!?!?'.", keeper, NULL, ch, TO_VICT ); ch->reply = keeper; return; } if( ( cost = get_cost( keeper, ch, obj, FALSE ) ) <= 0 ) { act( "$n looks uninterested in $p.", keeper, obj, ch, TO_VICT ); return; } if( IS_SET( obj->extra_flags, ITEM_POISONED ) ) { act( "&B$n tells you 'I won't buy that! It's poisoned!'", keeper, NULL, ch, TO_VICT ); ch->reply = keeper; return; } if( IS_SET( obj->extra_flags, ITEM_OWNER ) ) { act( "&B$n tells you 'That would be of no use to me'", keeper, NULL, ch, TO_VICT ); ch->reply = keeper; return; } sprintf( buf, "&B$n tells you 'I'll give you %d gold coins for $p'.", cost ); act( buf, keeper, obj, ch, TO_VICT ); ch->reply = keeper; return; } /* * Poison weapon by Thelonius for EnvyMud */ void do_poison_weapon( CHAR_DATA *ch, const char *argument ) { OBJ_DATA *obj; OBJ_DATA *pobj; OBJ_DATA *wobj; char arg[MAX_INPUT_LENGTH]; int timer; /* * Don't allow mobs or unskilled pcs to do this */ if( IS_NPC( ch ) || ( !IS_NPC( ch ) && !can_use( ch, gsn_poison_weapon ) ) ) { send_to_char( "What do you think you are, a thief?\n\r", ch ); return; } one_argument( argument, arg ); if( arg[0] == '\0' ) { send_to_char( "What are you trying to poison?\n\r", ch ); return; } if( ch->fighting ) { send_to_char( "While you're fighting? Nice try.\n\r", ch ); return; } if( !( obj = get_obj_carry( ch, arg ) ) ) { send_to_char( "You do not have that weapon.\n\r", ch ); return; } if( obj->item_type != ITEM_WEAPON ) { send_to_char( "That item is not a weapon.\n\r", ch ); return; } if( IS_OBJ_STAT( obj, ITEM_POISONED ) ) { send_to_char( "That weapon is already poisoned.\n\r", ch ); return; } /* * Now we have a valid weapon...check to see if we have the powder. */ for( pobj = ch->carrying; pobj; pobj = pobj->next_content ) { if( pobj->pIndexData->vnum == OBJ_VNUM_BLACK_POWDER ) break; } if( !pobj ) { send_to_char( "You do not have the black poison powder.\n\r", ch ); return; } /* * Okay, we have the powder...do we have water? */ for( wobj = ch->carrying; wobj; wobj = wobj->next_content ) { if( wobj->item_type == ITEM_DRINK_CON && wobj->value[1] > 0 && wobj->value[2] == 0 ) break; } if( !wobj ) { send_to_char( "You have no water to mix with the powder.\n\r", ch ); return; } /* * Great, we have the ingredients...but is the thief smart enough? */ if( !IS_NPC( ch ) && get_curr_wis( ch ) < 19 ) { send_to_char( "You can't quite remember what to do...\n\r", ch ); return; } /* * And does the thief have steady enough hands? */ if( !IS_NPC( ch ) && ( get_curr_dex( ch ) < 20 || ch->pcdata->condition[COND_DRUNK] > 0 ) ) { send_to_char( "Your hands aren't steady enough to properly mix the poison.\n\r", ch ); return; } WAIT_STATE( ch, skill_table[gsn_poison_weapon].beats ); /* * Check the skill percentage */ if( !IS_NPC( ch ) && number_percent( ) > ch->pcdata->learned[gsn_poison_weapon] ) { send_to_char( "You failed and spill some on yourself. Ouch!\n\r", ch ); damage( ch, ch, ch->level, gsn_poison_weapon, WEAR_NONE ); act( "$n spills the poison all over!", ch, NULL, NULL, TO_ROOM ); extract_obj( pobj ); extract_obj( wobj ); return; } /* * Well, I'm tired of waiting. Are you? */ act( "You mix $p in $P, creating a deadly poison!", ch, pobj, wobj, TO_CHAR ); act( "$n mixes $p in $P, creating a deadly poison!", ch, pobj, wobj, TO_ROOM ); act( "You pour the poison over $p, which glistens wickedly!", ch, obj, NULL, TO_CHAR ); act( "$n pours the poison over $p, which glistens wickedly!", ch, obj, NULL, TO_ROOM ); SET_BIT( obj->extra_flags, ITEM_POISONED ); obj->cost *= ch->level; /* * Set an object timer. Don't want proliferation of poisoned weapons */ timer = 10 + ch->level; if( IS_OBJ_STAT( obj, ITEM_BLESS ) ) timer *= 2; if( IS_OBJ_STAT( obj, ITEM_MAGIC ) ) timer *= 2; set_timer_tick( obj, timer ); /* * WHAT? All of that, just for that one bit? How lame. ; ) */ act( "The remainder of the poison eats through $p.", ch, wobj, NULL, TO_CHAR ); act( "The remainder of the poison eats through $p.", ch, wobj, NULL, TO_ROOM ); extract_obj( pobj ); extract_obj( wobj ); return; } /* * Contributed by BoneCrusher of EnvyMud. */ void do_donate( CHAR_DATA *ch, const char *argument ) { OBJ_DATA *container; OBJ_DATA *obj; OBJ_DATA *obj_next; if( argument [0] == '\0' ) { send_to_char( "Donate what?\n\r", ch ); return; } if( ( container = get_obj_world( ch, "donation" ) ) == NULL ) { send_to_char( "The donation pit is missing from the world.\n\r", ch ); return; } if( str_cmp( argument, "all" ) && str_prefix( "all.", argument ) ) { if( ( obj = get_obj_carry( ch, argument ) ) == NULL ) { send_to_char( "You do not have that item.\n\r", ch ); return; } if( !can_drop_obj( ch, obj ) ) { send_to_char( "You can't let go of it.\n\r", ch ); return; } if( get_obj_weight( obj ) + get_obj_weight( container ) > container->value[0] ) { send_to_char( "It won't fit.