/*************************************************************************** * Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, * * Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. * * * * Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael * * Chastain, Michael Quan, and Mitchell Tse. * * * * In order to use any part of this Merc Diku Mud, you must comply with * * both the original Diku license in 'license.doc' as well the Merc * * license in 'license.txt'. In particular, you may not remove either of * * these copyright notices. * * * * Dystopia Mud improvements copyright (C) 2000, 2001 by Brian Graversen * * * * 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. * ***************************************************************************/ /*************************************************************************** * _/ _/ * * _/_/_/ _/_/ _/_/_/ _/ _/_/ _/ _/ _/_/_/ * * _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ * * _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ * * _/ _/ _/ _/_/_/ _/ _/_/ _/_/_/ _/_/_/ * *************************************************************************** * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius), * * Additional credits are in the help file CODECREDITS * * All Rights Reserved. * ***************************************************************************/ #include <sys/types.h> #include <stdio.h> #include <stdlib.h> #include <string.h> #include <time.h> #include "merc.h" #include "interp.h" /* * Local functions. */ #define CD CHAR_DATA void get_obj args((CHAR_DATA * ch, OBJ_DATA * obj, OBJ_DATA * container)); CD *find_keeper args((CHAR_DATA * ch)); int get_cost args((CHAR_DATA * keeper, OBJ_DATA * obj, bool fBuy)); void sheath args((CHAR_DATA * ch, bool right)); void draw args((CHAR_DATA * ch, bool right)); void give_token args((CHAR_DATA * questmaster, CHAR_DATA * ch, int value)); #undef CD void do_call(CHAR_DATA * ch, char *argument) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; OBJ_DATA *in_obj; CHAR_DATA *gch; CHAR_DATA *victim = NULL; ROOM_INDEX_DATA *chroom; ROOM_INDEX_DATA *objroom; one_argument(argument, arg); if (arg[0] == '\0') { send_to_char("What object do you wish to call?\n\r", ch); return; } if (IS_NPC(ch)) return; if (!IS_HEAD(ch, LOST_HEAD)) { act("Your eyes flicker with yellow energy.", ch, NULL, NULL, TO_CHAR); act("$n's eyes flicker with yellow energy.", ch, NULL, NULL, TO_ROOM); } if (!str_cmp(arg, "all")) { call_all(ch); return; } if ((obj = get_obj_world(ch, arg)) == NULL) { send_to_char ("Nothing like that in hell, earth, or heaven.\n\r", ch); return; } if (obj->ownerid == 0 || obj->ownerid != ch->pcdata->playerid) { send_to_char("Nothing happens.\n\r", ch); return; } /* if (IS_OBJ_STAT(obj, ITEM_MQUEST)) { send_to_char("Nothing happens.\n\r", ch); return; } */ for (in_obj = obj; in_obj->in_obj != NULL; in_obj = in_obj->in_obj); if (in_obj->carried_by != NULL) { if (in_obj->carried_by == ch) return; if ((gch = in_obj->carried_by) != NULL) { if (gch->desc && gch->desc->connected != CON_PLAYING) return; } } if (obj->carried_by != NULL && obj->carried_by != ch) { victim = obj->carried_by; if (!IS_NPC(victim) && victim->desc != NULL && victim->desc->connected != CON_PLAYING) return; act("$p suddenly vanishes from your hands!", victim, obj, NULL, TO_CHAR); act("$p suddenly vanishes from $n's hands!", victim, obj, NULL, TO_ROOM); obj_from_char(obj); } else if (obj->in_room != NULL) { chroom = ch->in_room; objroom = obj->in_room; char_from_room(ch); char_to_room(ch, objroom); act("$p vanishes from the ground!", ch, obj, NULL, TO_ROOM); if (chroom == objroom) act("$p vanishes from the ground!", ch, obj, NULL, TO_CHAR); char_from_room(ch); char_to_room(ch, chroom); obj_from_room(obj); } else if (obj->in_obj != NULL) obj_from_obj(obj); else { if (!IS_HEAD(ch, LOST_HEAD)) send_to_char("Nothing happens.\n\r", ch); return; } obj_to_char(obj, ch); if (IS_SET(obj->extra_flags, ITEM_SHADOWPLANE)) REMOVE_BIT(obj->extra_flags, ITEM_SHADOWPLANE); act("$p materializes in your hands.", ch, obj, NULL, TO_CHAR); act("$p materializes in $n's hands.", ch, obj, NULL, TO_ROOM); do_autosave(ch, ""); if (victim != NULL) do_autosave(victim, ""); return; } /* void call_all(CHAR_DATA * ch) { CHAR_DATA *gch; OBJ_DATA *obj; OBJ_DATA *in_obj; CHAR_DATA *victim = NULL; DESCRIPTOR_DATA *d; ROOM_INDEX_DATA *chroom; ROOM_INDEX_DATA *objroom; bool found = FALSE; for (obj = object_list; obj != NULL; obj = obj->next) { if (obj->ownerid == 0 || obj->ownerid != ch->pcdata->playerid) continue; if (IS_OBJ_STAT(obj, ITEM_MQUEST)) continue; found = TRUE; for (in_obj = obj; in_obj->in_obj != NULL; in_obj = in_obj->in_obj); if (in_obj->carried_by != NULL) { if (in_obj->carried_by == ch) continue; if ((gch = in_obj->carried_by) != NULL) { if (gch->desc && gch->desc->connected != CON_PLAYING) continue; } } if (obj->carried_by != NULL && obj->carried_by != ch) { if (obj->carried_by == ch || obj->carried_by->desc == NULL || obj->carried_by->desc->connected != CON_PLAYING) { if (!IS_NPC(obj->carried_by)) return; } act("$p suddenly vanishes from your hands!", obj->carried_by, obj, NULL, TO_CHAR); act("$p suddenly vanishes from $n's hands!", obj->carried_by, obj, NULL, TO_ROOM); SET_BIT(obj->carried_by->extra, EXTRA_CALL_ALL); obj_from_char(obj); } else if (obj->in_room != NULL) { chroom = ch->in_room; objroom = obj->in_room; char_from_room(ch); char_to_room(ch, objroom); act("$p vanishes from the ground!", ch, obj, NULL, TO_ROOM); if (chroom == objroom) act("$p vanishes from the ground!", ch, obj, NULL, TO_CHAR); char_from_room(ch); char_to_room(ch, chroom); obj_from_room(obj); } else if (obj->in_obj != NULL) obj_from_obj(obj); else continue; obj_to_char(obj, ch); if (IS_SET(obj->extra_flags, ITEM_SHADOWPLANE)) REMOVE_BIT(obj->extra_flags, ITEM_SHADOWPLANE); if (!IS_HEAD(ch, LOST_HEAD)) { act("$p materializes in your hands.", ch, obj, NULL, TO_CHAR); act("$p materializes in $n's hands.", ch, obj, NULL, TO_ROOM); } } if (!found && !IS_HEAD(ch, LOST_HEAD)) send_to_char("Nothing happens.\n\r", ch); for (d = descriptor_list; d != NULL; d = d->next) { if (d->connected != CON_PLAYING) continue; if ((victim = d->character) == NULL) continue; if (IS_NPC(victim)) continue; if (ch != victim && !IS_EXTRA(victim, EXTRA_CALL_ALL)) continue; REMOVE_BIT(victim->extra, EXTRA_CALL_ALL); do_autosave(victim, ""); } return; } */ /* * 'Split' originally by Gnort, God of Chaos. */ void do_split(CHAR_DATA * ch, char *argument) { char buf[MAX_STRING_LENGTH]; char arg1[MAX_INPUT_LENGTH]; CHAR_DATA *gch; int members; int amount_bones = 0; int share_bones = 0; int extra_bones = 0; argument = one_argument(argument, arg1); if (arg1[0] == '\0') { send_to_char("Split how much?\n\r", ch); return; } amount_bones = atoi(arg1); if (amount_bones < 0) { send_to_char("Your group wouldn't like that.\n\r", ch); return; } if (amount_bones == 0) { send_to_char ("You hand out zero bones, but no one notices.\n\r", ch); return; } if (ch->bones < amount_bones) { send_to_char("You don't have that much to split.\n\r", ch); return; } members = 0; for (gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room) { if (is_same_group(gch, ch) && !IS_AFFECTED(gch, AFF_CHARM)) members++; } if (members < 2) { send_to_char("Just keep it all.\n\r", ch); return; } share_bones = amount_bones / members; extra_bones = amount_bones % members; if (share_bones == 0) { send_to_char("Don't even bother, cheapskate.\n\r", ch); return; } ch->bones -= amount_bones; if (share_bones > 0) { xprintf(buf, "You split %d bones. Your share is %d bones.\n\r", amount_bones - extra_bones, share_bones); send_to_char(buf, ch); } xprintf(buf, "$n splits %d bones, Giving you %d bones.\n\r", amount_bones - extra_bones, share_bones); for (gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room) { if (gch != ch && is_same_group(gch, ch) && !IS_AFFECTED(gch, AFF_CHARM)) { act(buf, ch, NULL, gch, TO_VICT); gch->bones += share_bones; } } return; } void get_obj(CHAR_DATA * ch, OBJ_DATA * obj, OBJ_DATA * container) { OBJ_DATA *obj2; OBJ_DATA *obj_next; ROOM_INDEX_DATA *objroom; bool move_ch = FALSE; char buf[MSL]; int members; CHAR_DATA *gch; /* * Objects should only have a shadowplane flag when on the floor */ if (IS_AFFECTED(ch, AFF_SHADOWPLANE) && obj->in_room != NULL && (!IS_SET(obj->extra_flags, ITEM_SHADOWPLANE))) { send_to_char("Your hand passes right through it!\n\r", ch); return; } if (!IS_AFFECTED(ch, AFF_SHADOWPLANE) && obj->in_room != NULL && (IS_SET(obj->extra_flags, ITEM_SHADOWPLANE))) { send_to_char("Your hand passes right through it!\n\r", ch); return; } if (!CAN_WEAR(obj, ITEM_TAKE)) { send_to_char("You can't take that.\n\r", ch); return; } if (ch->carry_number + 1 > can_carry_n(ch)) { act("$d: you can't carry that many items.", ch, NULL, obj->name, TO_CHAR); return; } if (ch->carry_weight + get_obj_weight(obj) > can_carry_w(ch)) { act("$d: you can't carry that much weight.", ch, NULL, obj->name, TO_CHAR); return; } if (container != NULL) { if (IS_AFFECTED(ch, AFF_SHADOWPLANE) && !IS_SET(container->extra_flags, ITEM_SHADOWPLANE) && (container->carried_by == NULL || container->carried_by != ch)) { send_to_char("Your hand passes right through it!\n\r", ch); return; } if (!IS_AFFECTED(ch, AFF_SHADOWPLANE) && IS_SET(container->extra_flags, ITEM_SHADOWPLANE) && (container->carried_by == NULL || container->carried_by != ch)) { send_to_char("Your hand passes right through it!\n\r", ch); return; } act("You get $p from $P.", ch, obj, container, TO_CHAR); act("$n gets $p from $P.", ch, obj, container, TO_ROOM); for (obj2 = container->contains; obj2 != NULL; obj2 = obj_next) { obj_next = obj2->next_content; if (obj2->chobj != NULL) { act("A hand reaches inside $P and takes $p out.", obj2->chobj, obj, container, TO_CHAR); move_ch = TRUE; } } obj_from_obj(obj); } else { act("You pick up $p.", ch, obj, container, TO_CHAR); act("$n picks $p up.", ch, obj, container, TO_ROOM); if (obj != NULL) obj_from_room(obj); } if (obj->item_type == ITEM_MONEY) { ch->bones += obj->value[0]; if (IS_SET(ch->act2, PLR_AUTOSPLIT)) { /* AUTOSPLIT code */ members = 0; for (gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room) { if (!IS_AFFECTED(gch, AFF_CHARM) && is_same_group(gch, ch)) members++; } if (members > 1 && (obj->value[0] > 1)) { xprintf(buf, "%d", obj->value[0]); do_split(ch, buf); } } extract_obj(obj); //ch->bones += obj->value[0]; //extract_obj( obj ); } else { obj_to_char(obj, ch); if (HAS_TRIGGER_OBJ(obj, TRIG_GET)) p_give_trigger(NULL, obj, NULL, ch, obj, TRIG_GET); if (HAS_TRIGGER_ROOM(ch->in_room, TRIG_GET)) p_give_trigger(NULL, NULL, ch->in_room, ch, obj, TRIG_GET); if (move_ch && obj->chobj != NULL) { if (obj->carried_by != NULL && obj->carried_by != obj->chobj) objroom = get_room_index(obj->carried_by-> in_room->vnum); else objroom = NULL; if (objroom != NULL && get_room_index(obj->chobj->in_room->vnum) != objroom) { char_from_room(obj->chobj); char_to_room(obj->chobj, objroom); do_look(obj->chobj, "auto"); } } if (IS_AFFECTED(ch, AFF_SHADOWPLANE) && (IS_SET(obj->extra_flags, ITEM_SHADOWPLANE))) REMOVE_BIT(obj->extra_flags, ITEM_SHADOWPLANE); } if (IS_SET(obj->quest, QUEST_ARTIFACT) && !IS_NPC(ch)) { xprintf(buf, "%s has discovered %s", ch->pcdata->switchname, obj->short_descr); do_info(ch, buf); } return; } void do_newbiepack(CHAR_DATA * ch, char *argument) { int templevel = 0; if (ch->level == 3) { send_to_char ("You must be a mortal or avatar to create a newbie pack!\n\r", ch); return; } else if (ch->level == 1 || ch->level > 6) { templevel = ch->level; ch->level = 12; ch->trust = 12; do_oload(ch, "30333"); do_oload(ch, "30334"); do_oload(ch, "30335"); do_oload(ch, "30336"); do_oload(ch, "30337"); do_oload(ch, "30338"); do_oload(ch, "30339"); do_oload(ch, "30339"); do_oload(ch, "30340"); do_oload(ch, "30340"); do_oload(ch, "30342"); do_oload(ch, "30342"); do_oload(ch, "30343"); do_oload(ch, "30343"); do_oload(ch, "2622"); do_oload(ch, "2204"); ch->level = templevel; //ch->level = 1; ch->trust = 0; } return; } void do_get(CHAR_DATA * ch, char *argument) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; char arg3[MAX_INPUT_LENGTH]; OBJ_DATA *obj; OBJ_DATA *obj_next; OBJ_DATA *container; bool found; argument = one_argument(argument, arg1); argument = one_argument(argument, arg2); argument = one_argument(argument, arg3); if (IS_AFFECTED(ch, AFF_ETHEREAL)) { send_to_char("You cannot pick things up while ethereal.\n\r", ch); return; } /* * Get type. */ if (arg1[0] == '\0') { send_to_char("Get what?\n\r", ch); return; } if (arg2[0] == '\0') { if (str_cmp(arg1, "all") && str_prefix("all.", arg1)) { /* * 'get obj' */ obj = get_obj_list(ch, arg1, ch->in_room->contents); if (obj == NULL) { act("I see no $T here.", ch, NULL, arg1, TO_CHAR); return; } if (IS_NPC(ch) && IS_SET(obj->quest, QUEST_ARTIFACT)) { send_to_char("You can't pick that up.\n\r", ch); return; } get_obj(ch, obj, NULL); } else { /* * 'get all' or 'get all.obj' */ found = FALSE; for (obj = ch->in_room->contents; obj != NULL; obj = obj_next) { obj_next = obj->next_content; if ((arg1[3] == '\0' || is_name(&arg1[4], obj->name)) && can_see_obj(ch, obj)) { found = TRUE; get_obj(ch, obj, NULL); } } if (!found) { if (arg1[3] == '\0') send_to_char ("I see nothing here.\n\r", ch); else act("I see no $T here.", ch, NULL, &arg1[4], TO_CHAR); } } } else { /* * 'get ... container' */ if (!str_cmp(arg2, "all") || !str_prefix("all.", arg2)) { send_to_char("You can't do that.\n\r", ch); return; } if ((container = get_obj_here(ch, NULL, arg2)) == NULL) { act("I see no $T here.", ch, NULL, arg2, TO_CHAR); return; } switch (container->item_type) { default: send_to_char("That's not a container.\n\r", ch); return; case ITEM_CONTAINER: case ITEM_CORPSE_NPC: case ITEM_CORPSE_PC: break; } if (IS_SET(container->value[1], CONT_CLOSED)) { act("The $d is closed.", ch, NULL, container->name, TO_CHAR); return; } if (str_cmp(arg1, "all") && str_prefix("all.", arg1)) { /* * 'get obj container' */ obj = get_obj_list(ch, arg1, container->contains); if (obj == NULL && str_cmp(arg3, "true")) { act("I see nothing like that in the $T.", ch, NULL, arg2, TO_CHAR); return; } get_obj(ch, obj, container); } else { /* * 'get all container' or 'get all.obj container' */ found = FALSE; for (obj = container->contains; obj != NULL; obj = obj_next) { obj_next = obj->next_content; if ((arg1[3] == '\0' || is_name(&arg1[4], obj->name)) && can_see_obj(ch, obj)) { found = TRUE; get_obj(ch, obj, container); } } if (!found) { if (arg1[3] == '\0') act("I see nothing in the $T.", ch, NULL, arg2, TO_CHAR); else if (str_cmp(arg3, "true")) act("I see nothing like that in the $T.", ch, NULL, arg2, TO_CHAR); } } } do_autosave(ch, ""); return; } void do_put(CHAR_DATA * ch, char *argument) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; OBJ_DATA *container; OBJ_DATA *obj; OBJ_DATA *obj2; OBJ_DATA *obj_next; OBJ_DATA *obj_next2; ROOM_INDEX_DATA *objroom = get_room_index(ROOM_VNUM_IN_OBJECT); argument = one_argument(argument, arg1); argument = one_argument(argument, arg2); if (arg1[0] == '\0' || arg2[0] == '\0') { send_to_char("Put what in what?\n\r", ch); return; } if (!str_cmp(arg2, "all") || !str_prefix("all.", arg2)) { send_to_char("You can't do that.\n\r", ch); return; } if ((container = get_obj_here(ch, NULL, arg2)) == NULL) { act("I see no $T here.", ch, NULL, arg2, TO_CHAR); return; } if (container->item_type != ITEM_CONTAINER) { send_to_char("That's not a container.\n\r", ch); return; } if (IS_SET(container->value[1], CONT_CLOSED)) { act("The $d is closed.", ch, NULL, container->name, TO_CHAR); return; } if (str_cmp(arg1, "all") && str_prefix("all.", arg1)) { /* * 'put obj container' */ if ((obj = get_obj_carry(ch, arg1, ch)) == NULL) { send_to_char("You do not have that item.\n\r", ch); return; } if (obj == container) { send_to_char("You can't fold it into itself.\n\r", ch); return; } if (IS_SET(obj->quest, QUEST_ARTIFACT)) { send_to_char ("You cannot put artifacts in a container.\n\r", ch); return; } if (IS_OBJ_STAT(obj, ITEM_NOCLAIM)) { send_to_char ("This item cannot be put in containers.\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; } for (obj2 = container->contains; obj2 != NULL; obj2 = obj_next2) { obj_next2 = obj2->next_content; if (obj2->chobj != NULL && obj != obj2) act("A hand reaches inside $P and drops $p.", obj2->chobj, obj, container, TO_CHAR); } obj_from_char(obj); obj_to_obj(obj, container); act("$n puts $p in $P.", ch, obj, container, TO_ROOM); act("You put $p in $P.", ch, obj, container, TO_CHAR); } else { /* * 'put all container' or 'put all.obj container' */ for (obj = ch->carrying; obj != NULL; obj = obj_next) { obj_next = obj->next_content; if ((arg1[3] == '\0' || is_name(&arg1[4], obj->name)) && can_see_obj(ch, obj) && obj->wear_loc == WEAR_NONE && obj != container && !IS_SET(obj->quest, QUEST_ARTIFACT) && !IS_OBJ_STAT(obj, ITEM_NOCLAIM) && can_drop_obj(ch, obj) && get_obj_weight(obj) + get_obj_weight(container) <= container->value[0]) { for (obj2 = container->contains; obj2 != NULL; obj2 = obj_next2) { obj_next2 = obj2->next_content; if (obj2->chobj != NULL && obj2->chobj->in_room != NULL) { if (objroom != get_room_index(obj2-> chobj-> in_room-> vnum)) { char_from_room(obj2-> chobj); char_to_room(obj2-> chobj, objroom); do_look(obj2->chobj, "auto"); } if (obj != obj2) act("A hand reaches inside $P and drops $p.", obj2->chobj, obj, container, TO_CHAR); } } obj_from_char(obj); obj_to_obj(obj, container); act("$n puts $p in $P.", ch, obj, container, TO_ROOM); act("You put $p in $P.", ch, obj, container, TO_CHAR); } } } do_autosave(ch, ""); return; } void do_drop(CHAR_DATA * ch, char *argument) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; OBJ_DATA *obj_next; bool found; char buf[MSL]; if (IS_NPC(ch)) return; argument = one_argument(argument, arg); if (arg[0] == '\0') { send_to_char("Drop what?\n\r", ch); return; } if (is_number(arg)) { /* * 'drop NNNN bones' */ int amount; amount = atoi(arg); argument = one_argument(argument, arg); if (amount <= 0 || (str_cmp(arg, "bones") && str_cmp(arg, "bone"))) { send_to_char("Sorry, you can't do that.\n\r", ch); return; } /* * Otherwise causes complications if there's a pile on each plane */ if (IS_AFFECTED(ch, AFF_SHADOWPLANE)) { send_to_char ("You cannot drop bones in the shadowplane.\n\r", ch); return; } if (ch->bones < amount) { send_to_char("You haven't got that many bones.\n\r", ch); return; } ch->bones -= amount; for (obj = ch->in_room->contents; obj != NULL; obj = obj_next) { obj_next = obj->next_content; switch (obj->pIndexData->vnum) { case OBJ_VNUM_MONEY_ONE: amount += 1; extract_obj(obj); break; case OBJ_VNUM_MONEY_SOME: amount += obj->value[0]; extract_obj(obj); break; } } obj_to_room(create_money(amount), ch->in_room); act("$n drops some bones.", ch, NULL, NULL, TO_ROOM); send_to_char("OK.\n\r", ch); do_autosave(ch, ""); return; } if (str_cmp(arg, "all") && str_prefix("all.", arg)) { /* * 'drop obj' */ if ((obj = get_obj_carry(ch, arg, ch)) == NULL) { send_to_char("You do not have that item.\n\r", ch); return; } if (!can_drop_obj(ch, obj)) { send_to_char("You can't let go of it.\n\r", ch); return; } obj_from_char(obj); if (!IS_SET(obj->quest, QUEST_ARTIFACT)) { obj_to_room(obj, ch->in_room); } /* * Objects should only have a shadowplane flag when on the floor */ if (IS_AFFECTED(ch, AFF_SHADOWPLANE) && (!IS_SET(obj->extra_flags, ITEM_SHADOWPLANE))) SET_BIT(obj->extra_flags, ITEM_SHADOWPLANE); if (IS_SET(obj->quest, QUEST_ARTIFACT) && !IS_NPC(ch)) { xprintf(buf, "%s has returned to the game", obj->short_descr); do_info(ch, buf); //obj_from_room(obj); xprintf(buf, "%d", obj->pIndexData->vnum); extract_obj(obj); do_randomload(ch, buf); } act("$n drops $p.", ch, obj, NULL, TO_ROOM); act("You drop $p.", ch, obj, NULL, TO_CHAR); if (HAS_TRIGGER_OBJ(obj, TRIG_DROP)) p_give_trigger(NULL, obj, NULL, ch, obj, TRIG_DROP); if (HAS_TRIGGER_ROOM(ch->in_room, TRIG_DROP)) p_give_trigger(NULL, NULL, ch->in_room, ch, obj, TRIG_DROP); } else { /* * 'drop all' or 'drop all.obj' */ found = FALSE; for (obj = ch->carrying; obj != NULL; obj = obj_next) { obj_next = obj->next_content; if ((arg[3] == '\0' || is_name(&arg[4], obj->name)) && can_see_obj(ch, obj) && obj->wear_loc == WEAR_NONE && can_drop_obj(ch, obj)) { found = TRUE; obj_from_char(obj); if (!IS_SET(obj->quest, QUEST_ARTIFACT)) { obj_to_room(obj, ch->in_room); } /* * Objects should only have a shadowplane flag when on the floor */ if (IS_AFFECTED(ch, AFF_SHADOWPLANE) && (!IS_SET (obj->extra_flags, ITEM_SHADOWPLANE))) SET_BIT(obj->extra_flags, ITEM_SHADOWPLANE); if (IS_SET(obj->quest, QUEST_ARTIFACT) && !IS_NPC(ch)) { xprintf(buf, "%s has returned to the game", obj->short_descr); do_info(ch, buf); obj_from_room(obj); xprintf(buf, "%d", obj->pIndexData->vnum); extract_obj(obj); do_randomload(ch, buf); } act("$n drops $p.", ch, obj, NULL, TO_ROOM); act("You drop $p.", ch, obj, NULL, TO_CHAR); if (HAS_TRIGGER_OBJ(obj, TRIG_DROP)) p_give_trigger(NULL, obj, NULL, ch, obj, TRIG_DROP); if (HAS_TRIGGER_ROOM(ch->in_room, TRIG_DROP)) p_give_trigger(NULL, NULL, ch->in_room, ch, obj, TRIG_DROP); } } if (!found) { if (arg[3] == '\0') act("You are not carrying anything.", ch, NULL, arg, TO_CHAR); else act("You are not carrying any $T.", ch, NULL, &arg[4], TO_CHAR); } } do_autosave(ch, ""); return; } void do_give(CHAR_DATA * ch, char *argument) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; char buf[MSL]; CHAR_DATA *victim; OBJ_DATA *obj; extern bool quest; extern bool auto_quest; extern CHAR_DATA *quest_mob; extern OBJ_DATA *aquest_object; if (IS_NPC(ch)) return; argument = one_argument(argument, arg1); argument = one_argument(argument, arg2); if (arg1[0] == '\0' || arg2[0] == '\0') { send_to_char("Give what to whom?\n\r", ch); return; } if (is_number(arg1)) { /* * 'give NNNN bones victim' */ int amount; amount = atoi(arg1); if (amount <= 0 || (str_cmp(arg2, "bones") && str_cmp(arg2, "bone"))) { send_to_char("Sorry, you can't do that.\n\r", ch); return; } argument = one_argument(argument, arg2); if (arg2[0] == '\0') { send_to_char("Give what to whom?\n\r", ch); return; } if ((victim = get_char_room(ch, NULL, arg2)) == NULL) { send_to_char("They aren't here.\n\r", ch); return; } if (IS_AFFECTED(victim, AFF_ETHEREAL)) { send_to_char ("You cannot give things to ethereal people.\n\r", ch); return; } if (ch->bones < amount) { send_to_char("You haven't got that many bones.\n\r", ch); return; } ch->bones -= amount; victim->bones += amount; act("$n gives you some bones.", ch, NULL, victim, TO_VICT); act("$n gives $N some bones.", ch, NULL, victim, TO_NOTVICT); act("You give $N some bones.", ch, NULL, victim, TO_CHAR); send_to_char("OK.\n\r", ch); if (IS_NPC(victim) && HAS_TRIGGER_MOB(victim, TRIG_BRIBE)) p_bribe_trigger(victim, ch, amount); return; } if ((obj = get_obj_carry(ch, arg1, ch)) == NULL) { send_to_char("You do not have that item.\n\r", ch); return; } if (obj->wear_loc != WEAR_NONE) { send_to_char("You must remove it first.\n\r", ch); return; } if ((victim = get_char_room(ch, NULL, arg2)) == NULL) { send_to_char("They aren't here.\n\r", ch); return; } if (IS_SET(obj->quest, QUEST_ARTIFACT) && !IS_IMMORTAL(ch)) { stc("The artifact does not want to leave you.\n\r", ch); return; } if (!can_drop_obj(ch, obj)) { send_to_char("You can't let go of it.\n\r", ch); return; } if (IS_AFFECTED(victim, AFF_ETHEREAL)) { send_to_char("You cannot give things to ethereal people.\n\r", ch); return; } if (victim->carry_number + 1 > can_carry_n(victim)) { act("$N has $S hands full.", ch, NULL, victim, TO_CHAR); return; } if (victim->shop_fun) { send_to_char("They don't want it.\n\r", ch); return; } if (victim->carry_weight + get_obj_weight(obj) > can_carry_w(victim)) { act("$N can't carry that much weight.", ch, NULL, victim, TO_CHAR); return; } if (!can_see_obj(victim, obj)) { act("$N can't see it.", ch, NULL, victim, TO_CHAR); return; } obj_from_char(obj); obj_to_char(obj, victim); MOBtrigger = FALSE; act("$n gives $p to $N.", ch, obj, victim, TO_NOTVICT); act("$n gives you $p.", ch, obj, victim, TO_VICT); act("You give $p to $N.", ch, obj, victim, TO_CHAR); MOBtrigger = TRUE; if (HAS_TRIGGER_OBJ(obj, TRIG_GIVE)) p_give_trigger(NULL, obj, NULL, ch, obj, TRIG_GIVE); if (HAS_TRIGGER_ROOM(ch->in_room, TRIG_GIVE)) p_give_trigger(NULL, NULL, ch->in_room, ch, obj, TRIG_GIVE); /* * Give trigger */ if (IS_NPC(victim) && HAS_TRIGGER_MOB(victim, TRIG_GIVE)) p_give_trigger(victim, NULL, NULL, ch, obj, TRIG_GIVE); if ((quest || auto_quest) && IS_NPC(victim) && victim == quest_mob && obj == aquest_object) { /* * Then ch has recovered the quest object!!!!! */ xprintf(buf, "Oh! %s you found %s for me! Thank You!", ch->name, obj->short_descr); do_say(victim, buf); interpret(victim, "hop"); interpret(victim, "clap"); if (!IS_NPC(ch)) { xprintf(buf, "%s I shall reward you well for recovering this for me!", ch->name); do_say(victim, buf); give_token(victim, ch, 5000); } quest_complete(ch); } WAIT_STATE(ch, 6); return; } void do_fill(CHAR_DATA * ch, char *argument) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; OBJ_DATA *fountain; bool found; int liquid; one_argument(argument, arg); if (arg[0] == '\0') { send_to_char("Fill what?\n\r", ch); return; } if ((obj = get_obj_carry(ch, arg, ch)) == NULL) { send_to_char("You do not have that item.\n\r", ch); return; } found = FALSE; for (fountain = ch->in_room->contents; fountain != NULL; fountain = fountain->next_content) { if (fountain->item_type == ITEM_FOUNTAIN) { found = TRUE; break; } } if (!found) { send_to_char("There is no fountain here!\n\r", ch); return; } if (IS_AFFECTED(ch, AFF_SHADOWPLANE) && fountain->in_room != NULL && !IS_SET(fountain->extra_flags, ITEM_SHADOWPLANE)) { send_to_char("You are too insubstantual.\n\r", ch); return; } else if (!IS_AFFECTED(ch, AFF_SHADOWPLANE) && fountain->in_room != NULL && IS_SET(fountain->extra_flags, ITEM_SHADOWPLANE)) { send_to_char("It is too insubstantual.\n\r", ch); return; } else if (IS_AFFECTED(ch, AFF_ETHEREAL)) { send_to_char("You cannot fill containers while ethereal.\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] >= obj->value[0]) { send_to_char("Your container is already full.\n\r", ch); return; } if ((obj->value[2] != fountain->value[2]) && obj->value[1] > 0) { send_to_char("You cannot mix two different liquids.\n\r", ch); return; } act("$n dips $p into $P.", ch, obj, fountain, TO_ROOM); act("You dip $p into $P.", ch, obj, fountain, TO_CHAR); obj->value[2] = fountain->value[2]; obj->value[1] = obj->value[0]; liquid = obj->value[2]; act("$n fills $p with $T.", ch, obj, liq_table[liquid].liq_name, TO_ROOM); act("You fill $p with $T.", ch, obj, liq_table[liquid].liq_name, TO_CHAR); return; } void do_drink(CHAR_DATA * ch, char *argument) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; int amount; int liquid; one_argument(argument, arg); if (arg[0] == '\0') { for (obj = ch->in_room->contents; obj; obj = obj->next_content) { if (obj->item_type == ITEM_FOUNTAIN) break; } if (obj == NULL) { send_to_char("Drink what?\n\r", ch); return; } } else { if ((obj = get_obj_here(ch, NULL, arg)) == NULL) { send_to_char("You can't find it.\n\r", ch); return; } } if (!IS_NPC(ch) && ch->pcdata->condition[COND_DRUNK] > 10) { send_to_char("You fail to reach your mouth. *Hic*\n\r", ch); return; } switch (obj->item_type) { default: send_to_char("You can't drink from that.