\n\r", ch ); return; } if( obj->item_type == ITEM_TRASH || obj->item_type == ITEM_FOOD || obj->item_type == ITEM_KEY || obj->item_type == ITEM_PILL ) { act( "You send $p flying to the $P.", ch, obj, container, TO_CHAR ); extract_obj( obj ); return; } obj_from_char( obj ); obj_to_obj( obj, container ); act( "$n sends $p flying to the $P.", ch, obj, container, TO_ROOM ); act( "You send $p flying to the $P.", ch, obj, container, TO_CHAR ); send_to_room( "A loud clank is heard from the pit!", container->in_room ); } else { for( obj = ch->carrying; obj; obj = obj_next ) { obj_next = obj->next_content; if( ( argument[3] == '\0' || is_obj_name( obj, &argument[4] ) ) && 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( obj->item_type == ITEM_TRASH || obj->item_type == ITEM_FOOD || obj->item_type == ITEM_KEY || obj->item_type == ITEM_PILL ) { act( "You send $p flying to the $P.", ch, obj, container, TO_CHAR ); extract_obj( obj ); continue; } obj_from_char( obj ); obj_to_obj( obj, container ); act( "$n sends $p flying to the $P.", ch, obj, container, TO_ROOM ); act( "You send $p flying to the $P.", ch, obj, container, TO_CHAR ); send_to_room( "A loud clank is heard from the pit!", container->in_room ); } } } return; } void do_carve( CHAR_DATA *ch, const char *argument ) { OBJ_DATA *cor = get_obj_here( ch, argument ); OBJ_DATA *content, *next; char buf[100]; if( IS_NPC( ch ) || !can_use( ch, gsn_carve ) ) { send_to_char( "Maybe you should learn how first.", ch ); return; } if( !cor || cor->item_type != ITEM_CORPSE_NPC ) { send_to_char( "You can't carve that.\n\r", ch ); return; } if( ( !( content = get_eq_char( ch, WEAR_WIELD_R ) ) || content->value[3] != 1 ) && ( !( content = get_eq_char( ch, WEAR_WIELD_DOUBLE ) ) || content->value[3] != 1 ) ) { send_to_char( "You need to wield a slicing weapon.\n\r", ch ); return; } WAIT_STATE( ch, skill_table[gsn_carve].beats ); for( content = cor->contains; content && content != cor; content = next ) { next = content->next_content; obj_from_obj( content ); obj_to_room( content, ch->in_room ); } if( get_success( ch, gsn_carve, 85 ) ) { if( number_bits( 2 ) == 0 ) { act( "$n wildy savages $p, sending chunks flying!", ch, cor, NULL, TO_ROOM ); send_to_char( "You attack the corpse and " "large meaty chunks fly about the room!\n\r", ch ); } else { act( "$n carves $p into nice steaks.", ch, cor, NULL, TO_ROOM ); send_to_char( "You carve it up neatly into good meat.\n\r", ch ); } content = create_object( get_obj_index( OBJ_VNUM_MUSHROOM ), cor->level ); free_string( content->name ); sprintf( buf, "steaks %s", race_table[cor->value[0]].name ); content->name = str_dup( buf ); free_string( content->short_descr ); sprintf( buf, "some %s steaks", race_table[cor->value[0]].name ); content->short_descr = str_dup( capitalize( buf ) ); free_string( content->description ); sprintf( buf, "A pile of %s steaks look very tasty.", race_table[cor->value[0]].name ); content->description = str_dup( capitalize( buf ) ); obj_to_room( content, ch->in_room ); set_timer_tick( content, dice( 5, 6 ) ); content->value[0] = number_range( cor->level, cor->level * 2 ); } else { act( "$n carves $P into a horrible mess.", ch, cor, NULL, TO_ROOM ); send_to_char( "You try to carve it but mess up.\n\r", ch ); } free_string( cor->name ); cor->name = str_dup( "mess rotten" ); free_string( cor->short_descr ); cor->short_descr = str_dup( "a rotten mess" ); free_string( cor->description ); cor->description = str_dup( "A mangled heap sits here smelling slightly." ); cor->item_type = ITEM_TRASH; REMOVE_BIT( cor->wear_flags, ITEM_TAKE ); cor->extra_flags = 0; set_timer_tick( cor, dice( 5, 6 ) ); return; } #define NOT_ALLOWED "destroy cursed remove hex" void do_engrave( CHAR_DATA *ch, const char *argument ) { OBJ_DATA *obj; AFFECT_DATA *paf, *oaf; char arg1[MAX_INPUT_LENGTH]; int sn, level, chance, i, cost[MAGIC_MAX + 1]; if( IS_NPC( ch ) || !can_use( ch, gsn_engrave ) ) { send_to_char( "You lack the skills and initiative.\n\r", ch ); return; } argument = one_argument( argument, arg1 ); if( argument[0] == '\0' || arg1[0] == '\0' ) { send_to_char( "Engrave what item with which spell?\n\r", ch ); return; } obj = get_obj_carry( ch, arg1 ); if( !obj || obj->wear_loc != WEAR_NONE ) { send_to_char( "You aren't carrying that item.\n\r", ch ); return; } if( IS_SET( obj->extra_flags, ITEM_RUNED ) || ( obj->item_type != ITEM_ARMOUR && obj->item_type != ITEM_WEAPON ) ) { send_to_char( "You can't engrave on that item.\n\r", ch ); return; } sn = skill_lookup( argument ); if( sn <= 0 || !can_use( ch, sn ) || ( skill_table[sn].target != TAR_CHAR_OFFENSIVE && skill_table[sn].target != TAR_CHAR_DEFENSIVE && skill_table[sn].target != TAR_CHAR_SELF ) || !str_infix( skill_table[sn].name, NOT_ALLOWED ) ) { send_to_char( "You can't engrave that spell.