\n\r", ch); break; case ITEM_POTION: do_quaff(ch, obj->name); return; case ITEM_FOUNTAIN: if ((liquid = obj->value[2]) >= LIQ_MAX) { bug("Do_drink: bad liquid number %d.", liquid); liquid = obj->value[2] = 0; } if (IS_AFFECTED(ch, AFF_SHADOWPLANE) && obj->in_room != NULL && !IS_SET(obj->extra_flags, ITEM_SHADOWPLANE)) { send_to_char("You are too insubstantual.\n\r", ch); break; } else if (!IS_AFFECTED(ch, AFF_SHADOWPLANE) && obj->in_room != NULL && IS_SET(obj->extra_flags, ITEM_SHADOWPLANE)) { send_to_char("It is too insubstantual.\n\r", ch); break; } else if (IS_AFFECTED(ch, AFF_ETHEREAL)) { send_to_char ("You can only drink from things you are carrying while ethereal.\n\r", ch); return; } if (liquid != 13 && liquid != 16 && liquid != 17 && liquid != 18 && IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char("You can only drink blood.\n\r", ch); break; } if (liquid == 13 && IS_CLASS(ch, CLASS_VAMPIRE)) { ch->pcdata->condition[COND_THIRST] += number_range(200, 300); } act("$n drinks $T from $p.", ch, obj, liq_table[liquid].liq_name, TO_ROOM); act("You drink $T from $p.", ch, obj, liq_table[liquid].liq_name, TO_CHAR); amount = number_range(25, 50); amount = UMIN(amount, obj->value[1]); gain_condition(ch, COND_DRUNK, amount * liq_table[liquid].liq_affect[COND_DRUNK]); gain_condition(ch, COND_FULL, amount * liq_table[liquid].liq_affect[COND_FULL]); gain_condition(ch, COND_THIRST, amount * liq_table[liquid].liq_affect[COND_THIRST]); if (!IS_NPC(ch) && !IS_CLASS(ch, CLASS_VAMPIRE) && ch->pcdata->condition[COND_DRUNK] > 10) send_to_char("You feel drunk.\n\r", ch); if (!IS_NPC(ch) && !IS_CLASS(ch, CLASS_VAMPIRE) && ch->pcdata->condition[COND_FULL] > 50) send_to_char("You are full.\n\r", ch); if (!IS_NPC(ch) && !IS_CLASS(ch, CLASS_VAMPIRE) && ch->pcdata->condition[COND_THIRST] > 50) send_to_char("You do not feel thirsty.\n\r", ch); if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_VAMPIRE) && ch->pcdata->condition[COND_THIRST] >= 20000 / ch->generation && ch->generation < 4) send_to_char("Your blood thirst is sated.\n\r", ch); else if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_VAMPIRE) && ch->pcdata->condition[COND_THIRST] >= 5000 / ch->generation) send_to_char("Your blood thirst is sated.\n\r", ch); if (obj->value[3] != 0 && (!IS_NPC(ch) && !IS_CLASS(ch, CLASS_VAMPIRE))) { /* * The shit was poisoned ! */ AFFECT_DATA af; act("$n chokes and gags.", ch, NULL, NULL, TO_ROOM); send_to_char("You choke and gag.\n\r", ch); af.type = gsn_poison; af.duration = 3 * amount; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_POISON; affect_join(ch, &af); } break; case ITEM_DRINK_CON: if (obj->value[1] <= 0) { send_to_char("It is already empty.\n\r", ch); return; } if ((liquid = obj->value[2]) >= LIQ_MAX) { bug("Do_drink: bad liquid number %d.", liquid); liquid = obj->value[2] = 0; } if (liquid != 13 && IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char("You can only drink blood.\n\r", ch); break; } if (liquid == 13 && IS_CLASS(ch, CLASS_VAMPIRE)) { ch->pcdata->condition[COND_THIRST] += number_range(200, 300); } act("$n drinks $T from $p.", ch, obj, liq_table[liquid].liq_name, TO_ROOM); act("You drink $T from $p.", ch, obj, liq_table[liquid].liq_name, TO_CHAR); amount = number_range(25, 50); amount = UMIN(amount, obj->value[1]); gain_condition(ch, COND_DRUNK, amount * liq_table[liquid].liq_affect[COND_DRUNK]); gain_condition(ch, COND_FULL, amount * liq_table[liquid].liq_affect[COND_FULL]); gain_condition(ch, COND_THIRST, amount * liq_table[liquid].liq_affect[COND_THIRST]); if (!IS_NPC(ch) && !IS_CLASS(ch, CLASS_VAMPIRE) && ch->pcdata->condition[COND_DRUNK] > 10) send_to_char("You feel drunk.\n\r", ch); if (!IS_NPC(ch) && !IS_CLASS(ch, CLASS_VAMPIRE) && ch->pcdata->condition[COND_FULL] > 50) send_to_char("You are full.\n\r", ch); if (!IS_NPC(ch) && !IS_CLASS(ch, CLASS_VAMPIRE) && ch->pcdata->condition[COND_THIRST] > 50) send_to_char("You do not feel thirsty.\n\r", ch); if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_VAMPIRE) && ch->pcdata->condition[COND_THIRST] >= 20000 / ch->generation) send_to_char("Your blood thirst is sated.\n\r", ch); if (obj->value[3] != 0 && (!IS_NPC(ch) && !IS_CLASS(ch, CLASS_VAMPIRE))) { /* * The shit was poisoned ! */ AFFECT_DATA af; act("$n chokes and gags.", ch, NULL, NULL, TO_ROOM); send_to_char("You choke and gag.\n\r", ch); af.type = gsn_poison; af.duration = 3 * amount; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_POISON; affect_join(ch, &af); } obj->value[1] -= amount; if (obj->value[1] <= 0) { obj->value[1] = 0; } break; } return; } void do_empty(CHAR_DATA * ch, char *argument) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; int liquid; one_argument(argument, arg); if (arg[0] == '\0') { send_to_char("Empty what?\n\r", ch); return; } if ((obj = get_obj_here(ch, NULL, arg)) == NULL) { send_to_char("You can't find it.\n\r", ch); return; } switch (obj->item_type) { default: send_to_char("You cannot empty that.\n\r", ch); break; case ITEM_DRINK_CON: if (obj->value[1] <= 0) { send_to_char("It is already empty.\n\r", ch); return; } if ((liquid = obj->value[2]) >= LIQ_MAX) { bug("Do_drink: bad liquid number %d.", liquid); liquid = obj->value[2] = 0; } act("$n empties $T from $p.", ch, obj, liq_table[liquid].liq_name, TO_ROOM); act("You empty $T from $p.", ch, obj, liq_table[liquid].liq_name, TO_CHAR); obj->value[1] = 0; break; } return; } void do_eat(CHAR_DATA * ch, char *argument) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; int level; one_argument(argument, arg); if (arg[0] == '\0') { send_to_char("Eat what?\n\r", ch); return; } if ((obj = get_obj_carry(ch, arg, ch)) == NULL) { send_to_char("You do not have that item.\n\r", ch); return; } if (!IS_IMMORTAL(ch)) { if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_VAMPIRE) && obj->item_type == ITEM_FOOD) { send_to_char("You are unable to stomach it.\n\r", ch); return; } if (obj->item_type != ITEM_FOOD && obj->item_type != ITEM_PILL && obj->item_type != ITEM_EGG && obj->item_type != ITEM_QUEST && obj->item_type != ITEM_DRAGONGEM && obj->item_type != ITEM_DTOKEN) { if (IS_NPC(ch) || !IS_SET(ch->special, SPC_WOLFMAN) || obj->item_type != ITEM_TRASH) { send_to_char("That's not edible.\n\r", ch); return; } } if (!IS_NPC(ch) && ch->pcdata->condition[COND_FULL] > 50 && obj->item_type != ITEM_TRASH && obj->item_type != ITEM_QUEST && obj->item_type != ITEM_PILL && obj->item_type != ITEM_DRAGONGEM && obj->item_type != ITEM_FAITHTOKEN) { send_to_char("You are too full to eat more.\n\r", ch); return; } if (!IS_NPC(ch) && obj->item_type != ITEM_QUEST && obj->item_type != ITEM_PILL && obj->item_type != ITEM_FAITHTOKEN && obj->item_type != ITEM_FOOD) { send_to_char("You can't eat that.\n\r", ch); return; } } act("$n eats $p.", ch, obj, NULL, TO_ROOM); act("You eat $p.", ch, obj, NULL, TO_CHAR); switch (obj->item_type) { default: break; case ITEM_FOOD: if (!IS_NPC(ch)) { int condition; condition = ch->pcdata->condition[COND_FULL]; gain_condition(ch, COND_FULL, obj->value[0]); if (condition == 0 && ch->pcdata->condition[COND_FULL] > 10) send_to_char("You are no longer hungry.\n\r", ch); else if (ch->pcdata->condition[COND_FULL] > 50) send_to_char("You are full.\n\r", ch); } if (obj->value[3] != 0) { /* * The shit was poisoned! */ AFFECT_DATA af; act("$n chokes and gags.", ch, NULL, NULL, 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_NONE; af.modifier = 0; af.bitvector = AFF_POISON; affect_join(ch, &af); } break; case ITEM_PILL: level = obj->value[0]; if (level < 1) level = 1; if (level > MAX_SPELL) level = MAX_SPELL; obj_cast_spell(obj->value[1], level, ch, ch, NULL); obj_cast_spell(obj->value[2], level, ch, ch, NULL); obj_cast_spell(obj->value[3], level, ch, ch, NULL); if (ch->position == POS_FIGHTING) { if (!IS_IMMORTAL(ch)) WAIT_STATE(ch, 6); } break; case ITEM_QUEST: if (!IS_NPC(ch)) ch->bones += obj->value[0]; break; case ITEM_FAITHTOKEN: if (!IS_NPC(ch)) { ch->pcdata->current_faith += obj->value[0]; if (ch->pcdata->current_faith > ch->pcdata->faith) ch->pcdata->current_faith = ch->pcdata->faith; } break; case ITEM_DTOKEN: if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_DEMON)) ch->pcdata->stats[DEMON_CURRENT] += obj->value[0]; break; case ITEM_EGG: if (!IS_NPC(ch)) { int condition; condition = ch->pcdata->condition[COND_FULL]; gain_condition(ch, COND_FULL, obj->value[1]); if (condition == 0 && ch->pcdata->condition[COND_FULL] > 10) send_to_char("You are no longer hungry.\n\r", ch); else if (ch->pcdata->condition[COND_FULL] > 50) send_to_char("You are full.\n\r", ch); } /* * Note to myself...remember to set v2 for mobiles that hatch within * * the player (like aliens ;). KaVir. */ if (obj->value[3] != 0) { /* * The shit was poisoned! */ AFFECT_DATA af; act("$n chokes and gags.", ch, NULL, NULL, TO_ROOM); send_to_char("You choke and gag.\n\r", ch); af.type = gsn_poison; af.duration = 2 * obj->value[0]; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_POISON; affect_join(ch, &af); } break; } if (obj != NULL) extract_obj(obj); return; } /* * Remove an object. */ bool remove_obj(CHAR_DATA * ch, int iWear, bool fReplace) { OBJ_DATA *obj; if ((obj = get_eq_char(ch, iWear)) == NULL) return TRUE; if (!fReplace) return FALSE; if (IS_SET(obj->extra_flags, ITEM_NOREMOVE) && !IS_IMMORTAL(ch)) { act("You can't remove $p.", ch, obj, NULL, TO_CHAR); return FALSE; } unequip_char(ch, obj); act("$n stops using $p.", ch, obj, NULL, TO_ROOM); act("You stop using $p.", ch, obj, NULL, TO_CHAR); return TRUE; } /* * Wear one object. * Optional replacement of existing objects. * Big repetitive code, ick. */ void wear_obj(CHAR_DATA * ch, OBJ_DATA * obj, bool fReplace) { bool wolf_ok = FALSE; if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_WEREWOLF)) wolf_ok = TRUE; if (CAN_WEAR(obj, ITEM_WIELD) || CAN_WEAR(obj, ITEM_HOLD)) { if (get_eq_char(ch, WEAR_WIELD) != NULL && get_eq_char(ch, WEAR_HOLD) != NULL ) // && !remove_obj(ch, WEAR_WIELD, fReplace) // && !remove_obj(ch, WEAR_HOLD, fReplace)) { // quick fix by Akurei int blah1 = FALSE, blah2 = FALSE; if( IS_SET(ch->newbits, THIRD_HAND) && get_eq_char(ch, WEAR_THIRD) == NULL ) blah1 = TRUE; if( IS_SET(ch->newbits, FOURTH_HAND) && get_eq_char(ch, WEAR_FOURTH) == NULL ) blah2 = TRUE; if( !blah1 && !blah2 ) return; } if (!IS_NPC(ch) && !IS_FORM(ch, ITEM_WIELD)) { send_to_char("You are unable to use it.\n\r", ch); return; } if (get_eq_char(ch, WEAR_WIELD) == NULL && is_ok_to_wear(ch, wolf_ok, "right_hand")) { { act("$n clutches $p in $s right hand.", ch, obj, NULL, TO_ROOM); act("You clutch $p in your right hand.", ch, obj, NULL, TO_CHAR); } equip_char(ch, obj, WEAR_WIELD); return; } else if (get_eq_char(ch, WEAR_HOLD) == NULL && is_ok_to_wear(ch, wolf_ok, "left_hand")) { { act("$n clutches $p in $s left hand.", ch, obj, NULL, TO_ROOM); act("You clutch $p in your left hand.", ch, obj, NULL, TO_CHAR); } if (obj->item_type == ITEM_WEAPON) { if (!IS_NPC(ch) && (obj->pIndexData->vnum == 30000 || IS_OBJ_STAT(obj, ITEM_LOYAL))) { if (obj->questowner != NULL && str_cmp(ch->pcdata->switchname, obj->questowner) && strlen(obj->questowner) > 1) { act("$p leaps out of $n's hand.", ch, obj, NULL, TO_ROOM); act("$p leaps out of your hand.", ch, obj, NULL, TO_CHAR); obj_from_char(obj); obj_to_room(obj, ch->in_room); return; } } equip_char(ch, obj, WEAR_HOLD); if (!IS_NPC(ch)) do_skill(ch, ch->name); return; } equip_char(ch, obj, WEAR_HOLD); return; } else if (get_eq_char(ch, WEAR_THIRD) == NULL && is_ok_to_wear(ch, wolf_ok, "third_hand")) { { act("$n clutches $p in $s third hand.", ch, obj, NULL, TO_ROOM); act("You clutch $p in your third hand.", ch, obj, NULL, TO_CHAR); } equip_char(ch, obj, WEAR_THIRD); return; } else if (get_eq_char(ch, WEAR_FOURTH) == NULL && is_ok_to_wear(ch, wolf_ok, "fourth_hand")) { { act("$n clutches $p in $s fourth hand.", ch, obj, NULL, TO_ROOM); act("You clutch $p in your fourth hand.", ch, obj, NULL, TO_CHAR); } if (obj->item_type == ITEM_WEAPON) { if (!IS_NPC(ch) && (obj->pIndexData->vnum == 30000 || IS_OBJ_STAT(obj, ITEM_LOYAL))) { if (obj->questowner != NULL && str_cmp(ch->pcdata->switchname, obj->questowner) && strlen(obj->questowner) > 1) { act("$p leaps out of $n's hand.", ch, obj, NULL, TO_ROOM); act("$p leaps out of your hand.", ch, obj, NULL, TO_CHAR); obj_from_char(obj); obj_to_room(obj, ch->in_room); return; } } equip_char(ch, obj, WEAR_FOURTH); if (!IS_NPC(ch)) do_skill(ch, ch->name); return; } equip_char(ch, obj, WEAR_FOURTH); return; } if (!is_ok_to_wear(ch, wolf_ok, "left_hand") && !is_ok_to_wear(ch, wolf_ok, "right_hand")) send_to_char ("You cannot use anything in your hands.\n\r", ch); else send_to_char("You have no free hands.\n\r", ch); return; } if (obj->item_type == ITEM_LIGHT) { if (!remove_obj(ch, WEAR_LIGHT, fReplace)) return; act("$n lights $p and holds it.", ch, obj, NULL, TO_ROOM); act("You light $p and hold it.", ch, obj, NULL, TO_CHAR); equip_char(ch, obj, WEAR_LIGHT); return; } if (CAN_WEAR(obj, ITEM_WEAR_FINGER)) { if (get_eq_char(ch, WEAR_FINGER_L) != NULL && get_eq_char(ch, WEAR_FINGER_R) != NULL && !remove_obj(ch, WEAR_FINGER_L, fReplace) && !remove_obj(ch, WEAR_FINGER_R, fReplace)) return; if (!IS_NPC(ch) && !IS_FORM(ch, ITEM_WEAR_FINGER)) { send_to_char("You are unable to wear it.\n\r", ch); return; } if (get_eq_char(ch, WEAR_FINGER_L) == NULL && is_ok_to_wear(ch, wolf_ok, "left_finger")) { act("$n wears $p on $s left finger.", ch, obj, NULL, TO_ROOM); act("You wear $p on your left finger.", ch, obj, NULL, TO_CHAR); equip_char(ch, obj, WEAR_FINGER_L); return; } else if (get_eq_char(ch, WEAR_FINGER_R) == NULL && is_ok_to_wear(ch, wolf_ok, "right_finger")) { act("$n wears $p on $s right finger.", ch, obj, NULL, TO_ROOM); act("You wear $p on your right finger.", ch, obj, NULL, TO_CHAR); equip_char(ch, obj, WEAR_FINGER_R); return; } if (!is_ok_to_wear(ch, wolf_ok, "left_finger") && !is_ok_to_wear(ch, wolf_ok, "right_finger")) send_to_char("You cannot wear any rings.