\n\r", ch ); return; } if( ( skill_table[sn].target == TAR_CHAR_OFFENSIVE && obj->item_type != ITEM_WEAPON ) || skill_table[sn].spell_fun == spell_null ) { send_to_char( "Such a thing is not possible.\n\r", ch ); return; } /* how many levels has this person had the skill */ level = skill_table[sn].skill_level[ch->class]; for( i = 0; i < NUM_MULTI_CLASS && level > ch->level; ++i ) { if( ch->pcdata->multi_class[i] >= CLASS_ADEPT && skill_table[sn].skill_level[i] < level ) level = skill_table[sn].skill_level[i]; } level = ch->level - level; for( i = 0; i < NUM_MULTI_CLASS && level > ch->level; ++i ) { if( ch->pcdata->multi_class[i] == CLASS_ASPIRING && level > ch->sublevel - skill_table[sn].skill_level[i] ) level = ch->sublevel - skill_table[sn].skill_level[i]; } if( ++level <= 0 ) { send_to_char( "You have no chance of doing that.\n\r", ch ); return; } /* mana cost */ for( i = 0; i < MAGIC_MAX; ++i ) { cost[i] = 3 * mana_cost( ch, sn, i ); /* chance += cost[i]; */ if( !IS_NPC( ch ) && ch->mana[i] < cost[i] ) { send_to_char( "You don't have enough mana.\n\r", ch ); return; } } cost[MAGIC_MAX] = 3 * mana_cost( ch, sn, MAGIC_MAX ); if( total_mana( ch->mana ) - total_mana( cost ) < cost[MAGIC_MAX] ) { send_to_char( "You don't have enough mana.\n\r", ch ); return; } for( i = 0; i < MAGIC_MAX; ++i ) ch->mana[i] -= cost[i]; take_generic_mana( ch, cost[MAGIC_MAX] ); /* chance of success */ chance = get_success( ch, gsn_engrave, 250 ); chance += get_success( ch, sn, 250 ); chance += ch->level - obj->level; chance = UMAX( 1, 195 - number_range( 0, chance ) ); SET_BIT( obj->extra_flags, ITEM_RUNED ); obj->level += UMIN( ch->level - obj->level, 1 ); if( chance < number_fuzzy( level ) || IS_IMMORTAL( ch ) ) { ch->pcdata->learned[sn] = UMAX( 0, ch->pcdata->learned[sn] - class_table[ch->class].skill_adept ); if( skill_table[sn].target == TAR_CHAR_OFFENSIVE || !str_cmp( skill_table[sn].name, "dispel magic" ) ) { obj->value[0] = sn; } else { affect_strip( ch, sn ); ( *skill_table[sn].spell_fun ) ( sn, ch->level, ch, (void *)ch ); for( paf = ch->affected; paf; paf = paf->next ) { if( paf->type != sn ) continue; oaf = alloc_perm( sizeof( *oaf ) ); oaf->type = sn; oaf->duration = -1; oaf->location = paf->location; oaf->modifier = paf->modifier; vcopy( oaf->bitvector, paf->bitvector ); oaf->next = obj->affected; obj->affected = oaf; } affect_strip( ch, sn ); } } act( "$n begins to engrave a spell on $p.", ch, obj, NULL, TO_ROOM ); act( "You begin to engrave a spell on $p.", ch, obj, NULL, TO_CHAR ); WAIT_STATE( ch, skill_table[gsn_engrave].beats ); return; } #undef NOT_ALLOWED void do_modify_armour( CHAR_DATA *ch, const char *argument ) { OBJ_DATA *obj; if( IS_NPC( ch ) || !can_use( ch, gsn_modify_armour ) ) { send_to_char( "Learn how to do this first.\n\r", ch ); return; } if( argument[0] == '\0' || !( obj = get_obj_carry( ch, argument ) ) ) { send_to_char( "Modify which?\n\r", ch ); return; } if( obj->item_type != ITEM_ARMOUR || obj->value[1] == -1 ) { send_to_char( "You can't modify that.\n\r", ch ); return; } if( obj->wear_loc != WEAR_NONE ) { send_to_char( "Take it off first please.\n\r", ch ); return; } if( IS_SET( obj->extra_flags, ITEM_FRAGILE ) ) { send_to_char( "That item is far to brittle to modify.\n\r", ch ); return; } WAIT_STATE( ch, skill_table[gsn_modify_armour].beats ); if( number_range( 0, get_success( ch, gsn_modify_armour, 250 ) * 2 ) <= 1 ) /* change constants to your discretion */ { send_to_char( "You try as hard as you can but you stuff up.\n\r", ch ); extract_obj( obj ); return; } /* modify, at the moment there is a maximum size shift of 2 places allthough that can be changed if you like */ if( obj->value[1] < get_size( ch ) - 10 ) { act( "You work $p larger so it fits you better.", ch, obj, NULL, TO_CHAR ); act( "$n works $p larger so it fits $m better.", ch, obj, NULL, TO_ROOM ); obj->value[1] = UMIN( race_table[ch->race].size, obj->value[1] + 20 ); } else if( obj->value[1] > get_size( ch ) + 10 ) { act( "You work $p smaller so it fits you better.", ch, obj, NULL, TO_CHAR ); act( "$n works $p smaller so it fits $m better.", ch, obj, NULL, TO_ROOM ); obj->value[1] = UMAX( race_table[ch->race].size, obj->value[1] - 20 ); } else { send_to_char( "No modifications were really necessary.\n\r", ch ); obj->value[1] = race_table[ch->race].size; } if( number_bits( 4 ) == 0 && !get_success( ch, gsn_modify_armour, 30 ) && !IS_SET( obj->extra_flags, ITEM_FRAGILE ) ) { act( "&r$p has become more fragile!", ch, obj, NULL, TO_CHAR ); SET_BIT( obj->extra_flags, ITEM_FRAGILE ); } if( number_bits( 2 ) == 0 ) mod_item_condition( ch, obj, 1 ); /* armour class is lowered slightly by the modification */ if( ch->pcdata->learned[gsn_modify_armour] < 110 ) { obj->value[0] *= ( ch->pcdata->learned[gsn_modify_armour] - 10 ); obj->value[0] /= ( obj->level >= ch->level ) ? ( 100 + obj->level - ch->level ) : 100; } return; } void do_lighten( CHAR_DATA *ch, const char *argument ) { OBJ_DATA *obj; int chance; if( IS_NPC( ch ) || !can_use( ch, gsn_lighten ) ) { send_to_char( "Learn how to do this first.