\n\r", ch); else send_to_char("You cannot wear any more rings.\n\r", ch); return; } if (CAN_WEAR(obj, ITEM_WEAR_NECK)) { if (get_eq_char(ch, WEAR_NECK_1) != NULL && get_eq_char(ch, WEAR_NECK_2) != NULL && !remove_obj(ch, WEAR_NECK_1, fReplace) && !remove_obj(ch, WEAR_NECK_2, fReplace)) return; if (!IS_NPC(ch) && !IS_FORM(ch, ITEM_WEAR_NECK)) { send_to_char("You are unable to wear it.\n\r", ch); return; } if (get_eq_char(ch, WEAR_NECK_1) == NULL) { act("$n slips $p around $s neck.", ch, obj, NULL, TO_ROOM); act("You slip $p around your neck.", ch, obj, NULL, TO_CHAR); equip_char(ch, obj, WEAR_NECK_1); return; } if (get_eq_char(ch, WEAR_NECK_2) == NULL) { act("$n slips $p around $s neck.", ch, obj, NULL, TO_ROOM); act("You slip $p around your neck.", ch, obj, NULL, TO_CHAR); equip_char(ch, obj, WEAR_NECK_2); return; } bug("Wear_obj: no free neck.", 0); send_to_char ("You are already wearing two things around your neck.\n\r", ch); return; } if (CAN_WEAR(obj, ITEM_WEAR_BODY)) { if (!remove_obj(ch, WEAR_BODY, fReplace)) return; if (!IS_NPC(ch) && !IS_FORM(ch, ITEM_WEAR_BODY)) { send_to_char("You are unable to wear it.\n\r", ch); return; } act("$n fits $p on $s body.", ch, obj, NULL, TO_ROOM); act("You fit $p on your body.", ch, obj, NULL, TO_CHAR); equip_char(ch, obj, WEAR_BODY); return; } if (CAN_WEAR(obj, ITEM_WEAR_HEAD)) { if (!remove_obj(ch, WEAR_HEAD, fReplace)) return; if (!IS_NPC(ch) && !IS_FORM(ch, ITEM_WEAR_HEAD)) { send_to_char("You are unable to wear it.\n\r", ch); return; } if (!is_ok_to_wear(ch, wolf_ok, "head")) { send_to_char("You have no head to wear it on.\n\r", ch); return; } act("$n places $p on $s head.", ch, obj, NULL, TO_ROOM); act("You place $p on your head.", ch, obj, NULL, TO_CHAR); equip_char(ch, obj, WEAR_HEAD); return; } if (CAN_WEAR(obj, ITEM_WEAR_FACE)) { if (!remove_obj(ch, WEAR_FACE, fReplace)) return; if (!IS_NPC(ch) && !IS_FORM(ch, ITEM_WEAR_HEAD)) { send_to_char("You are unable to wear it.\n\r", ch); return; } if (!is_ok_to_wear(ch, wolf_ok, "face")) { send_to_char("You have no face to wear it on.\n\r", ch); return; } act("$n places $p on $s face.", ch, obj, NULL, TO_ROOM); act("You place $p on your face.", ch, obj, NULL, TO_CHAR); equip_char(ch, obj, WEAR_FACE); return; } if (obj->item_type == ITEM_FAMILIAR) { if (!remove_obj(ch, WEAR_FAMILIAR, fReplace)) return; if (get_eq_char(ch, WEAR_FAMILIAR) != NULL && !remove_obj(ch, WEAR_FAMILIAR, fReplace)) return; if (IS_NPC(ch)) { send_to_char("You are unable to summon it.\n\r", ch); return; } if ((ch->alignment > 0 && obj->value[7] < 0) || (ch->alignment < 0 && obj->value[7] > 0)) { stc("You may not summon a familiar with opposite alignment!\n\r", ch); return; } if (ch->tier < obj->value[3]) { stc("Your tier level is too low!\n\r", ch); return; } act("$n summons $p to accompany $m.", ch, obj, NULL, TO_ROOM); act("You summon $p to accompany you.", ch, obj, NULL, TO_CHAR); equip_char(ch, obj, WEAR_FAMILIAR); return; } if (CAN_WEAR(obj, ITEM_WEAR_LEGS)) { if (!remove_obj(ch, WEAR_LEGS, fReplace)) return; if (!IS_NPC(ch) && !IS_FORM(ch, ITEM_WEAR_LEGS)) { send_to_char("You are unable to wear it.\n\r", ch); return; } if (!is_ok_to_wear(ch, wolf_ok, "legs")) { send_to_char("You have no legs to wear them on.\n\r", ch); return; } act("$n slips $s legs into $p.", ch, obj, NULL, TO_ROOM); act("You slip your legs into $p.", ch, obj, NULL, TO_CHAR); equip_char(ch, obj, WEAR_LEGS); return; } if (CAN_WEAR(obj, ITEM_WEAR_FEET)) { if (!remove_obj(ch, WEAR_FEET, fReplace)) return; if (!IS_NPC(ch) && !IS_FORM(ch, ITEM_WEAR_FEET)) { send_to_char("You are unable to wear it.\n\r", ch); return; } if (!is_ok_to_wear(ch, wolf_ok, "feet")) { send_to_char("You have no feet to wear them on.\n\r", ch); return; } act("$n slips $s feet into $p.", ch, obj, NULL, TO_ROOM); act("You slip your feet into $p.", ch, obj, NULL, TO_CHAR); equip_char(ch, obj, WEAR_FEET); return; } if (CAN_WEAR(obj, ITEM_WEAR_HANDS)) { if (!remove_obj(ch, WEAR_HANDS, fReplace)) return; if (!IS_NPC(ch) && !IS_FORM(ch, ITEM_WEAR_HANDS)) { send_to_char("You are unable to wear it.\n\r", ch); return; } if (!is_ok_to_wear(ch, wolf_ok, "hands")) { send_to_char("You have no hands to wear them on.\n\r", ch); return; } act("$n pulls $p onto $s hands.", ch, obj, NULL, TO_ROOM); act("You pull $p onto your hands.", ch, obj, NULL, TO_CHAR); equip_char(ch, obj, WEAR_HANDS); return; } if (CAN_WEAR(obj, ITEM_WEAR_ARMS)) { if (!remove_obj(ch, WEAR_ARMS, fReplace)) return; if (!IS_NPC(ch) && !IS_FORM(ch, ITEM_WEAR_ARMS)) { send_to_char("You are unable to wear it.\n\r", ch); return; } if (!is_ok_to_wear(ch, wolf_ok, "arms")) { send_to_char("You have no arms to wear them on.\n\r", ch); return; } act("$n slides $s arms into $p.", ch, obj, NULL, TO_ROOM); act("You slide your arms into $p.", ch, obj, NULL, TO_CHAR); equip_char(ch, obj, WEAR_ARMS); return; } if (CAN_WEAR(obj, ITEM_WEAR_ABOUT)) { if (!remove_obj(ch, WEAR_ABOUT, fReplace)) return; if (!IS_NPC(ch) && !IS_FORM(ch, ITEM_WEAR_ABOUT)) { send_to_char("You are unable to wear it.\n\r", ch); return; } act("$n pulls $p about $s body.", ch, obj, NULL, TO_ROOM); act("You pull $p about your body.", ch, obj, NULL, TO_CHAR); equip_char(ch, obj, WEAR_ABOUT); return; } if (CAN_WEAR(obj, ITEM_WEAR_WAIST)) { if (!remove_obj(ch, WEAR_WAIST, fReplace)) return; if (!IS_NPC(ch) && !IS_FORM(ch, ITEM_WEAR_WAIST)) { send_to_char("You are unable to wear it.\n\r", ch); return; } act("$n ties $p around $s waist.", ch, obj, NULL, TO_ROOM); act("You tie $p around your waist.", ch, obj, NULL, TO_CHAR); equip_char(ch, obj, WEAR_WAIST); return; } if (CAN_WEAR(obj, ITEM_WEAR_SPECIAL)) { if (!remove_obj(ch, WEAR_SPECIAL, fReplace)) return; if (!IS_NPC(ch) && !IS_FORM(ch, ITEM_WEAR_SPECIAL)) { send_to_char("You are unable to wear it.\n\r", ch); return; } act("$n holds $p in $s hands.", ch, obj, NULL, TO_ROOM); act("You hold onto $p.", ch, obj, NULL, TO_CHAR); equip_char(ch, obj, WEAR_SPECIAL); return; } if (CAN_WEAR(obj, ITEM_WEAR_FLOAT)) { if (!remove_obj(ch, WEAR_FLOAT, fReplace)) return; if (!IS_NPC(ch) && !IS_FORM(ch, ITEM_WEAR_FLOAT)) { send_to_char ("You are unable to wear it, perhaps you suck\n\r", ch); return; } act("$n throws $p into the air and it starts flying about.", ch, obj, NULL, TO_ROOM); act("You throw $p into the air and it starts circling around.", ch, obj, NULL, TO_CHAR); equip_char(ch, obj, WEAR_FLOAT); return; } if (CAN_WEAR(obj, ITEM_WEAR_MEDAL)) { if (!remove_obj(ch, WEAR_MEDAL, fReplace)) return; if (!IS_NPC(ch) && !IS_FORM(ch, ITEM_WEAR_MEDAL)) { send_to_char("You are unable to wear it.\n\r", ch); return; } act("$n puts $p on $s uniform.", ch, obj, NULL, TO_ROOM); act("You put $p on your uniform.", ch, obj, NULL, TO_CHAR); equip_char(ch, obj, WEAR_MEDAL); return; } if (CAN_WEAR(obj, ITEM_WEAR_BODYART)) { if (!remove_obj(ch, WEAR_BODYART, fReplace)) return; if (!IS_NPC(ch) && !IS_FORM(ch, ITEM_WEAR_BODYART)) { send_to_char("You are unable to wear it.\n\r", ch); return; } act("$n screams in agony as $p bores into $s body.", ch, obj, NULL, TO_ROOM); act("You scream in agony as $p bores into your body.", ch, obj, NULL, TO_CHAR); equip_char(ch, obj, WEAR_BODYART); return; } if (CAN_WEAR(obj, ITEM_WEAR_WRIST)) { if (get_eq_char(ch, WEAR_WRIST_L) != NULL && get_eq_char(ch, WEAR_WRIST_R) != NULL && !remove_obj(ch, WEAR_WRIST_L, fReplace) && !remove_obj(ch, WEAR_WRIST_R, fReplace)) return; if (!IS_NPC(ch) && !IS_FORM(ch, ITEM_WEAR_WRIST)) { send_to_char("You are unable to wear it.\n\r", ch); return; } if (get_eq_char(ch, WEAR_WRIST_L) == NULL && is_ok_to_wear(ch, wolf_ok, "right_wrist")) { act("$n slides $s left wrist into $p.", ch, obj, NULL, TO_ROOM); act("You slide your left wrist into $p.", ch, obj, NULL, TO_CHAR); equip_char(ch, obj, WEAR_WRIST_L); return; } else if (get_eq_char(ch, WEAR_WRIST_R) == NULL && is_ok_to_wear(ch, wolf_ok, "left_wrist")) { act("$n slides $s left wrist into $p.", ch, obj, NULL, TO_ROOM); act("You slide your right wrist into $p.", ch, obj, NULL, TO_CHAR); equip_char(ch, obj, WEAR_WRIST_R); return; } if (!is_ok_to_wear(ch, wolf_ok, "left_wrist") && !is_ok_to_wear(ch, wolf_ok, "right_wrist")) send_to_char ("You cannot wear anything on your wrists.\n\r", ch); else send_to_char ("You cannot wear any more on your wrists.\n\r", ch); return; } if (CAN_WEAR(obj, ITEM_WEAR_SHIELD)) { if (!remove_obj(ch, WEAR_SHIELD, fReplace)) return; act("$n straps $p onto $s shield arm.", ch, obj, NULL, TO_ROOM); act("You strap $p onto your shield arm.", ch, obj, NULL, TO_CHAR); equip_char(ch, obj, WEAR_SHIELD); return; } if (CAN_WEAR(obj, ITEM_WIELD)) { if (!remove_obj(ch, WEAR_WIELD, fReplace)) return; if (!IS_NPC(ch) && !IS_FORM(ch, ITEM_WIELD)) { send_to_char("You are unable to wield it.\n\r", ch); return; } /* * This might need fixing */ if (get_obj_weight(obj) > str_app[(get_curr_str(ch) > 25) ? 25 : get_curr_str(ch)].wield); { send_to_char("It is too heavy for you to wield.\n\r", ch); return; } act("$n wields $p.", ch, obj, NULL, TO_ROOM); act("You wield $p.", ch, obj, NULL, TO_CHAR); if (!IS_NPC(ch) && (obj->pIndexData->vnum == 30000 || IS_OBJ_STAT(obj, ITEM_LOYAL))) { if (obj->questowner != NULL && str_cmp(ch->pcdata->switchname, obj->questowner) && strlen(obj->questowner) > 1) { act("$p leaps out of $n's hand.", ch, obj, NULL, TO_ROOM); act("$p leaps out of your hand.", ch, obj, NULL, TO_CHAR); obj_from_char(obj); obj_to_room(obj, ch->in_room); return; } } equip_char(ch, obj, WEAR_WIELD); if (!IS_NPC(ch)) do_skill(ch, ch->name); return; } if (fReplace) send_to_char("You can't wear, wield or hold that.\n\r", ch); return; } void do_wear(CHAR_DATA * ch, char *argument) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; one_argument(argument, arg); if (!IS_NPC(ch) && IS_POLYAFF(ch, POLY_ZULOFORM) && IS_CLASS(ch, CLASS_VAMPIRE) && ch->power[DISC_VAMP_OBEA] < 9) { send_to_char ("You are too mad to decide what you want to wear!\n\r", ch); return; } if (!IS_NPC(ch) && IS_POLYAFF(ch, POLY_ZULOFORM) && IS_CLASS(ch, CLASS_VAMPIRE) && ch->power[DISC_VAMP_OBEA] > 8) { send_to_char("#rYou force down yer beast#n.\n\r", ch); } /* if (IS_AFFECTED(ch, AFF_POLYMORPH) && !IS_NPC(ch) && !IS_CLASS(ch, CLASS_ANGEL) && !IS_VAMPAFF(ch, VAM_DISGUISED) && !IS_CLASS(ch, CLASS_WEREWOLF) && !IS_CLASS(ch, CLASS_FAE) && !IS_CLASS(ch, CLASS_DEMON) && ch->power[DISC_VAMP_OBEA] < 9 && !IS_CLASS(ch, CLASS_GIANT) && !IS_CLASS(ch, CLASS_CYBORG) && !IS_CLASS(ch, CLASS_DROID)) { send_to_char("You cannot wear anything in this form.\n\r", ch); return; } */ if (arg[0] == '\0') { send_to_char("Wear, wield, or hold what?\n\r", ch); return; } if (!str_cmp(arg, "all")) { OBJ_DATA *obj_next; for (obj = ch->carrying; obj != NULL; obj = obj_next) { obj_next = obj->next_content; if (obj->wear_loc == WEAR_NONE && can_see_obj(ch, obj)) wear_obj(ch, obj, FALSE); } return; } else { if ((obj = get_obj_carry(ch, arg, ch)) == NULL) { send_to_char("You do not have that item.\n\r", ch); return; } wear_obj(ch, obj, TRUE); } return; } void do_remove(CHAR_DATA * ch, char *argument) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; int sn; one_argument(argument, arg); if (arg[0] == '\0') { send_to_char("Remove what?\n\r", ch); return; } if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_VAMPIRE) && IS_POLYAFF(ch, POLY_ZULOFORM) && ch->generation > 1 && ch->power[DISC_VAMP_OBEA] < 9) { stc("You are too mad to remove anything!\n\r", ch); return; } if (!IS_NPC(ch) && IS_POLYAFF(ch, POLY_ZULOFORM) && IS_CLASS(ch, CLASS_VAMPIRE) && ch->power[DISC_VAMP_OBEA] > 8) { send_to_char("#rYou force down yer beast#n.\n\r", ch); } if (!str_cmp(arg, "all")) { OBJ_DATA *obj_next; for (obj = ch->carrying; obj != NULL; obj = obj_next) { obj_next = obj->next_content; if (obj->wear_loc != WEAR_NONE && can_see_obj(ch, obj)) { if (obj->item_type == ITEM_ARMOR) sn = obj->value[3]; else sn = obj->value[0] / 1000; if (sn != 25) remove_obj(ch, obj->wear_loc, TRUE); } } return; } if ((obj = get_obj_wear(ch, arg, TRUE)) == NULL) { send_to_char("You do not have that item.\n\r", ch); return; } remove_obj(ch, obj->wear_loc, TRUE); return; } void do_sacrifice(CHAR_DATA * ch, char *argument) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; OBJ_DATA *next_obj; char buf[MAX_INPUT_LENGTH]; //extern OBJ_DATA *aquest_object; int i = 0; int ereward; one_argument(argument, arg); if (IS_NPC(ch)) return; if (arg[0] == '\0') { send_to_char("Sacrifice what?\n\r", ch); return; } if (IS_AFFECTED(ch, AFF_CHARM)) { stc("Not while charmed.\n\r", ch); return; } if (!str_cmp(arg, "all") || !str_prefix("all.", arg)) { next_obj = ch->in_room->contents; for (obj = ch->in_room->contents; next_obj != NULL; obj = next_obj) { next_obj = obj->next_content; if (arg[3] != '\0' && !is_name(&arg[4], obj->name)) continue; if (++i > 35) break; if (!CAN_WEAR(obj, ITEM_TAKE) || obj->item_type == ITEM_QUEST || IS_SET(obj->quest, QUEST_ARTIFACT) || (obj->questowner != NULL && strlen(obj->questowner) > 1 && str_cmp(ch->name, obj->questowner))) { act("You are unable to drain any energy from $p.", ch, obj, 0, TO_CHAR); continue; } else if (IS_SET(obj->quest, QUEST_MQUEST)) { act("You are unable to drain any energy from $p.", ch, obj, 0, TO_CHAR); continue; } else if (obj->chobj != NULL && !IS_NPC(obj->chobj) && obj->chobj->pcdata->obj_vnum != 0) { act("You are unable to drain any energy from $p.", ch, obj, 0, TO_CHAR); continue; } if (obj->points > 0 && !IS_NPC(ch) && obj->item_type != ITEM_PAGE) { xprintf(buf, "You receive a refund of %d bones from $p.", obj->points); act(buf, ch, obj, NULL, TO_CHAR); ch->bones += obj->points; } if (obj->pIndexData->vnum > 813 && obj->pIndexData->vnum < 826) { ch->pcdata->rune_count--; send_to_char ("you get 50K bones from the titanium eq.\n\r", ch); ch->bones += 50000; } ereward = number_range(1, 50000); if (obj->item_type == ITEM_CORPSE_NPC) { if (ch->god > 0) { sprintf (buf, "%s appreciates the sacrifice of $p.", god_table[ch->god].name); act(buf, ch, obj, NULL, TO_CHAR); } } else { xprintf(buf, "$p disintegrates into a fine powder"); act(buf, ch, obj, NULL, TO_CHAR); } //if(!IS_SET(ch->act, PLR_BRIEF5) || ( ch->position != POS_FIGHTING )) //act( buf, ch, obj, NULL, TO_CHAR ); act("$p disintegrates into a fine powder.", ch, obj, NULL, TO_ROOM); extract_obj(obj); } if (i == 0) send_to_char("Nothing found.\n\r", ch); else act("$n destroys most of the items in the room.", ch, NULL, NULL, TO_ROOM); return; } obj = get_obj_list(ch, arg, ch->in_room->contents); if (obj == NULL) { send_to_char("You can't find it.\n\r", ch); return; } if (!CAN_WEAR(obj, ITEM_TAKE) || obj->item_type == ITEM_QUEST || obj->item_type == ITEM_MONEY || obj->item_type == ITEM_TREASURE || IS_SET(obj->quest, QUEST_ARTIFACT) || (obj->questowner != NULL && strlen(obj->questowner) > 1 && str_cmp(ch->name, obj->questowner))) { act("You are unable to drain any energy from $p.", ch, obj, 0, TO_CHAR); return; } else if (obj->chobj != NULL && !IS_NPC(obj->chobj) && obj->chobj->pcdata->obj_vnum != 0) { act("You are unable to drain any energy from $p.", ch, obj, 0, TO_CHAR); return; } ereward = number_range(1, 50000); if (obj->item_type == ITEM_CORPSE_NPC) { if (ch->god > 0) { sprintf (buf, "%s appreciates the sacrifice of $p.", god_table[ch->god].name); act(buf, ch, obj, NULL, TO_CHAR); } /* switch( number_range(1, 21) ) { default: xprintf(buf, "#0Paladine appreciates your sacrifice of #w$p#n"); if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING)) act(buf, ch, obj, NULL, TO_CHAR); if (ch->alignment > 900) send_to_char("#0Paladine rewards those with a kind heart.\n\r", ch); send_to_char("#0250 Bones appear in your Money Purse.\n\r", ch); ch->bones += 250; break; case 1: xprintf(buf, "#0Astinus appreciates your sacrifice of #w$p#n"); if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING)) act(buf, ch, obj, NULL, TO_CHAR); if (number_range(1, 5) == 1) { if (get_curr_int(ch) >= 100) { send_to_char("Astinus #0rewards those of high Intellegence!!\n\r", ch); send_to_char("#0250 Bones appear in your Money Purse.\n\r", ch); ch->bones += 250; } } break; case 2: xprintf(buf, "#0Chemosh appreciates your sacrifice of #w$p#n"); if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING)) act(buf, ch, obj, NULL, TO_CHAR); if (number_range(1, 5) == 1) { if (IS_CLASS(ch, CLASS_UNDEAD_KNIGHT) || IS_CLASS(ch, CLASS_GHOUL) || IS_CLASS(ch, CLASS_ZOMBIE)) { send_to_char("#0The God of the UnDead dropps a pile of bones before you!\n\r", ch); send_to_char("#0250 Bones appear in your Money Purse.\n\r", ch); ch->bones += 250; } } break; case 3: xprintf(buf, "#0Hiddukel appreciates your sacrifice of #w$p#n"); if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING)) act(buf, ch, obj, NULL, TO_CHAR); if (number_range(1, 5) == 1) { if (IS_CLASS(ch, CLASS_THIEF)) { send_to_char("#0The God of Thieves rewards you!\n\r", ch); send_to_char("#0250 Bones appear in your Money Purse.\n\r", ch); ch->bones += 250; } } break; case 4: xprintf(buf, "#0Nuitari appreciates your sacrifice of #w$p#n"); if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING)) act(buf, ch, obj, NULL, TO_CHAR); if (number_range(1, 5) == 1) { if (ch->alignment <= -250 && (IS_CLASS(ch, CLASS_MAGE) || IS_CLASS(ch, CLASS_LICH))) { send_to_char("#0Nuitari #0rewards Black Robed Mages!\n\r", ch); send_to_char("#0You Revieve 50,000,000 EXP.\n\r", ch); ch->exp += 50000000; } } break; case 5: xprintf(buf, "#0Sargonnas appreciates your sacrifice of #w$p#n"); if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING)) act(buf, ch, obj, NULL, TO_CHAR); if (number_range(1, 5) == 1) { if (IS_RACE(ch, RACE_MINOTAUR)) { send_to_char("#0Sargonnas Rewards his children the Minotaurs\n\r", ch); send_to_char("#0250 Bones appear in your Money Purse.\n\r", ch); ch->bones += 250; }} break; case 6: xprintf(buf, "#0Zeboim appreciates your sacrifice of #w$p#n"); if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING)) act(buf, ch, obj, NULL, TO_CHAR); if (number_range(1, 5) == 1) { if (IS_CLASS(ch, CLASS_UNDEAD_KNIGHT)) { send_to_char("#0Zeboim Rewards knights of EVIL!\n\r", ch); send_to_char("#0250 Bones appear in your Money Purse.\n\r", ch); ch->bones += 250; }} break; case 7: xprintf(buf, "#0Branchala appreciates your sacrifice of #w$p#n"); if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING)) act(buf, ch, obj, NULL, TO_CHAR); if (number_range(1, 5) == 1) { if (IS_RACE(ch, RACE_ELF) || IS_RACE(ch, RACE_HALFELF) || IS_RACE(ch, RACE_DROW) || IS_CLASS(ch, CLASS_DROW) || IS_RACE(ch, RACE_KENDER) || IS_RACE(ch, RACE_WILDELF)) { send_to_char("#0The god reveared by kender and elves rewards you.\n\r", ch); send_to_char("#0250 Bones appear in your Money Purse.\n\r", ch); ch->bones += 250; }} break; case 8: xprintf(buf, "#0Habbakuk appreciates your sacrifice of #w$p#n"); if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING)) act(buf, ch, obj, NULL, TO_CHAR); if (number_range(1, 5) == 1) { if (IS_RACE(ch, RACE_MINOTAUR) || IS_CLASS(ch, CLASS_GIANT) || IS_CLASS(ch, CLASS_DRACONIAN) || IS_CLASS(ch, CLASS_DEMON) || IS_CLASS(ch, CLASS_WEREWOLF) || IS_CLASS(ch, CLASS_VAMPIRE) || IS_CLASS(ch, CLASS_GHOUL) || IS_CLASS(ch, CLASS_TANARRI) || IS_RACE(ch, RACE_TROLL) || IS_RACE(ch, RACE_HALFTROLL) || IS_RACE(ch, RACE_OGRE) || IS_RACE(ch, RACE_HALFOGRE) || IS_RACE(ch, RACE_ORC) || IS_RACE(ch, RACE_HALFORC)) { send_to_char("#0The lord of Beasts smiles upon you.\n\r", ch); send_to_char("#0250 Bones appear in your Money Purse.\n\r", ch); ch->bones += 250; }} break; case 9: xprintf(buf, "#0Kiri-Jolith appreciates your sacrifice of #w$p#n"); if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING)) act(buf, ch, obj, NULL, TO_CHAR); if (number_range(1, 5) == 1) { if (IS_RACE(ch, RACE_MINOTAUR) || IS_CLASS(ch, CLASS_PALADIN)) { send_to_char("#0Kiri-Jolith looks kindly upon you.\n\r", ch); send_to_char("#0250 Bones appear in your Money Purse.\n\r", ch); ch->bones += 250; }} break; case 10: xprintf(buf, "#0Majere appreciates your sacrifice of #w$p#n"); if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING)) act(buf, ch, obj, NULL, TO_CHAR); if (number_range(1, 5) == 1) { if (IS_CLASS(ch, CLASS_BLADE_MASTER) || IS_CLASS(ch, CLASS_PALADIN) || IS_CLASS(ch, CLASS_MONK) || IS_CLASS(ch, CLASS_SAMURAI) || IS_CLASS(ch, CLASS_NINJA)) { send_to_char("#0Majere Favors those of Discipline.\n\r", ch); send_to_char("#0You Revieve 50,000,000 EXP.\n\r", ch); ch->exp += 50000000; }} break; case 11: xprintf(buf, "#0Mishakal appreciates your sacrifice of #w$p#n"); if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING)) act(buf, ch, obj, NULL, TO_CHAR); if (number_range(1, 5) == 1) { if (ch->sex == SEX_FEMALE) { send_to_char("#0The Godess of Motherhood looks kindly upon Women.\n\r", ch); send_to_char("#0You get a Full Restore.\n\r", ch); ch->hit = ch->max_hit; ch->mana = ch->max_mana; ch->move = ch->max_move; ch->loc_hp[0] = 0; ch->loc_hp[1] = 0; ch->loc_hp[2] = 0; ch->loc_hp[3] = 0; ch->loc_hp[4] = 0; ch->loc_hp[5] = 0; ch->loc_hp[6] = 0; } } break; case 12: xprintf(buf, "#0Solinari appreciates your sacrifice of #w$p#n"); if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING)) act(buf, ch, obj, NULL, TO_CHAR); if (number_range(1, 5) == 1) { if (IS_CLASS(ch, CLASS_MAGE) && (ch->alignment > 700)) { send_to_char("#0Solinari rewards Mages of the White Robes.\n\r", ch); send_to_char("#0You get a Full Restore.\n\r", ch); ch->hit = ch->max_hit; ch->mana = ch->max_mana; ch->move = ch->max_move; ch->loc_hp[0] = 0; ch->loc_hp[1] = 0; ch->loc_hp[2] = 0; ch->loc_hp[3] = 0; ch->loc_hp[4] = 0; ch->loc_hp[5] = 0; ch->loc_hp[6] = 0; } break; case 13: xprintf(buf, "#0Chislev appreciates your sacrifice of #w$p#n"); if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING)) act(buf, ch, obj, NULL, TO_CHAR); if (IS_RACE(ch, RACE_HOBBIT) || IS_CLASS(ch, CLASS_ELEMENTAL) || IS_CLASS(ch, CLASS_FAE) || IS_CLASS(ch, CLASS_MONK)) { send_to_char("#0Chislev rewards those who respect Nature.\n\r", ch); send_to_char("#0You get a Full Restore.\n\r", ch); ch->hit = ch->max_hit; ch->mana = ch->max_mana; ch->move = ch->max_move; ch->loc_hp[0] = 0; ch->loc_hp[1] = 0; ch->loc_hp[2] = 0; ch->loc_hp[3] = 0; ch->loc_hp[4] = 0; ch->loc_hp[5] = 0; ch->loc_hp[6] = 0; }} break; case 14: xprintf(buf, "#0Gilean appreciates your sacrifice of #w$p#n"); if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING)) act(buf, ch, obj, NULL, TO_CHAR); if (number_range(1, 5) == 1) { if (ch->alignment == 0) { send_to_char("#0Gilean rewards those who respect Neutrality.\n\r", ch); send_to_char("#0250 Bones appear in your Money Purse.\n\r", ch); ch->bones += 250; }} break; case 15: xprintf(buf, "#0Lunitari appreciates your sacrifice of #w$p#n"); if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING)) act(buf, ch, obj, NULL, TO_CHAR); if (number_range(1, 5) == 1) { if (IS_CLASS(ch, CLASS_MAGE) || IS_CLASS(ch, CLASS_LICH)) { send_to_char("#0Lunitari Favors Mages of the Red Robes.\n\r", ch); send_to_char("#0500 Bones appear in your Money Purse.\n\r", ch); ch->bones += 500; }} break; case 16: xprintf(buf, "#0Reorx appreciates your sacrifice of #w$p#n"); if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING)) act(buf, ch, obj, NULL, TO_CHAR); if (number_range(1, 5) == 1) { if (IS_RACE(ch, RACE_GULLYDWARF) || IS_RACE(ch, RACE_HILLDWARF) || IS_RACE(ch, RACE_DUERGARDWARF) || IS_RACE(ch, RACE_MTDWARF)) { send_to_char("#0Reorx patron God of Dwarves looks kindly upon you.\n\r", ch); send_to_char("#0500 Bones appear in your Money Purse.\n\r", ch); ch->bones += 500; }} break; case 17: xprintf(buf, "#0Shinare appreciates your sacrifice of #w$p#n"); if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING)) act(buf, ch, obj, NULL, TO_CHAR); if (number_range(1, 5) == 1) { if (IS_RACE(ch, RACE_GNOME)) { send_to_char("#0Shinare is a friend of the Gnome, a people of Trade.\n\r", ch); send_to_char("#0250 Bones appear in your Money Purse.\n\r", ch); ch->bones += 250; }} break; case 18: xprintf(buf, "#0Sirrion #Ra#7ppreciate#Rs#0 your sacrifice of #w$p#n"); if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING)) act(buf, ch, obj, NULL, TO_CHAR); if (number_range(1, 5) == 1) { if (IS_CLASS(ch, CLASS_ELEMENTAL)) { send_to_char("#0Sirrion Favors children of the #RF#Yl#Ra#Ym#Re#n!!\n\r", ch); send_to_char("#0250 Bones appear in your Money Purse.\n\r", ch); ch->bones += 250; }} break; case 19: xprintf(buf, "#0Zivilyn appreciates your sacrifice of #w$p#n"); if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING)) act(buf, ch, obj, NULL, TO_CHAR); if (number_range(1, 5) == 1) { if (get_curr_wis(ch) >= 100) { send_to_char("Zivilyn #0rewards those of high Wisdom!!\n\r", ch); send_to_char("#0250 Bones appear in your Money Purse.\n\r", ch); ch->bones += 250; }} break; case 20: xprintf(buf, "#0Takhisis appreciates your sacrifice of #w$p#n"); if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING)) act(buf, ch, obj, NULL, TO_CHAR); if (number_range(1, 5) == 1) { if (ch->alignment <= -250) { send_to_char("#RT#ra#wk#7h#Wi#rs#Ri#7s#n #0rewards the Ruthless!!\n\r", ch); send_to_char("#0250 Bones appear in your Money Purse.\n\r", ch); ch->bones += 250; }} break; case 21: xprintf(buf, "#0Paladine appreciates your sacrifice of #w$p#n"); if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING)) act(buf, ch, obj, NULL, TO_CHAR); if (number_range(1, 5) == 1) { if (ch->alignment > 900 || IS_CLASS(ch, CLASS_ANGEL) || IS_CLASS(ch, CLASS_PALADIN) || IS_CLASS(ch, CLASS_PRIEST)) { send_to_char("#LP#7aladin#Le #0rewards those with a #Lkind #Rh#7ear#Rt#n.\n\r", ch); send_to_char("#0250 Bones appear in your Money Purse.\n\r", ch); ch->bones += 250; }} break; } */ // break; } else { xprintf(buf, "$p disintegrates into a fine powder"); act(buf, ch, obj, NULL, TO_CHAR); } //if((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING) ) //act( buf, ch, obj, NULL, TO_CHAR ); act("$n drains the energy from $p.", ch, obj, NULL, TO_ROOM); act("$p disintegrates into a fine powder.", ch, obj, NULL, TO_ROOM); if (obj->points > 0 && !IS_NPC(ch) && obj->item_type != ITEM_PAGE) { xprintf(buf, "You receive a refund of %d bones from $p.", obj->points); act(buf, ch, obj, NULL, TO_CHAR); ch->bones += obj->points; } if (obj->pIndexData->vnum > 813 && obj->pIndexData->vnum < 826) { ch->pcdata->rune_count--; send_to_char("you get 50K bones from the rune eq.\n\r", ch); ch->bones += 50000; } extract_obj(obj); return; } void do_quaff(CHAR_DATA * ch, char *argument) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; int level; one_argument(argument, arg); if (IS_NPC(ch)) return; if (arg[0] == '\0') { send_to_char("Quaff what?\n\r", ch); return; } if ((obj = get_obj_carry(ch, arg, ch)) == NULL) { send_to_char("You do not have that potion.\n\r", ch); return; } if (obj->item_type != ITEM_POTION) { send_to_char("You can quaff only potions.\n\r", ch); return; } if (IS_NPC(ch)) return; act("$n quaffs $p.", ch, obj, NULL, TO_ROOM); act("You quaff $p.", ch, obj, NULL, TO_CHAR); level = obj->value[0]; if (level < 1) level = 1; if (level > MAX_SPELL) level = MAX_SPELL; obj_cast_spell(obj->value[1], level, ch, ch, NULL); obj_cast_spell(obj->value[2], level, ch, ch, NULL); obj_cast_spell(obj->value[3], level, ch, ch, NULL); extract_obj(obj); if (ch->position == POS_FIGHTING) { if (!IS_IMMORTAL(ch)) WAIT_STATE(ch, 6); } return; } void do_recite(CHAR_DATA * ch, char *argument) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; CHAR_DATA *victim; OBJ_DATA *scroll; OBJ_DATA *obj; int level; argument = one_argument(argument, arg1); argument = one_argument(argument, arg2); if (IS_NPC(ch)) return; if ((scroll = get_obj_carry(ch, arg1, ch)) == NULL) { send_to_char("You do not have that scroll.