\n\r", ch ); return; } if( argument[0] == '\0' || !( obj = get_obj_carry( ch, argument ) ) ) { send_to_char( "Modify which?\n\r", ch ); return; } if( obj->wear_loc != WEAR_NONE ) { send_to_char( "Take it off first please.\n\r", ch ); return; } if( IS_SET( obj->extra_flags, ITEM_FRAGILE ) ) { send_to_char( "That item is far to brittle to modify.\n\r", ch ); return; } act( "$n begin$% work on $p, making it lighter.", ch, obj, NULL, TO_ALL ); WAIT_STATE( ch, skill_table[gsn_lighten].beats ); if( number_range( 0, get_success( ch, gsn_lighten, 250 ) * 4 ) <= 1 ) /* change constants to your discretion */ { act( "$n remove$% too much material and $p crumbles.", ch, obj, NULL, TO_ALL ); extract_obj( obj ); return; } chance = obj->weight * 2 + ch->pcdata->learned[gsn_lighten]; chance += ch->level - obj->level + obj->condition / 10; chance = dice( 2, chance ) / 2; if( number_bits( 3 ) == 0 && chance < 250 && !IS_SET( obj->extra_flags, ITEM_FRAGILE ) ) { act( "&r$p has become more fragile!", ch, obj, NULL, TO_CHAR ); SET_BIT( obj->extra_flags, ITEM_FRAGILE ); } if( chance <= 180 ) { mod_item_condition( ch, obj, 1 ); if( obj->deleted ) return; } if( chance <= 100 || obj->weight <= 1 ) { send_to_char( "You find it impossible to lighten the item without ruining it further.\n\r", ch ); return; } chance = UMIN( chance - 100, 250 ); chance /= 50; obj->weight *= 10; for( ; chance > 0; --chance ) obj->weight = obj->weight * 4 / 5; obj->weight += 4; obj->weight /= 10; act( "You work $p so it becomes lighter.", ch, obj, NULL, TO_CHAR ); act( "$n works $p so it becomes lighter.", ch, obj, NULL, TO_ROOM ); return; } void do_sharpen( CHAR_DATA *ch, const char *argument ) { OBJ_DATA *obj; OBJ_DATA *stone; int chance; if( IS_NPC( ch ) || !can_use( ch, gsn_sharpen_weapon ) ) { send_to_char( "Learn how to do this first.\n\r", ch ); return; } if( argument[0] == '\0' || !( obj = get_obj_carry( ch, argument ) ) ) { send_to_char( "Sharpen which?\n\r", ch ); return; } if( ( !( stone = get_eq_char( ch, WEAR_HOLD_L ) ) || stone->pIndexData->vnum != OBJ_VNUM_WHETSTONE ) && ( !( stone = get_eq_char( ch, WEAR_HOLD_R ) ) || stone->pIndexData->vnum != OBJ_VNUM_WHETSTONE ) ) { send_to_char( "You must be using a whetstone first.\n\r", ch ); return; } if( obj->item_type != ITEM_WEAPON ) { send_to_char( "You can't sharpen that.\n\r", ch ); return; } if( obj->wear_loc != WEAR_NONE ) { send_to_char( "Take it off first please.\n\r", ch ); return; } if( obj->value[1] + 6 + obj->level / 40 >= obj->value[2] ) { send_to_char( "That no longer needs any more sharpening.\n\r", ch ); return; } if( IS_SET( obj->extra_flags, ITEM_FRAGILE ) ) { send_to_char( "That weapon is far too brittle to sharpen.\n\r", ch ); return; } act( "$n begins to sharpen $p.", ch, obj, NULL, TO_ROOM ); stone->value[0] += dice( 1, 6 ); if( stone->value[0] > 50 ) { act( "$P has worn down to a useless sliver.", ch, NULL, stone, TO_CHAR ); act( "$P has worn down to a useless sliver.", ch, NULL, stone, TO_ROOM ); extract_obj( stone ); } WAIT_STATE( ch, skill_table[gsn_sharpen_weapon].beats ); chance = number_range( 0, get_success( ch, gsn_sharpen_weapon, 250 ) ); chance += UMIN( 25, ch->level - obj->level ); if( IS_SET( obj->extra_flags, ITEM_FRAGILE ) ) chance = number_range( 0, chance ); if( chance < 1 ) { send_to_char( "You fumble and the weapon shatters.\n\r", ch ); act( "$p is destroyed!", ch, obj, NULL, TO_ROOM ); extract_obj( obj ); return; } if( number_bits( 4 ) == 0 ) { mod_item_condition( ch, obj, 1 ); if( obj->deleted ) return; } if( number_bits( 5 ) == 0 && chance < 60 && !IS_SET( obj->extra_flags, ITEM_FRAGILE ) ) { act( "&r$p has become more fragile!", ch, obj, NULL, TO_CHAR ); SET_BIT( obj->extra_flags, ITEM_FRAGILE ); } if( chance < 20 ) { send_to_char( "Nothing much happens.\n\r", ch ); return; } SET_BIT( obj->extra_flags, ITEM_SHARP ); if( number_percent( ) == 99 ) { act( "You give $p a deadly sharp edge!", ch, obj, NULL, TO_CHAR ); act( "$n gives $p a deadly sharp edge!", ch, obj, NULL, TO_ROOM ); obj->value[2] += number_fuzzy( 1 ) + ch->level / 50; } else { act( "You hone the edge on $p.", ch, obj, NULL, TO_CHAR ); act( "$n hones the edge on $p.", ch, obj, NULL, TO_ROOM ); } obj->value[1] = UMIN( obj->value[2] - 6 - obj->level / 40, obj->value[1] + 2 + ch->level / 50 + ( obj->value[2] - obj->value[1] ) / 10 ); return; } void do_call( CHAR_DATA *ch, const char *argument ) { OBJ_DATA *obj, *in_obj; if( is_name( "mortician", ch->name ) ) { obj = get_obj_world( ch, argument ); if( !obj ) { send_to_char( "You can't find it.