\n\r", ch); return; } if (scroll->item_type != ITEM_SCROLL) { send_to_char("You can recite only scrolls.\n\r", ch); return; } obj = NULL; if (arg2[0] == '\0') { victim = ch; } else { if ((victim = get_char_room(ch, NULL, arg2)) == NULL && (obj = get_obj_here(ch, NULL, arg2)) == NULL) { send_to_char("You can't find it.\n\r", ch); return; } } if (IS_NPC(ch)) return; act("$n recites $p.", ch, scroll, NULL, TO_ROOM); act("You recite $p.", ch, scroll, NULL, TO_CHAR); level = scroll->value[0]; if (level < 1) level = 1; if (level > MAX_SPELL) level = MAX_SPELL; obj_cast_spell(scroll->value[1], level, ch, victim, obj); obj_cast_spell(scroll->value[2], level, ch, victim, obj); obj_cast_spell(scroll->value[3], level, ch, victim, obj); extract_obj(scroll); if (ch->position == POS_FIGHTING) { if (!IS_IMMORTAL(ch)) WAIT_STATE(ch, 6); } return; } void do_brandish(CHAR_DATA * ch, char *argument) { CHAR_DATA *vch; CHAR_DATA *vch_next; OBJ_DATA *staff; char arg[MAX_INPUT_LENGTH]; int sn, level; if (IS_NPC(ch)) return; one_argument(argument, arg); if ((staff = get_obj_carry(ch, arg, ch)) == NULL) { send_to_char("You do not have that staff.\n\r", ch); return; } if (staff->item_type != ITEM_STAFF) { send_to_char("You can brandish only with a staff.\n\r", ch); return; } if ((sn = staff->value[3]) < 0 || sn >= MAX_SKILL || skill_table[sn].spell_fun == 0) { bug("Do_brandish: Bad Staff [obj vnum %d].", staff->pIndexData->vnum); send_to_char("Something is wrong with this staff.\n\r", ch); return; } if (staff->value[2] > 0) { act("$n brandishes $p.", ch, staff, NULL, TO_ROOM); act("You brandish $p.", ch, staff, NULL, TO_CHAR); for (vch = ch->in_room->people; vch; vch = vch_next) { vch_next = vch->next_in_room; switch (skill_table[sn].target) { default: bug("Do_brandish: bad spelltype for vnum %d.", staff->pIndexData->vnum); return; case TAR_CHAR_OFFENSIVE: case TAR_CHAR_DEFENSIVE: break; } level = staff->value[0]; if (level < 1) level = 1; if (level > MAX_SPELL) level = MAX_SPELL; obj_cast_spell(staff->value[3], level, ch, vch, NULL); } } if (--staff->value[2] <= 0) { act("$n's $p blazes bright and is gone.", ch, staff, NULL, TO_ROOM); act("Your $p blazes bright and is gone.", ch, staff, NULL, TO_CHAR); extract_obj(staff); } WAIT_STATE(ch, 18); return; } void do_zap(CHAR_DATA * ch, char *argument) { char arg[MAX_INPUT_LENGTH]; char arg1[MAX_INPUT_LENGTH]; CHAR_DATA *victim; OBJ_DATA *wand; OBJ_DATA *obj; int level; argument = one_argument(argument, arg1); argument = one_argument(argument, arg); if (IS_NPC(ch)) return; if (arg[0] == '\0' || arg1[0] == '\0') { send_to_char("Zap whom with what?\n\r", ch); return; } if ((wand = get_obj_carry(ch, arg1, ch)) == NULL) { send_to_char("You do not have that wand.\n\r", ch); return; } if (wand->item_type != ITEM_WAND) { send_to_char("You can zap only with a wand.\n\r", ch); return; } obj = NULL; if ((victim = get_char_room(ch, NULL, arg)) == NULL && (obj = get_obj_here(ch, NULL, arg)) == NULL) { send_to_char("You can't find it.\n\r", ch); return; } WAIT_STATE(ch, 2 * PULSE_VIOLENCE); if (wand->value[2] > 0) { if (victim != NULL) { act("$n zaps $N with $p.", ch, wand, victim, TO_ROOM); act("You zap $N with $p.", ch, wand, victim, TO_CHAR); } else { act("$n zaps $P with $p.", ch, wand, obj, TO_ROOM); act("You zap $P with $p.", ch, wand, obj, TO_CHAR); } level = wand->value[0]; if (level < 1) level = 1; if (level > MAX_SPELL) level = MAX_SPELL; obj_cast_spell(wand->value[3], level, ch, victim, obj); } if (--wand->value[2] <= 0) { act("$n's $p explodes into fragments.", ch, wand, NULL, TO_ROOM); act("Your $p explodes into fragments.", ch, wand, NULL, TO_CHAR); extract_obj(wand); } return; } void do_steal(CHAR_DATA * ch, char *argument) { char buf[MAX_STRING_LENGTH]; char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; CHAR_DATA *victim; OBJ_DATA *obj; int percent; argument = one_argument(argument, arg1); argument = one_argument(argument, arg2); if (arg1[0] == '\0' || arg2[0] == '\0') { send_to_char("Steal what from whom?\n\r", ch); return; } if ((victim = get_char_room(ch, NULL, arg2)) == NULL) { send_to_char("They aren't here.\n\r", ch); return; } if (victim == ch) { send_to_char("That's pointless.\n\r", ch); return; } if (victim->shop_fun) { send_to_char("You must have a deathwish!.\n\r", ch); return; } if (IS_IMMORTAL(victim)) { send_to_char("Steal from an immortal are you crazy!\n\r", ch); return; } if (!IS_IMMORTAL(ch)) WAIT_STATE(ch, skill_table[gsn_steal].beats); percent = number_percent() + (IS_AWAKE(victim) ? 10 : -50); if ((ch->level + number_range(1, 20) < victim->level) || (!IS_NPC(ch) && !IS_NPC(victim) && ch->level < 3) || (!IS_NPC(ch) && !IS_NPC(victim) && victim->level < 3) || (victim->position == POS_FIGHTING) || (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_STEAL)) || (!IS_NPC(victim) && IS_IMMORTAL(victim)) || (!IS_NPC(ch) && percent > ch->pcdata->learned[gsn_steal])) { /* * Failure. */ send_to_char("Oops.\n\r", ch); act("$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); xprintf(buf, "%s is a bloody thief!", ch->name); do_yell(victim, buf); if (!IS_NPC(ch)) { if (IS_NPC(victim)) { multi_hit(victim, ch, TYPE_UNDEFINED); } else { // log_string( buf ); save_char_obj(ch); } } return; } if (!str_cmp(arg1, "bone") || !str_cmp(arg1, "bones") || !str_cmp(arg1, "money")) { int amount; amount = victim->bones * number_range(1, 10) / 100; if (amount <= 0) { send_to_char("You couldn't get any bones.\n\r", ch); return; } ch->bones += amount; victim->bones -= amount; if (victim->bones < 0) victim->bones = 0; xprintf(buf, "Bingo! You got %d bones.\n\r", amount); send_to_char(buf, ch); do_autosave(ch, ""); do_autosave(victim, ""); return; } if ((obj = get_obj_carry(victim, arg1, ch)) == NULL) { send_to_char("You can't find it.\n\r", ch); return; } if (!can_drop_obj(ch, obj) || IS_SET(obj->extra_flags, ITEM_LOYAL) || IS_SET(obj->extra_flags, ITEM_INVENTORY)) { send_to_char("You can't pry it away.\n\r", ch); return; } if (ch->carry_number + 1 > can_carry_n(ch)) { send_to_char("You have your hands full.\n\r", ch); return; } if (ch->carry_weight + get_obj_weight(obj) > can_carry_w(ch)) { send_to_char("You can't carry that much weight.\n\r", ch); return; } obj_from_char(obj); obj_to_char(obj, ch); send_to_char("You got it!\n\r", ch); do_autosave(ch, ""); do_autosave(victim, ""); return; } void do_activate(CHAR_DATA * ch, char *argument) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; OBJ_DATA *obj; OBJ_DATA *obj2; CHAR_DATA *victim; CHAR_DATA *victim_next; CHAR_DATA *mount; CHAR_DATA *mob; ROOM_INDEX_DATA *pRoomIndex; argument = one_argument(argument, arg1); argument = one_argument(argument, arg2); if (IS_NPC(ch)) return; if (IS_SET(ch->in_room->room_flags, ROOM_NO_OTRANS)) { send_to_char ("A strange force is preventing the item from working.\n\r", ch); return; } if (arg1[0] == '\0') { send_to_char("Which item do you wish to activate?\n\r", ch); return; } if ((obj = get_obj_wear(ch, arg1, TRUE)) == NULL) { if ((obj = get_obj_here(ch, NULL, arg1)) == NULL) { send_to_char("You can't find that item.\n\r", ch); return; } /* * You should only be able to use nontake items on floor */ if (CAN_WEAR(obj, ITEM_TAKE)) { send_to_char("But you are not wearing it!\n\r", ch); return; } } /* if (obj == NULL || !IS_SET(obj->spectype, SITEM_ACTIVATE)) { send_to_char("This item cannot be activated.\n\r", ch); return; } */ if (IS_SET(obj->spectype, SITEM_TARGET) && arg2[0] == '\0') { send_to_char("Who do you wish to activate it on?\n\r", ch); return; } if (IS_SET(obj->spectype, SITEM_TARGET)) { if ((victim = get_char_room(ch, NULL, arg2)) == NULL) { send_to_char("Nobody here by that name.\n\r", ch); return; } } else victim = ch; if (obj->chpoweruse != NULL && obj->chpoweruse != '\0' && str_cmp(obj->chpoweruse, "(null)")) kavitem(obj->chpoweruse, ch, obj, NULL, TO_CHAR); if (obj->victpoweruse != NULL && obj->victpoweruse != '\0' && str_cmp(obj->victpoweruse, "(null)")) kavitem(obj->victpoweruse, ch, obj, NULL, TO_ROOM); if (IS_SET(obj->spectype, SITEM_SPELL)) { int castlevel = obj->level; if (castlevel < 1) castlevel = 1; else if (castlevel > 60) castlevel = 60; obj_cast_spell(obj->specpower, castlevel, ch, victim, NULL); if (!IS_IMMORTAL(ch)) WAIT_STATE(ch, 6); if (IS_SET(obj->spectype, SITEM_DELAY1)) WAIT_STATE(ch, 6); if (IS_SET(obj->spectype, SITEM_DELAY2)) WAIT_STATE(ch, 12); return; } else if (IS_SET(obj->spectype, SITEM_TRANSPORTER)) { if (obj->chpoweron != NULL && obj->chpoweron != '\0' && str_cmp(obj->chpoweron, "(null)")) kavitem(obj->chpoweron, ch, obj, NULL, TO_CHAR); if (obj->victpoweron != NULL && obj->victpoweron != '\0' && str_cmp(obj->victpoweron, "(null)")) kavitem(obj->victpoweron, ch, obj, NULL, TO_ROOM); pRoomIndex = get_room_index(obj->specpower); obj->specpower = ch->in_room->vnum; if (pRoomIndex == NULL) return; char_from_room(ch); char_to_room(ch, pRoomIndex); do_look(ch, "auto"); if (obj->chpoweroff != NULL && obj->chpoweroff != '\0' && str_cmp(obj->chpoweroff, "(null)")) kavitem(obj->chpoweroff, ch, obj, NULL, TO_CHAR); if (obj->victpoweroff != NULL && obj->victpoweroff != '\0' && str_cmp(obj->victpoweroff, "(null)")) kavitem(obj->victpoweroff, ch, obj, NULL, TO_ROOM); if (!IS_SET(obj->quest, QUEST_ARTIFACT) && (IS_SET(ch->in_room->room_flags, ROOM_NO_TELEPORT) || ch->in_room->vnum == 30000 || IS_SET(ch->in_room->room_flags, ROOM_ASTRAL)) && CAN_WEAR(obj, ITEM_TAKE)) { send_to_char ("A powerful force hurls you from the room.\n\r", ch); act("$n is hurled from the room by a powerful force.", ch, NULL, NULL, TO_ROOM); ch->position = POS_STUNNED; char_from_room(ch); char_to_room(ch, get_room_index(ROOM_VNUM_TEMPLE)); act("$n appears in the room, and falls to the ground stunned.", ch, NULL, NULL, TO_ROOM); } if ((mount = ch->mount) == NULL) return; char_from_room(mount); char_to_room(mount, ch->in_room); do_look(mount, "auto"); return; } else if (IS_SET(obj->spectype, SITEM_TELEPORTER)) { if (obj->chpoweron != NULL && obj->chpoweron != '\0' && str_cmp(obj->chpoweron, "(null)")) kavitem(obj->chpoweron, ch, obj, NULL, TO_CHAR); if (obj->victpoweron != NULL && obj->victpoweron != '\0' && str_cmp(obj->victpoweron, "(null)")) kavitem(obj->victpoweron, ch, obj, NULL, TO_ROOM); pRoomIndex = get_room_index(obj->specpower); if (pRoomIndex == NULL) return; char_from_room(ch); char_to_room(ch, pRoomIndex); do_look(ch, "auto"); if (obj->chpoweroff != NULL && obj->chpoweroff != '\0' && str_cmp(obj->chpoweroff, "(null)")) kavitem(obj->chpoweroff, ch, obj, NULL, TO_CHAR); if (obj->victpoweroff != NULL && obj->victpoweroff != '\0' && str_cmp(obj->victpoweroff, "(null)")) kavitem(obj->victpoweroff, ch, obj, NULL, TO_ROOM); if (!IS_SET(obj->quest, QUEST_ARTIFACT) && (IS_SET(ch->in_room->room_flags, ROOM_NO_TELEPORT) || IS_SET(ch->in_room->room_flags, ROOM_ASTRAL)) && CAN_WEAR(obj, ITEM_TAKE)) { send_to_char ("A powerful force hurls you from the room.\n\r", ch); act("$n is hurled from the room by a powerful force.", ch, NULL, NULL, TO_ROOM); ch->position = POS_STUNNED; char_from_room(ch); char_to_room(ch, get_room_index(ROOM_VNUM_TEMPLE)); act("$n appears in the room, and falls to the ground stunned.", ch, NULL, NULL, TO_ROOM); } if ((mount = ch->mount) == NULL) return; char_from_room(mount); char_to_room(mount, ch->in_room); do_look(mount, "auto"); return; } else if (IS_SET(obj->spectype, SITEM_OBJECT)) { if (get_obj_index(obj->specpower) == NULL) return; obj2 = create_object(get_obj_index(obj->specpower), ch->level); if (CAN_WEAR(obj2, ITEM_TAKE)) obj_to_char(obj2, ch); else obj_to_room(obj2, ch->in_room); } else if (IS_SET(obj->spectype, SITEM_MOBILE)) { if (get_mob_index(obj->specpower) == NULL) return; mob = create_mobile(get_mob_index(obj->specpower)); char_to_room(mob, ch->in_room); } else if (IS_SET(obj->spectype, SITEM_ACTION)) { interpret(ch, obj->victpoweron); if (obj->victpoweroff != NULL && str_cmp(obj->victpoweroff, "(null)") && obj->victpoweroff != '\0') { for (victim = char_list; victim != NULL; victim = victim_next) { victim_next = victim->next; if (victim->in_room == NULL) continue; if (victim == ch) continue; if (victim->in_room == ch->in_room) { interpret(victim, obj->victpoweroff); continue; } } } } return; } void do_press(CHAR_DATA * ch, char *argument) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; OBJ_DATA *obj; OBJ_DATA *obj2; CHAR_DATA *victim; CHAR_DATA *victim_next; CHAR_DATA *mount; CHAR_DATA *mob; ROOM_INDEX_DATA *pRoomIndex; argument = one_argument(argument, arg1); argument = one_argument(argument, arg2); if (IS_NPC(ch)) return; if (IS_SET(ch->in_room->room_flags, ROOM_NO_OTRANS)) { send_to_char ("A strange force is preventing the item from working.\n\r", ch); return; } if (arg1[0] == '\0') { send_to_char("Which item do you wish to press?\n\r", ch); return; } if ((obj = get_obj_wear(ch, arg1, TRUE)) == NULL) { if ((obj = get_obj_here(ch, NULL, arg1)) == NULL) { send_to_char("You can't find that item.\n\r", ch); return; } /* * You should only be able to use nontake items on floor */ if (CAN_WEAR(obj, ITEM_TAKE)) { send_to_char("But you are not wearing it!\n\r", ch); return; } } /* if (obj == NULL || !IS_SET(obj->spectype, SITEM_PRESS)) { send_to_char("There is nothing on this item to press.\n\r", ch); return; } */ if (IS_SET(obj->spectype, SITEM_TARGET) && arg2[0] == '\0') { send_to_char("Who do you wish to use it on?\n\r", ch); return; } if (IS_SET(obj->spectype, SITEM_TARGET)) { if ((victim = get_char_room(ch, NULL, arg2)) == NULL) { send_to_char("Nobody here by that name.