\n\r", ch ); return; } if( obj->carried_by == ch ) { send_to_char( "You have it.\n\r", ch ); return; } if( obj->in_room ) obj_from_room( obj ); else if( obj->carried_by ) { if( obj->wear_loc != WEAR_NONE ) remove_obj( obj->carried_by, obj->wear_loc, TRUE ); obj_from_char( obj ); } else if( obj->in_obj ) { for( in_obj = obj->in_obj; in_obj; in_obj = in_obj->in_obj ) ; if( in_obj->carried_by != ch ) obj_from_obj( obj ); } obj_to_room( obj, ch->in_room ); strip_events( &obj->events, evn_imp_grab ); act( "$n utters the words 'Ereh Yesproc'.", ch, obj, NULL, TO_ROOM ); act( "The $p appears on the ground!", ch, obj, NULL, TO_ROOM ); act( "You call for the $p, and it is dumped on the ground at your feet.", ch, obj, NULL, TO_CHAR ); return; } if( IS_NPC( ch ) ) return; if( !( *argument ) ) { send_to_char( "You have to specify an item.\n\r", ch ); return; } if( str_cmp( argument, "all" ) ) { obj = get_obj_world( ch, argument ); if( !obj ) { send_to_char( "You can't find it.\n\r", ch ); return; } if( !is_owner( ch, obj ) ) { send_to_char( "You can't call something you don't own.\n\r", ch ); return; } if( obj->carried_by == ch ) { send_to_char( "You have it.\n\r", ch ); return; } if( obj->in_room ) obj_from_room( obj ); else if( obj->carried_by ) { if( obj->wear_loc != WEAR_NONE ) remove_obj( obj->carried_by, obj->wear_loc, TRUE ); obj_from_char( obj ); } else if( obj->in_obj ) { for( in_obj = obj->in_obj; in_obj && in_obj->in_obj; in_obj = in_obj->in_obj ) ; if( in_obj->carried_by != ch ) obj_from_obj( obj ); else { send_to_char( "It's in the bag.\n\r", ch ); return; } } obj_to_char( obj, ch ); act( "$n calls and $p appears in $s hands.", ch, obj, NULL, TO_ROOM ); act( "$p materialises in your hands.", ch, obj, NULL, TO_CHAR ); return; } /* call all */ for( obj = object_list; obj; obj = obj->next ) { if( obj->deleted || obj->carried_by == ch ) continue; if( IS_SET( obj->extra_flags, ITEM_OWNER ) && is_owner( ch, obj ) ) { if( obj->in_room ) obj_from_room( obj ); else if( obj->carried_by ) { if( obj->wear_loc != WEAR_NONE ) remove_obj( obj->carried_by, obj->wear_loc, TRUE ); obj_from_char( obj ); } else if( obj->in_obj ) { in_obj = obj->in_obj; while( in_obj && in_obj->in_obj ) in_obj = in_obj->in_obj; if( in_obj->carried_by != ch ) obj_from_obj( obj ); else continue; } obj_to_char( obj, ch ); act( "$n calls and $p appears in $s hands.", ch, obj, NULL, TO_ROOM ); act( "$p materialises in your hands.", ch, obj, NULL, TO_CHAR ); } } return; } void do_bury( CHAR_DATA *ch, const char *argument ) { OBJ_DATA *obj; if( IS_NPC( ch ) || !can_use( ch, gsn_bury_item ) ) { send_to_char( "You must learn how first.\n\r", ch ); return; } if( ch->in_room->sector_type == SECT_AIR || ch->in_room->sector_type == SECT_SPACE ) { send_to_char( "Bury in WHAT? You should smoke less of the weed man!\n\r", ch ); return; } if( ch->in_room->sector_type == SECT_WATER_SWIM || ch->in_room->sector_type == SECT_WATER_NOSWIM || ch->in_room->sector_type == SECT_UNDERWATER ) { send_to_char( "You are in water, do you think you can dig at that?\n\r", ch ); return; } obj = get_obj_carry( ch, argument ); if( !obj ) { send_to_char( "Bury what exactly?\n\r", ch ); return; } if( IS_SET( obj->extra_flags, ITEM_BURIED ) ) { send_to_char( "It seems to be pretty well covered as it is.\n\r", ch ); return; } WAIT_STATE( ch, 2 * PULSE_VIOLENCE ); if( get_success( ch, gsn_bury_item, 100 ) == 0 ) { send_to_char( "You failed to cover the item properly.\n\r", ch ); return; } SET_BIT( obj->extra_flags, ITEM_BURIED ); if( obj->carried_by ) obj_from_char( obj ); if( obj->in_obj ) /* just in case */ obj_from_obj( obj ); if( !obj->in_room ) { obj_to_room( obj, ch->in_room ); strip_events( &obj->events, evn_imp_grab ); } act( "$n buries $p in the dirt.", ch, obj, NULL, TO_ROOM ); send_to_char( "Ok.\n\r", ch ); return; } void do_dig( CHAR_DATA *ch, const char *argument ) { OBJ_DATA *obj; CHAR_DATA *mob; static const char* const dig_messsage[SECT_MAX][2] = { { "You start to break some floor boards when you dig.", "$n starts to break some floor boards as $e starts digging." }, { "You lift a few cobble stones and digging into the packed earth beneath.", "$n is making a mess of the street with $s digging." }, { "You make a nice hole while digging up a lot of dirt.", "$n digs a hole and goes about $s business." }, { "You seem to be hitting alot of roots when you dig.", "$n look like $e is trying to dig up a tree!" }, { "You dig up more clay than dirt here.", "$n seems to be digging up alot of clay." }, { "You start to chip away at the rock here.", "$n bangs away at the side of the mountain." }, { "You can't dig in the water!", NULL }, { "You can't dig in the water!", NULL }, { "You can't dig in the water!", NULL }, { "You can't dig up air!", NULL }, { "You start shovelling piles of sand.", "$n begins to shovel piles of sand." }, { "You can't dig through a vacuum!", NULL }, { "You dig a hole slowly as it continually fills with muddy water.", "$n begins the futile task of digging a hole in the soggy ground.", } }; if( IS_NPC( ch ) ) { send_to_char( "You are unable to do this.\n\r", ch ); return; } if( dig_messsage[ch->in_room->sector_type][0] != NULL ) act( dig_messsage[ch->in_room->sector_type][0], ch, NULL, NULL, TO_CHAR ); if( dig_messsage[ch->in_room->sector_type][1] != NULL ) act( dig_messsage[ch->in_room->sector_type][1], ch, NULL, NULL, TO_ROOM ); else return; WAIT_STATE( ch, 2 * PULSE_VIOLENCE ); /* * Dig for an object. */ for( obj = ch->in_room->contents; obj; obj = obj->next_content ) { if( !obj->deleted && IS_SET( obj->extra_flags, ITEM_BURIED ) && ch->pcdata->learned[gsn_bury_item] + 50 > number_bits( 8 ) ) break; } if( obj ) { REMOVE_BIT( obj->extra_flags, ITEM_BURIED ); act( "$n dig$% $p up from the ground.", ch, obj, NULL, TO_ALL ); if( IS_SET( obj->wear_flags, ITEM_TAKE ) ) { obj_from_room( obj ); obj_to_char( obj, ch ); } return; } /* * Dig for a mob. */ for( mob = ch->in_room->people; mob; mob = mob->next_in_room ) { if( !mob->deleted && IS_NPC( mob ) && xIS_SET( mob->act, ACT_BURIED ) && number_bits( 3 ) < 6 ) break; } if( mob ) { act( "$n reveal$% $N!", ch, NULL, mob, TO_ALL ); xREMOVE_BIT( mob->act, ACT_BURIED ); if( !xIS_SET( mob->act, ACT_WIMPY ) && !is_safe( mob, ch ) ) { act( "&r$N is not happy, $E lunges at $n!", ch, NULL, mob, TO_ALL ); multi_hit( mob, ch, TYPE_UNDEFINED ); } return; } if( number_bits( 3 ) == 0 ) { int race; MOB_INDEX_DATA *pMob; char buf[MAX_STRING_LENGTH]; switch( number_bits( 4 ) ) { case 0: case 1: case 2: case 3: case 4: pMob = get_mob_index( MOB_VNUM_SKELETON ); break; default: pMob = get_mob_index( MOB_VNUM_ZOMBIE ); break; case 12: case 13: case 14: pMob = get_mob_index( MOB_VNUM_MUMMY ); break; case 15: pMob = get_mob_index( MOB_VNUM_LICH ); break; } pMob->level += (ch->level + ch->in_room->area->min) / 2 - 5; mob = create_mobile( pMob ); pMob->level += 5 - (ch->level + ch->in_room->area->min) / 2; mob->gold = 0; race = number_range( 0, MAX_RACE - 1 ); mob->resil_mod = ( race_table[race].resil - 1000 ) / 2; sprintf( buf, mob->name, race_table[race].name ); free_string( mob->name ); mob->name = str_dup( buf ); sprintf( buf, mob->short_descr, race_table[race].name ); free_string( mob->short_descr ); mob->short_descr = str_dup( buf ); sprintf( buf, mob->long_descr, race_table[race].name ); free_string( mob->long_descr ); mob->long_descr = str_dup( buf ); char_to_room( mob, ch->in_room ); act( "Oh no, you have disturbed $N's rest!", ch, NULL, mob, TO_CHAR ); act( "$n rises from the ground and attacks!", mob, NULL, NULL, TO_ROOM ); multi_hit( mob, ch, TYPE_UNDEFINED ); return; } send_to_char( "You dig but come up with nothing.\n\r", ch ); return; } void do_prepare( CHAR_DATA *ch, const char *argument ) { OBJ_DATA *seeds; char buf[MAX_INPUT_LENGTH]; char arg1[MAX_INPUT_LENGTH]; /* spell1 name */ int timer; argument = one_argument( argument, arg1 ); if( !can_use( ch, gsn_herbalism ) ) { send_to_char( "You can't do that.\n\r", ch ); return; } if( !( *argument ) || !arg1[0] ) { send_to_char( "Usage: prepare <spell-name> [spell-name]\n\r", ch ); return; } seeds = get_eq_char( ch, WEAR_HOLD_L ); if( !seeds || seeds->pIndexData->vnum != OBJ_VNUM_HERBS ) { if( !( seeds = get_eq_char( ch, WEAR_HOLD_R ) ) || seeds->pIndexData->vnum != OBJ_VNUM_HERBS ) { send_to_char( "Sorry you aren't holding any seeds to plant.\n\r", ch ); return; } } /* get the spells */ seeds->value[1] = skill_lookup( arg1 ); if( argument && *argument ) seeds->value[2] = skill_lookup( argument ); else seeds->value[2] = -1; if( seeds->value[1] <= 0 || ( *argument && seeds->value[2] < 0 ) ) { send_to_char( "You have chosen a spell that doesn't exist.\n\r", ch ); seeds->value[1] = -1; seeds->value[2] = -1; return; } if( !can_use( ch, seeds->value[1] ) || !can_use( ch, seeds->value[2] ) ) { send_to_char( "You cannot prepare a spell that you dont know.