\n\r", ch); return; } } else victim = ch; if (obj->chpoweruse != NULL && obj->chpoweruse != '\0' && str_cmp(obj->chpoweruse, "(null)")) kavitem(obj->chpoweruse, ch, obj, NULL, TO_CHAR); if (obj->victpoweruse != NULL && obj->victpoweruse != '\0' && str_cmp(obj->victpoweruse, "(null)")) kavitem(obj->victpoweruse, ch, obj, NULL, TO_ROOM); if (IS_SET(obj->spectype, SITEM_SPELL)) { int castlevel = obj->level; if (castlevel < 1) castlevel = 1; else if (castlevel > 60) castlevel = 60; obj_cast_spell(obj->specpower, castlevel, ch, victim, NULL); if (!IS_IMMORTAL(ch)) WAIT_STATE(ch, 6); if (IS_SET(obj->spectype, SITEM_DELAY1)) { if (!IS_IMMORTAL(ch)) WAIT_STATE(ch, 6); } if (IS_SET(obj->spectype, SITEM_DELAY2)) { if (!IS_IMMORTAL(ch)) WAIT_STATE(ch, 12); } return; } else if (IS_SET(obj->spectype, SITEM_TRANSPORTER)) { if (obj->chpoweron != NULL && obj->chpoweron != '\0' && str_cmp(obj->chpoweron, "(null)")) kavitem(obj->chpoweron, ch, obj, NULL, TO_CHAR); if (obj->victpoweron != NULL && obj->victpoweron != '\0' && str_cmp(obj->victpoweron, "(null)")) kavitem(obj->victpoweron, ch, obj, NULL, TO_ROOM); pRoomIndex = get_room_index(obj->specpower); obj->specpower = ch->in_room->vnum; if (pRoomIndex == NULL) return; char_from_room(ch); char_to_room(ch, pRoomIndex); do_look(ch, "auto"); if (obj->chpoweroff != NULL && obj->chpoweroff != '\0' && str_cmp(obj->chpoweroff, "(null)")) kavitem(obj->chpoweroff, ch, obj, NULL, TO_CHAR); if (obj->victpoweroff != NULL && obj->victpoweroff != '\0' && str_cmp(obj->victpoweroff, "(null)")) kavitem(obj->victpoweroff, ch, obj, NULL, TO_ROOM); if (!IS_SET(obj->quest, QUEST_ARTIFACT) && (IS_SET(ch->in_room->room_flags, ROOM_NO_TELEPORT) || IS_SET(ch->in_room->room_flags, ROOM_ASTRAL)) && CAN_WEAR(obj, ITEM_TAKE)) { send_to_char ("A powerful force hurls you from the room.\n\r", ch); act("$n is hurled from the room by a powerful force.", ch, NULL, NULL, TO_ROOM); ch->position = POS_STUNNED; char_from_room(ch); char_to_room(ch, get_room_index(ROOM_VNUM_TEMPLE)); act("$n appears in the room, and falls to the ground stunned.", ch, NULL, NULL, TO_ROOM); } if ((mount = ch->mount) == NULL) return; char_from_room(mount); char_to_room(mount, ch->in_room); do_look(mount, "auto"); return; } else if (IS_SET(obj->spectype, SITEM_TELEPORTER)) { if (obj->chpoweron != NULL && obj->chpoweron != '\0' && str_cmp(obj->chpoweron, "(null)")) kavitem(obj->chpoweron, ch, obj, NULL, TO_CHAR); if (obj->victpoweron != NULL && obj->victpoweron != '\0' && str_cmp(obj->victpoweron, "(null)")) kavitem(obj->victpoweron, ch, obj, NULL, TO_ROOM); pRoomIndex = get_room_index(obj->specpower); if (pRoomIndex == NULL) return; char_from_room(ch); char_to_room(ch, pRoomIndex); do_look(ch, "auto"); if (obj->chpoweroff != NULL && obj->chpoweroff != '\0' && str_cmp(obj->chpoweroff, "(null)")) kavitem(obj->chpoweroff, ch, obj, NULL, TO_CHAR); if (obj->victpoweroff != NULL && obj->victpoweroff != '\0' && str_cmp(obj->victpoweroff, "(null)")) kavitem(obj->victpoweroff, ch, obj, NULL, TO_ROOM); if (!IS_SET(obj->quest, QUEST_ARTIFACT) && (IS_SET(ch->in_room->room_flags, ROOM_NO_TELEPORT) || IS_SET(ch->in_room->room_flags, ROOM_ASTRAL)) && CAN_WEAR(obj, ITEM_TAKE)) { send_to_char ("A powerful force hurls you from the room.\n\r", ch); act("$n is hurled from the room by a powerful force.", ch, NULL, NULL, TO_ROOM); ch->position = POS_STUNNED; char_from_room(ch); char_to_room(ch, get_room_index(ROOM_VNUM_TEMPLE)); act("$n appears in the room, and falls to the ground stunned.", ch, NULL, NULL, TO_ROOM); } if ((mount = ch->mount) == NULL) return; char_from_room(mount); char_to_room(mount, ch->in_room); do_look(mount, "auto"); return; } else if (IS_SET(obj->spectype, SITEM_OBJECT)) { if (get_obj_index(obj->specpower) == NULL) return; obj2 = create_object(get_obj_index(obj->specpower), ch->level); if (CAN_WEAR(obj2, ITEM_TAKE)) obj_to_char(obj2, ch); else obj_to_room(obj2, ch->in_room); } else if (IS_SET(obj->spectype, SITEM_MOBILE)) { if (get_mob_index(obj->specpower) == NULL) return; mob = create_mobile(get_mob_index(obj->specpower)); char_to_room(mob, ch->in_room); } else if (IS_SET(obj->spectype, SITEM_ACTION)) { interpret(ch, obj->victpoweron); if (obj->victpoweroff != NULL && str_cmp(obj->victpoweroff, "(null)") && obj->victpoweroff != '\0') { for (victim = char_list; victim != NULL; victim = victim_next) { victim_next = victim->next; if (victim->in_room == NULL) continue; if (victim == ch) continue; if (victim->in_room == ch->in_room) { interpret(victim, obj->victpoweroff); continue; } } } } return; } void do_twist(CHAR_DATA * ch, char *argument) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; OBJ_DATA *obj; OBJ_DATA *obj2; CHAR_DATA *victim; CHAR_DATA *victim_next; CHAR_DATA *mount; CHAR_DATA *mob; ROOM_INDEX_DATA *pRoomIndex; argument = one_argument(argument, arg1); argument = one_argument(argument, arg2); if (IS_NPC(ch)) return; if (IS_SET(ch->in_room->room_flags, ROOM_NO_OTRANS)) { send_to_char ("A strange force is preventing the item from working.\n\r", ch); return; } if (arg1[0] == '\0') { send_to_char("Which item do you wish to twist?\n\r", ch); return; } if ((obj = get_obj_wear(ch, arg1, TRUE)) == NULL) { if ((obj = get_obj_here(ch, NULL, arg1)) == NULL) { send_to_char("You can't find that item.\n\r", ch); return; } /* * You should only be able to use nontake items on floor */ if (CAN_WEAR(obj, ITEM_TAKE)) { send_to_char("But you are not wearing it!\n\r", ch); return; } } /* if (obj == NULL || !IS_SET(obj->spectype, SITEM_TWIST)) { send_to_char("This item cannot be twisted.\n\r", ch); return; } */ if (IS_SET(obj->spectype, SITEM_TARGET) && arg2[0] == '\0') { send_to_char("Who do you wish to use it on?\n\r", ch); return; } if (IS_SET(obj->spectype, SITEM_TARGET)) { if ((victim = get_char_room(ch, NULL, arg2)) == NULL) { send_to_char("Nobody here by that name.\n\r", ch); return; } } else victim = ch; if (obj->chpoweruse != NULL && obj->chpoweruse != '\0' && str_cmp(obj->chpoweruse, "(null)")) kavitem(obj->chpoweruse, ch, obj, NULL, TO_CHAR); if (obj->victpoweruse != NULL && obj->victpoweruse != '\0' && str_cmp(obj->victpoweruse, "(null)")) kavitem(obj->victpoweruse, ch, obj, NULL, TO_ROOM); if (IS_SET(obj->spectype, SITEM_SPELL)) { int castlevel = obj->level; if (castlevel < 1) castlevel = 1; else if (castlevel > 60) castlevel = 60; obj_cast_spell(obj->specpower, castlevel, ch, victim, NULL); if (!IS_IMMORTAL(ch)) WAIT_STATE(ch, 6); if (IS_SET(obj->spectype, SITEM_DELAY1)) { if (!IS_IMMORTAL(ch)) WAIT_STATE(ch, 6); } if (IS_SET(obj->spectype, SITEM_DELAY2)) { if (!IS_IMMORTAL(ch)) WAIT_STATE(ch, 12); } return; } else if (IS_SET(obj->spectype, SITEM_TRANSPORTER)) { if (obj->chpoweron != NULL && obj->chpoweron != '\0' && str_cmp(obj->chpoweron, "(null)")) kavitem(obj->chpoweron, ch, obj, NULL, TO_CHAR); if (obj->victpoweron != NULL && obj->victpoweron != '\0' && str_cmp(obj->victpoweron, "(null)")) kavitem(obj->victpoweron, ch, obj, NULL, TO_ROOM); pRoomIndex = get_room_index(obj->specpower); obj->specpower = ch->in_room->vnum; if (pRoomIndex == NULL) return; char_from_room(ch); char_to_room(ch, pRoomIndex); do_look(ch, "auto"); if (obj->chpoweroff != NULL && obj->chpoweroff != '\0' && str_cmp(obj->chpoweroff, "(null)")) kavitem(obj->chpoweroff, ch, obj, NULL, TO_CHAR); if (obj->victpoweroff != NULL && obj->victpoweroff != '\0' && str_cmp(obj->victpoweroff, "(null)")) kavitem(obj->victpoweroff, ch, obj, NULL, TO_ROOM); if (!IS_SET(obj->quest, QUEST_ARTIFACT) && (IS_SET(ch->in_room->room_flags, ROOM_NO_TELEPORT) || IS_SET(ch->in_room->room_flags, ROOM_ASTRAL)) && CAN_WEAR(obj, ITEM_TAKE)) { send_to_char ("A powerful force hurls you from the room.\n\r", ch); act("$n is hurled from the room by a powerful force.", ch, NULL, NULL, TO_ROOM); ch->position = POS_STUNNED; char_from_room(ch); char_to_room(ch, get_room_index(ROOM_VNUM_TEMPLE)); act("$n appears in the room, and falls to the ground stunned.", ch, NULL, NULL, TO_ROOM); } if ((mount = ch->mount) == NULL) return; char_from_room(mount); char_to_room(mount, ch->in_room); do_look(mount, "auto"); return; } else if (IS_SET(obj->spectype, SITEM_TELEPORTER)) { if (obj->chpoweron != NULL && obj->chpoweron != '\0' && str_cmp(obj->chpoweron, "(null)")) kavitem(obj->chpoweron, ch, obj, NULL, TO_CHAR); if (obj->victpoweron != NULL && obj->victpoweron != '\0' && str_cmp(obj->victpoweron, "(null)")) kavitem(obj->victpoweron, ch, obj, NULL, TO_ROOM); pRoomIndex = get_room_index(obj->specpower); if (pRoomIndex == NULL) return; char_from_room(ch); char_to_room(ch, pRoomIndex); do_look(ch, "auto"); if (obj->chpoweroff != NULL && obj->chpoweroff != '\0' && str_cmp(obj->chpoweroff, "(null)")) kavitem(obj->chpoweroff, ch, obj, NULL, TO_CHAR); if (obj->victpoweroff != NULL && obj->victpoweroff != '\0' && str_cmp(obj->victpoweroff, "(null)")) kavitem(obj->victpoweroff, ch, obj, NULL, TO_ROOM); if (!IS_SET(obj->quest, QUEST_ARTIFACT) && (IS_SET(ch->in_room->room_flags, ROOM_NO_TELEPORT) || IS_SET(ch->in_room->room_flags, ROOM_ASTRAL)) && CAN_WEAR(obj, ITEM_TAKE)) { send_to_char ("A powerful force hurls you from the room.\n\r", ch); act("$n is hurled from the room by a powerful force.", ch, NULL, NULL, TO_ROOM); ch->position = POS_STUNNED; char_from_room(ch); char_to_room(ch, get_room_index(ROOM_VNUM_TEMPLE)); act("$n appears in the room, and falls to the ground stunned.", ch, NULL, NULL, TO_ROOM); } if ((mount = ch->mount) == NULL) return; char_from_room(mount); char_to_room(mount, ch->in_room); do_look(mount, "auto"); return; } else if (IS_SET(obj->spectype, SITEM_OBJECT)) { if (get_obj_index(obj->specpower) == NULL) return; obj2 = create_object(get_obj_index(obj->specpower), ch->level); if (CAN_WEAR(obj2, ITEM_TAKE)) obj_to_char(obj2, ch); else obj_to_room(obj2, ch->in_room); } else if (IS_SET(obj->spectype, SITEM_MOBILE)) { if (get_mob_index(obj->specpower) == NULL) return; mob = create_mobile(get_mob_index(obj->specpower)); char_to_room(mob, ch->in_room); } else if (IS_SET(obj->spectype, SITEM_ACTION)) { interpret(ch, obj->victpoweron); if (obj->victpoweroff != NULL && str_cmp(obj->victpoweroff, "(null)") && obj->victpoweroff != '\0') { for (victim = char_list; victim != NULL; victim = victim_next) { victim_next = victim->next; if (victim->in_room == NULL) continue; if (victim == ch) continue; if (victim->in_room == ch->in_room) { interpret(victim, obj->victpoweroff); continue; } } } } return; } void do_pull(CHAR_DATA * ch, char *argument) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; OBJ_DATA *obj; OBJ_DATA *obj2; CHAR_DATA *victim; CHAR_DATA *victim_next; CHAR_DATA *mount; CHAR_DATA *mob; ROOM_INDEX_DATA *pRoomIndex; argument = one_argument(argument, arg1); argument = one_argument(argument, arg2); if (IS_NPC(ch)) return; if (IS_SET(ch->in_room->room_flags, ROOM_NO_OTRANS)) { send_to_char ("A strange force is preventing the item from working.\n\r", ch); return; } if (arg1[0] == '\0') { send_to_char("What do you wish to pull?\n\r", ch); return; } if ((obj = get_obj_wear(ch, arg1, TRUE)) == NULL) { if ((obj = get_obj_here(ch, NULL, arg1)) == NULL) { send_to_char("You can't find that item.\n\r", ch); return; } /* * You should only be able to use nontake items on floor */ if (CAN_WEAR(obj, ITEM_TAKE)) { send_to_char("But you are not wearing it!\n\r", ch); return; } } /* if (obj == NULL || !IS_SET(obj->spectype, SITEM_PULL)) { send_to_char("This item cannot be pulled.\n\r", ch); return; }*/ if (IS_SET(obj->spectype, SITEM_TARGET) && arg2[0] == '\0') { send_to_char("Who do you wish to use it on?\n\r", ch); return; } if (IS_SET(obj->spectype, SITEM_TARGET)) { if ((victim = get_char_room(ch, NULL, arg2)) == NULL) { send_to_char("Nobody here by that name.\n\r", ch); return; } } else victim = ch; if (obj->chpoweruse != NULL && obj->chpoweruse != '\0' && str_cmp(obj->chpoweruse, "(null)")) kavitem(obj->chpoweruse, ch, obj, NULL, TO_CHAR); if (obj->victpoweruse != NULL && obj->victpoweruse != '\0' && str_cmp(obj->victpoweruse, "(null)")) kavitem(obj->victpoweruse, ch, obj, NULL, TO_ROOM); if (IS_SET(obj->spectype, SITEM_SPELL)) { int castlevel = obj->level; if (castlevel < 1) castlevel = 1; else if (castlevel > 60) castlevel = 60; obj_cast_spell(obj->specpower, castlevel, ch, victim, NULL); if (!IS_IMMORTAL(ch)) WAIT_STATE(ch, 6); if (IS_SET(obj->spectype, SITEM_DELAY1)) { if (!IS_IMMORTAL(ch)) WAIT_STATE(ch, 6); } if (IS_SET(obj->spectype, SITEM_DELAY2)) { if (!IS_IMMORTAL(ch)) WAIT_STATE(ch, 12); } return; } else if (IS_SET(obj->spectype, SITEM_TRANSPORTER)) { if (obj->chpoweron != NULL && obj->chpoweron != '\0' && str_cmp(obj->chpoweron, "(null)")) kavitem(obj->chpoweron, ch, obj, NULL, TO_CHAR); if (obj->victpoweron != NULL && obj->victpoweron != '\0' && str_cmp(obj->victpoweron, "(null)")) kavitem(obj->victpoweron, ch, obj, NULL, TO_ROOM); pRoomIndex = get_room_index(obj->specpower); obj->specpower = ch->in_room->vnum; if (pRoomIndex == NULL) return; char_from_room(ch); char_to_room(ch, pRoomIndex); do_look(ch, "auto"); if (obj->chpoweroff != NULL && obj->chpoweroff != '\0' && str_cmp(obj->chpoweroff, "(null)")) kavitem(obj->chpoweroff, ch, obj, NULL, TO_CHAR); if (obj->victpoweroff != NULL && obj->victpoweroff != '\0' && str_cmp(obj->victpoweroff, "(null)")) kavitem(obj->victpoweroff, ch, obj, NULL, TO_ROOM); if (!IS_SET(obj->quest, QUEST_ARTIFACT) && (IS_SET(ch->in_room->room_flags, ROOM_NO_TELEPORT) || IS_SET(ch->in_room->room_flags, ROOM_ASTRAL)) && CAN_WEAR(obj, ITEM_TAKE)) { send_to_char ("A powerful force hurls you from the room.