\n\r", ch ); seeds->value[1] = -1; seeds->value[2] = -1; return; } /* chance of losing a spell from the pill */ if( !get_success( ch, gsn_herbalism, 100 ) ) { if( argument && *argument ) { seeds->value[1] = seeds->value[2]; seeds->value[2] = -1; } else seeds->value[1] = -1; } if( !get_success( ch, gsn_herbalism, 100 ) ) seeds->value[2] = -1; /* chance of adding poison to the pill */ if( !get_success( ch, gsn_herbalism, 100 ) ) { if( seeds->value[1] <= 0 ) seeds->value[1] = gsn_poison; else if( seeds->value[2] <= 0 ) seeds->value[2] = gsn_poison; else if( seeds->value[3] <= 0 ) seeds->value[3] = gsn_poison; } /* set all other values for the new/changed item */ REMOVE_BIT( seeds->wear_flags, ITEM_TAKE ); seeds->value[0] = number_fuzzy( ( seeds->level + ch->level ) / 2 ); /* seeds->item_type = ITEM_PLANT; */ timer = 200 - get_success( ch, gsn_herbalism, 250 ); if( number_bits( 8 ) > timer && number_bits( 3 ) == 0 ) { timer = number_range( 10, timer * 2 ); create_obj_event( seeds, evn_plant_die, timer ); } else { timer = number_range( timer * 2, timer * 3 ); create_obj_event( seeds, evn_plant_grow, timer ); } sprintf( buf, "plant %s", seeds->name ); free_string( seeds->name ); seeds->name = str_dup( buf ); sprintf( buf, "a plant grown from %s", seeds->short_descr ); free_string( seeds->short_descr ); seeds->short_descr = str_dup( buf ); strcpy( buf, "A plant is here, growing rapidly." ); free_string( seeds->description ); seeds->description = str_dup( buf ); if( seeds->carried_by ) obj_from_char( seeds ); else if( seeds->in_room ) obj_from_room( seeds ); obj_to_room( seeds, ch->in_room ); strip_events( &seeds->events, evn_imp_grab ); act( "$n plants some seeds.", ch, NULL, NULL, TO_ROOM ); send_to_char( "You prepare the seeds and plant them.\n\r", ch ); return; } void do_harvest( CHAR_DATA *ch, const char *argument ) { OBJ_DATA *tree; int num, i, skill; OBJ_DATA *pill; if( !can_use( ch, gsn_herbalism ) ) { send_to_char( "You have little knowledge of herbalism.\n\r", ch ); return; } if( !( *argument ) ) { send_to_char( "Usage: harvest <plant>\n\r", ch ); return; } tree = get_obj_here( ch, argument ); if( !tree ) { send_to_char( "You can't find it.\n\r", ch ); return; } if( tree->item_type != ITEM_PLANT ) { send_to_char( "It isn't yet ready for harvest.\n\r", ch ); return; } num = UMIN( 25 + number_percent( ), 100 ) + UMIN( 10, ch->level - tree->level ); skill = get_success( ch, gsn_herbalism, 150 ); num = skill / num; if( num == 0 ) { send_to_char( "You totally ruin the harvest and gain nothing.\n\r", ch ); extract_obj( tree ); return; } for( i = 0; i < num; ++i ) { pill = create_object( get_obj_index( OBJ_VNUM_MAGIC_PILL ), ch->level - 5 ); pill->value[0] = tree->value[0]; pill->value[1] = tree->value[1]; pill->value[2] = tree->value[2]; pill->value[3] = tree->value[3]; if( pill->value[0] > 0 ) SET_BIT( pill->extra_flags, ITEM_GLOW ); if( number_percent( ) > skill ) SET_BIT( pill->extra_flags, ITEM_NODROP ); obj_to_char( pill, ch ); } act( "$n harvests $p for magical pills.", ch, tree, NULL, TO_ROOM ); act( "You harvest $p and gain some pills.", ch, tree, NULL, TO_CHAR ); extract_obj( tree ); return; } void do_appraise( CHAR_DATA *ch, const char *argument ) { OBJ_DATA *obj; CHAR_DATA *smith; char arg[MAX_INPUT_LENGTH]; int cost; if( argument[0] =='\0' ) { send_to_char( "Appraise what?\n\r", ch ); return; } argument = one_argument( argument, arg ); if( !( smith = find_smith( ch, argument ) ) ) return; if( !( obj = get_obj_here( ch, arg ) ) ) { send_to_char( "You can't find it.\n\r", ch ); return; } if( obj->condition >= 1000 ) { send_to_char( "That item is in perfect condition.\n\r", ch ); return; } if( IS_OBJ_STAT( obj, ITEM_FRAGILE ) ) { send_to_char( "That item is far too fragile to repair.\n\r", ch ); return; } if( !can_see_obj( smith, obj ) ) { act( "&B$n tells you 'I can't see that item'.", smith, NULL, ch, TO_VICT ); ch->reply = smith; return; } if( ( cost = get_cost( smith, ch, obj, TRUE ) ) <= 0 ) { act( "&B$n tells you 'I don't know how to repair $p'.", smith, obj, ch, TO_VICT ); return; } cost = cost * ( 1000 - obj->condition ) / 1000 + obj->level; sprintf( arg, "&B$n tells you '$p would cost &y%s&B gold piece%s to smith'.", int_to_str_special( cost ), cost == 1 ? "" : "s" ); act( arg, smith, obj, ch, TO_VICT ); return; } void do_smith( CHAR_DATA *ch, const char *argument ) { OBJ_DATA *obj, *obj_next; CHAR_DATA *smith; char arg[MAX_INPUT_LENGTH]; int cost; if( argument[0] =='\0' ) { send_to_char( "Smith what?\n\r", ch ); return; } argument = one_argument( argument, arg ); if( !( smith = find_smith( ch, argument ) ) ) return; if( !str_cmp( arg, "all" ) || !str_prefix( arg, "all." ) ) { for( obj = ch->carrying; obj; obj = obj_next ) { obj_next = obj->next_content; if( obj->deleted || obj->condition >= 1000 || IS_OBJ_STAT( obj, ITEM_FRAGILE ) || ( arg[3] == '.' && !is_obj_name( obj, &arg[4] ) ) || !can_drop_obj( ch, obj ) || !can_see_obj( smith, obj ) ) continue; if( ( cost = get_cost( smith, ch, obj, TRUE ) ) <= 0 ) continue; cost = cost * ( 1000 - obj->condition ) / 1000 + obj->level; if( cost > ch->gold ) { act( "&B$n tells you 'You can't afford to repair any more'.", smith, obj, ch, TO_VICT ); return; } sprintf( arg, "&gYou repair $p for &y%s&g gold piece%s.", int_to_str_special( cost ), cost == 1 ? "" : "s" ); act( arg, ch, obj, NULL, TO_CHAR ); ch->gold -= cost; ch->in_room->area->economy += cost; obj->condition = 1000; if( xIS_SET( obj->pIndexData->progtypes, REPAIR_PROG ) ) oprog_percent_check( ch, obj, smith, REPAIR_PROG ); } send_to_char( "All your gear is now in top condition.\n\r", ch ); } else { if( !( obj = get_obj_here( ch, arg ) ) ) { send_to_char( "You can't find it.\n\r", ch ); return; } if( obj->condition >= 1000 ) { send_to_char( "That item is in perfect condition.\n\r", ch ); return; } if( IS_OBJ_STAT( obj, ITEM_FRAGILE ) ) { send_to_char( "That item is far too fragile to repair.\n\r", ch ); return; } if( !can_drop_obj( ch, obj ) ) { send_to_char( "You can't let go of it.\n\r", ch ); return; } if( !can_see_obj( smith, obj ) ) { act( "&B$n tells you 'I can't see that item'.", smith, NULL, ch, TO_VICT ); ch->reply = smith; return; } if( ( cost = get_cost( smith, ch, obj, TRUE ) ) <= 0 ) { act( "&B$n tells you 'I don't know how to repair $p'.", smith, obj, ch, TO_VICT ); return; } cost = cost * ( 1000 - obj->condition ) / 1000; cost += obj->level * UMAX( 100, 1000 - obj->pIndexData->material ) / 100; if( cost > ch->gold ) { act( "&B$n tells you 'You can't afford my fee, sorry'.", smith, obj, ch, TO_VICT ); return; } sprintf( arg, "&gYou repair $p for &y%s&g gold piece%s.", int_to_str_special( cost ), cost == 1 ? "" : "s" ); act( arg, ch, obj, NULL, TO_CHAR ); ch->gold -= cost; ch->in_room->area->economy += cost; obj->condition = 1000; if( xIS_SET( obj->pIndexData->progtypes, REPAIR_PROG ) ) oprog_percent_check( ch, obj, smith, REPAIR_PROG ); } return; } void do_repair( CHAR_DATA *ch, const char *argument ) { OBJ_DATA *obj, *mat; char arg[MAX_INPUT_LENGTH]; if( !can_use( ch, gsn_repair ) ) { send_to_char( "Learn how first.\n\r", ch ); return; } argument = one_argument( argument, arg ); obj = get_obj_here( ch, arg ); mat = get_obj_here( ch, argument ); if( !obj || !mat ) { send_to_char( "You can't find it.\n\r", ch ); return; } if( obj->pIndexData->material != mat->pIndexData->material ) { send_to_char( "You can't use that to repair with.\n\r", ch ); return; } if( IS_OBJ_STAT( obj, ITEM_FRAGILE ) ) { send_to_char( "That item is far too fragile to repair.\n\r", ch ); return; } extract_obj( mat ); if( !get_success( ch, gsn_repair, 100 ) ) { act( "$n attempts to mend $p.", ch, obj, NULL, TO_ROOM ); send_to_char( "You stuff up.\n\r", ch ); if( get_success( ch, gsn_repair, 80 ) ) return; act( "$p is destroyed.", ch, obj, NULL, TO_ROOM ); act( "$p is destroyed.", ch, obj, NULL, TO_CHAR ); extract_obj( obj ); return; } if( number_bits( 7 ) == 0 ) { act( "Your attempts at repair also make $p more fragile.", ch, obj, NULL, TO_CHAR ); SET_BIT( obj->extra_flags, ITEM_FRAGILE ); } obj->condition = 1000; act( "$n repairs $p.", ch, obj, NULL, TO_ROOM ); act( "You repair $p.", ch, obj, NULL, TO_CHAR ); WAIT_STATE( ch, skill_table[gsn_repair].beats ); if( xIS_SET( obj->pIndexData->progtypes, REPAIR_PROG ) ) oprog_percent_check( ch, obj, NULL, REPAIR_PROG ); return; } void do_forage( CHAR_DATA *ch, const char *argument ) { OBJ_DATA *obj; int vnum; WAIT_STATE( ch, 2 * PULSE_VIOLENCE ); if( !IS_SET( ch->in_room->room_flags, ROOM_FORAGE ) || !get_success( ch, gsn_forage, 75 ) ) { send_to_char( "You look around, but you see nothing edible.\n\r", ch ); return; } vnum = OBJ_VNUM_FORAGE_FIRST + ch->in_room->sector_type; vnum = URANGE( OBJ_VNUM_FORAGE_FIRST, vnum, OBJ_VNUM_FORAGE_LAST ); obj = create_object( get_obj_index( vnum ), ch->level ); obj->cost = 0; obj_to_char( obj, ch ); act( "You forage for a while and come up with $P.", ch, NULL, obj, TO_CHAR ); WAIT_STATE( ch, PULSE_VIOLENCE * 3 ); return; } void do_embalm( CHAR_DATA *ch, const char *argument ) { OBJ_DATA *cor; OBJ_DATA *bandages; int sn; if( IS_NPC( ch ) || !can_use( ch, ( sn = skill_lookup( "embalm" ) ) ) ) { send_to_char( "Learn how to do this first.\n\r", ch ); return; } if( argument[0] == '\0' || !( cor = get_obj_here( ch, argument ) ) ) { send_to_char( "Embalm which?\n\r", ch ); return; } if( cor->item_type != ITEM_CORPSE_NPC && cor->item_type != ITEM_CORPSE_PC ) { send_to_char( "You can only embalm corpses.\n\r", ch ); return; } if( cor->weight != 100 ) { send_to_char( "This corpse cannot be embalmed.\n\r", ch ); return; } if( !( bandages = has_key( ch, OBJ_VNUM_BANDAGES ) ) ) { send_to_char( "You must have some bandages first.\n\r", ch ); return; } WAIT_STATE( ch, skill_table[sn].beats ); obj_from_char( bandages ); extract_obj( bandages ); act( "$n embalm$% $p.", ch, cor, NULL, TO_ALL ); if( cor->carried_by ) /* should be carried by "ch" */ { obj_from_char( cor ); cor->weight -= UMIN( 100, get_success( ch, sn, 100 ) ); obj_to_char( cor, ch ); } else cor->weight -= get_success( ch, sn, 100 ); if( get_time_left( cor->events, evn_obj_decay ) >= 0 ) { if( cor->item_type == ITEM_CORPSE_PC ) strip_events( &cor->events, evn_obj_decay ); else set_timer_tick( cor, UMIN( 20, ch->level ) + dice( 4, 20 ) ); } return; }