\n\r", ch); act("$n is hurled from the room by a powerful force.", ch, NULL, NULL, TO_ROOM); ch->position = POS_STUNNED; char_from_room(ch); char_to_room(ch, get_room_index(ROOM_VNUM_TEMPLE)); act("$n appears in the room, and falls to the ground stunned.", ch, NULL, NULL, TO_ROOM); } if ((mount = ch->mount) == NULL) return; char_from_room(mount); char_to_room(mount, ch->in_room); do_look(mount, "auto"); return; } else if (IS_SET(obj->spectype, SITEM_TELEPORTER)) { if (obj->chpoweron != NULL && obj->chpoweron != '\0' && str_cmp(obj->chpoweron, "(null)")) kavitem(obj->chpoweron, ch, obj, NULL, TO_CHAR); if (obj->victpoweron != NULL && obj->victpoweron != '\0' && str_cmp(obj->victpoweron, "(null)")) kavitem(obj->victpoweron, ch, obj, NULL, TO_ROOM); pRoomIndex = get_room_index(obj->specpower); if (pRoomIndex == NULL) return; char_from_room(ch); char_to_room(ch, pRoomIndex); do_look(ch, "auto"); if (obj->chpoweroff != NULL && obj->chpoweroff != '\0' && str_cmp(obj->chpoweroff, "(null)")) kavitem(obj->chpoweroff, ch, obj, NULL, TO_CHAR); if (obj->victpoweroff != NULL && obj->victpoweroff != '\0' && str_cmp(obj->victpoweroff, "(null)")) kavitem(obj->victpoweroff, ch, obj, NULL, TO_ROOM); if (!IS_SET(obj->quest, QUEST_ARTIFACT) && (IS_SET(ch->in_room->room_flags, ROOM_NO_TELEPORT) || IS_SET(ch->in_room->room_flags, ROOM_ASTRAL)) && CAN_WEAR(obj, ITEM_TAKE)) { send_to_char ("A powerful force hurls you from the room.\n\r", ch); act("$n is hurled from the room by a powerful force.", ch, NULL, NULL, TO_ROOM); ch->position = POS_STUNNED; char_from_room(ch); char_to_room(ch, get_room_index(ROOM_VNUM_TEMPLE)); act("$n appears in the room, and falls to the ground stunned.", ch, NULL, NULL, TO_ROOM); } if ((mount = ch->mount) == NULL) return; char_from_room(mount); char_to_room(mount, ch->in_room); do_look(mount, "auto"); return; } else if (IS_SET(obj->spectype, SITEM_OBJECT)) { if (get_obj_index(obj->specpower) == NULL) return; obj2 = create_object(get_obj_index(obj->specpower), ch->level); if (CAN_WEAR(obj2, ITEM_TAKE)) obj_to_char(obj2, ch); else obj_to_room(obj2, ch->in_room); } else if (IS_SET(obj->spectype, SITEM_MOBILE)) { if (get_mob_index(obj->specpower) == NULL) return; mob = create_mobile(get_mob_index(obj->specpower)); char_to_room(mob, ch->in_room); } else if (IS_SET(obj->spectype, SITEM_ACTION)) { interpret(ch, obj->victpoweron); if (obj->victpoweroff != NULL && str_cmp(obj->victpoweroff, "(null)") && obj->victpoweroff != '\0') { for (victim = char_list; victim != NULL; victim = victim_next) { victim_next = victim->next; if (victim->in_room == NULL) continue; if (victim == ch) continue; if (victim->in_room == ch->in_room) { interpret(victim, obj->victpoweroff); continue; } } } } return; } bool is_ok_to_wear(CHAR_DATA * ch, bool wolf_ok, char *argument) { char arg[MAX_INPUT_LENGTH]; int count; argument = one_argument(argument, arg); if (!str_cmp(arg, "head")) { if (IS_HEAD(ch, LOST_HEAD)) return FALSE; } else if (!str_cmp(arg, "face")) { if (IS_HEAD(ch, LOST_HEAD)) return FALSE; } else if (!str_cmp(arg, "left_hand")) { if (!IS_NPC(ch) && IS_SET(ch->special, SPC_WOLFMAN) && !wolf_ok && !IS_CLASS(ch, CLASS_VAMPIRE)) return FALSE; if (IS_ARM_L(ch, LOST_ARM)) return FALSE; else if (IS_ARM_L(ch, BROKEN_ARM)) return FALSE; else if (IS_ARM_L(ch, LOST_HAND)) return FALSE; else if (IS_ARM_L(ch, BROKEN_THUMB)) return FALSE; else if (IS_ARM_L(ch, LOST_THUMB)) return FALSE; count = 0; if (IS_ARM_L(ch, LOST_FINGER_I) || IS_ARM_L(ch, BROKEN_FINGER_I)) count += 1; if (IS_ARM_L(ch, LOST_FINGER_M) || IS_ARM_L(ch, BROKEN_FINGER_M)) count += 1; if (IS_ARM_L(ch, LOST_FINGER_R) || IS_ARM_L(ch, BROKEN_FINGER_R)) count += 1; if (IS_ARM_L(ch, LOST_FINGER_L) || IS_ARM_L(ch, BROKEN_FINGER_L)) count += 1; if (count > 2) return FALSE; } else if (!str_cmp(arg, "right_hand")) { if (!IS_NPC(ch) && IS_SET(ch->special, SPC_WOLFMAN) && !wolf_ok && !IS_CLASS(ch, CLASS_VAMPIRE)) return FALSE; if (IS_ARM_R(ch, LOST_ARM)) return FALSE; else if (IS_ARM_R(ch, BROKEN_ARM)) return FALSE; else if (IS_ARM_R(ch, LOST_HAND)) return FALSE; else if (IS_ARM_R(ch, BROKEN_THUMB)) return FALSE; else if (IS_ARM_R(ch, LOST_THUMB)) return FALSE; count = 0; if (IS_ARM_R(ch, LOST_FINGER_I) || IS_ARM_R(ch, BROKEN_FINGER_I)) count += 1; if (IS_ARM_R(ch, LOST_FINGER_M) || IS_ARM_R(ch, BROKEN_FINGER_M)) count += 1; if (IS_ARM_R(ch, LOST_FINGER_R) || IS_ARM_R(ch, BROKEN_FINGER_R)) count += 1; if (IS_ARM_R(ch, LOST_FINGER_L) || IS_ARM_R(ch, BROKEN_FINGER_L)) count += 1; if (count > 2) return FALSE; } else if (!str_cmp(arg, "third_hand")) { if (!IS_SET(ch->newbits, THIRD_HAND)) return FALSE; if (!IS_NPC(ch) && IS_SET(ch->special, SPC_WOLFMAN) && !wolf_ok && !IS_CLASS(ch, CLASS_VAMPIRE)) return FALSE; } else if (!str_cmp(arg, "fourth_hand")) { if (!IS_SET(ch->newbits, FOURTH_HAND)) return FALSE; if (!IS_NPC(ch) && IS_SET(ch->special, SPC_WOLFMAN) && !wolf_ok && !IS_CLASS(ch, CLASS_VAMPIRE)) return FALSE; } else if (!str_cmp(arg, "left_wrist")) { if (IS_ARM_L(ch, LOST_ARM)) return FALSE; else if (IS_ARM_L(ch, LOST_HAND)) return FALSE; } else if (!str_cmp(arg, "right_wrist")) { if (IS_ARM_R(ch, LOST_ARM)) return FALSE; else if (IS_ARM_R(ch, LOST_HAND)) return FALSE; } else if (!str_cmp(arg, "left_finger")) { if (IS_ARM_L(ch, LOST_ARM)) return FALSE; else if (IS_ARM_L(ch, LOST_HAND)) return FALSE; else if (IS_ARM_L(ch, LOST_FINGER_R)) return FALSE; } else if (!str_cmp(arg, "right_finger")) { if (IS_ARM_R(ch, LOST_ARM)) return FALSE; else if (IS_ARM_R(ch, LOST_HAND)) return FALSE; else if (IS_ARM_R(ch, LOST_FINGER_R)) return FALSE; } else if (!str_cmp(arg, "arms")) { if (IS_ARM_L(ch, LOST_ARM) && IS_ARM_R(ch, LOST_ARM)) return FALSE; } else if (!str_cmp(arg, "hands")) { if (IS_ARM_L(ch, LOST_ARM) && IS_ARM_R(ch, LOST_ARM)) return FALSE; if (IS_ARM_L(ch, LOST_HAND) || IS_ARM_R(ch, LOST_HAND)) return FALSE; } else if (!str_cmp(arg, "legs")) { if (IS_LEG_L(ch, LOST_LEG) && IS_LEG_R(ch, LOST_LEG)) return FALSE; } else if (!str_cmp(arg, "feet")) { if (IS_LEG_L(ch, LOST_LEG) && IS_LEG_R(ch, LOST_LEG)) return FALSE; if (IS_LEG_L(ch, LOST_FOOT) || IS_LEG_R(ch, LOST_FOOT)) return FALSE; } return TRUE; } void do_sheath(CHAR_DATA * ch, char *argument) { char arg[MAX_INPUT_LENGTH]; one_argument(argument, arg); if (arg[0] == '\0') send_to_char("Which hand, left or right?\n\r", ch); else if (!str_cmp(arg, "all") || !str_cmp(arg, "both")) { sheath(ch, TRUE); sheath(ch, FALSE); } else if (!str_cmp(arg, "l") || !str_cmp(arg, "left")) sheath(ch, FALSE); else if (!str_cmp(arg, "r") || !str_cmp(arg, "right")) sheath(ch, TRUE); else send_to_char("Which hand, left or right?\n\r", ch); return; } void do_draw(CHAR_DATA * ch, char *argument) { char arg[MAX_INPUT_LENGTH]; one_argument(argument, arg); if (arg[0] == '\0') send_to_char("Which hand, left or right?\n\r", ch); else if (!str_cmp(arg, "all") || !str_cmp(arg, "both")) { if (IS_ARM_L(ch, LOST_ARM) || IS_ARM_R(ch, LOST_ARM)) { send_to_char("You don't have both of your arms.\n\r", ch); return; } draw(ch, TRUE); draw(ch, FALSE); } else if (!str_cmp(arg, "l") || !str_cmp(arg, "left")) { if (IS_ARM_L(ch, LOST_ARM)) { send_to_char("You have lost your left arm.\n\r", ch); return; } draw(ch, FALSE); } else if (!str_cmp(arg, "r") || !str_cmp(arg, "right")) { if (IS_ARM_R(ch, LOST_ARM)) { send_to_char("You have lost your right arm.\n\r", ch); return; } draw(ch, TRUE); } else send_to_char("Which hand, left or right?\n\r", ch); return; } void sheath(CHAR_DATA * ch, bool right) { OBJ_DATA *obj; OBJ_DATA *obj2; int scabbard; int sn; if (right) { scabbard = WEAR_SCABBARD_R; if ((obj = get_eq_char(ch, WEAR_WIELD)) == NULL) { send_to_char ("You are not holding anything in your right hand.\n\r", ch); return; } else if ((obj2 = get_eq_char(ch, scabbard)) != NULL) { act("You already have $p in your right scabbard.", ch, obj2, NULL, TO_CHAR); return; } act("You slide $p into your right scabbard.", ch, obj, NULL, TO_CHAR); act("$n slides $p into $s right scabbard.", ch, obj, NULL, TO_ROOM); } else { scabbard = WEAR_SCABBARD_L; if ((obj = get_eq_char(ch, WEAR_HOLD)) == NULL) { send_to_char ("You are not holding anything in your left hand.\n\r", ch); return; } else if ((obj2 = get_eq_char(ch, scabbard)) != NULL) { act("You already have $p in your left scabbard.", ch, obj2, NULL, TO_CHAR); return; } act("You slide $p into your left scabbard.", ch, obj, NULL, TO_CHAR); act("$n slides $p into $s left scabbard.", ch, obj, NULL, TO_ROOM); } if (obj->item_type == ITEM_ARMOR) sn = obj->value[3]; else sn = obj->value[0] / 1000; if (sn == 25) { stc("You can't sheath a rage weapon.\n\r", ch); return; } if (obj->item_type != ITEM_WEAPON) { act("$p is not a weapon.", ch, obj, NULL, TO_CHAR); return; } unequip_char(ch, obj); obj->wear_loc = scabbard; return; } void draw(CHAR_DATA * ch, bool right) { OBJ_DATA *obj; OBJ_DATA *obj2; int scabbard; int worn; if (right) { scabbard = WEAR_SCABBARD_R; worn = WEAR_WIELD; if ((obj = get_eq_char(ch, scabbard)) == NULL) { send_to_char("Your right scabbard is empty.\n\r", ch); return; } else if ((obj2 = get_eq_char(ch, WEAR_WIELD)) != NULL) { act("You already have $p in your right hand.", ch, obj2, NULL, TO_CHAR); return; } act("You draw $p from your right scabbard.", ch, obj, NULL, TO_CHAR); act("$n draws $p from $s right scabbard.", ch, obj, NULL, TO_ROOM); } else { scabbard = WEAR_SCABBARD_L; worn = WEAR_HOLD; if ((obj = get_eq_char(ch, scabbard)) == NULL) { send_to_char("Your left scabbard is empty.\n\r", ch); return; } else if ((obj2 = get_eq_char(ch, WEAR_HOLD)) != NULL) { act("You already have $p in your left hand.", ch, obj2, NULL, TO_CHAR); return; } act("You draw $p from your left scabbard.", ch, obj, NULL, TO_CHAR); act("$n draws $p from $s left scabbard.", ch, obj, NULL, TO_ROOM); } obj->wear_loc = -1; equip_char(ch, obj, worn); return; } void do_thirdeye(CHAR_DATA * ch, char *argument) { CHAR_DATA *victim; DESCRIPTOR_DATA *d; char buf[MAX_STRING_LENGTH]; if (IS_NPC(ch)) return; if (!IS_ITEMAFF(ch, ITEMA_AFFEYE)) { send_to_char("Huh?\n\r", ch); return; } send_to_char ("#CYou experience the world through your third eye.#n\n\r", ch); for (d = descriptor_list; d != NULL; d = d->next) { if (d->connected != CON_PLAYING) continue; if ((victim = d->character) == NULL) continue; if (IS_NPC(victim) || victim->in_room == NULL) continue; if (victim == ch) continue; if (!can_see(ch, victim)) continue; if (victim->level > 6) continue; xprintf(buf, "#n%-14s - %s\n\r", victim->name, victim->in_room->name); send_to_char(buf, ch); } } void do_connect(CHAR_DATA * ch, char *argument) { OBJ_DATA *first_ob; OBJ_DATA *second_ob; OBJ_DATA *new_ob; char arg1[MAX_STRING_LENGTH], arg2[MAX_STRING_LENGTH]; char buf[MAX_STRING_LENGTH]; argument = one_argument(argument, arg1); argument = one_argument(argument, arg2); if (arg1[0] == '\0' || arg2[0] == '\0') { send_to_char("Syntax: Connect <firstobj> <secondobj>.\n\r", ch); return; } if ((first_ob = get_obj_carry(ch, arg1, ch)) == NULL) { xprintf(buf, "You must be holding both parts!!\n\r"); send_to_char(buf, ch); return; } if ((second_ob = get_obj_carry(ch, arg2, ch)) == NULL) { xprintf(buf, "You must be holding both parts!!\n\r"); send_to_char(buf, ch); return; } if (first_ob->item_type != ITEM_PIECE || second_ob->item_type != ITEM_PIECE) { send_to_char("Both items must be pieces of another item!\n\r", ch); return; } /* * check for bad pieces */ if (first_ob->value[2] == 0) { xprintf(buf, "Piece Object %d does not have a valid v2 value\n\r", first_ob->pIndexData->vnum); bug(buf, 0); xprintf(buf, "Your obj %s has a bad value, tell an imm.\n\r", first_ob->name); send_to_char(buf, ch); return; } if (second_ob->value[2] == 0) { xprintf(buf, "Piece Object %d does not have a valid v2 value\n\r", second_ob->pIndexData->vnum); bug(buf, 0); xprintf(buf, "Your obj %s has a bad value, tell an imm.\n\r", second_ob->name); send_to_char(buf, ch); return; } /* * check to see if the pieces connect */ if ((first_ob->value[0] == second_ob->pIndexData->vnum) || (first_ob->value[1] == second_ob->pIndexData->vnum) || (second_ob->value[0] == first_ob->pIndexData->vnum) || (second_ob->value[1] == first_ob->pIndexData->vnum)) /* * good connection */ { new_ob = create_object(get_obj_index(first_ob->value[2]), ch->level); extract_obj(first_ob); extract_obj(second_ob); obj_to_char(new_ob, ch); act("$n jiggles some pieces together...\r\n ...suddenly they snap in place, creating $p!", ch, new_ob, NULL, TO_ROOM); act("You jiggle the pieces together...\r\n ...suddenly they snap into place, creating $p!", ch, new_ob, NULL, TO_CHAR); } else { act("$n jiggles some pieces together, but can't seem to make them connect.", ch, NULL, NULL, TO_ROOM); act("You try to fit them together every which way, but they just don't want to fit together.", ch, NULL, NULL, TO_CHAR); return; } return; } /* void do_claim(CHAR_DATA * ch, char *argument) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; one_argument(argument, arg); if (IS_NPC(ch)) { send_to_char("Not while switched.\n\r", ch); return; } if (ch->exp < 500) { send_to_char ("It costs 500 exp to claim ownership of an item.\n\r", ch); return; } if (arg[0] == '\0') { send_to_char ("What object do you wish to claim ownership of?\n\r", ch); return; } if ((obj = get_obj_carry(ch, arg, ch)) == NULL) { send_to_char("You are not carrying that item.\n\r", ch); return; } if (IS_OBJ_STAT(obj, ITEM_NOCLAIM)) { send_to_char("You cannot claim this item.\n\r", ch); return; } if (obj->item_type == ITEM_QUEST || obj->item_type == ITEM_AMMO || obj->item_type == ITEM_EGG || obj->item_type == ITEM_VOODOO || obj->item_type == ITEM_MONEY || obj->item_type == ITEM_TREASURE || obj->item_type == ITEM_PAGE || IS_SET(obj->quest, QUEST_ARTIFACT)) { send_to_char("You cannot claim that item.\n\r", ch); return; } else if (obj->chobj != NULL && !IS_NPC(obj->chobj) && obj->chobj->pcdata->obj_vnum != 0) { send_to_char("You cannot claim that item.\n\r", ch); return; } if (obj->ownerid != 0) { if (obj->ownerid == ch->pcdata->playerid) send_to_char("But you already own it.\n\r", ch); else send_to_char("Someone else already own it.\n\r", ch); return; } if (obj->questowner != NULL && strlen(obj->questowner) > 1) { if (!str_cmp(ch->pcdata->switchname, obj->questowner)) { if (obj->ownerid != 0) send_to_char("But you already own it!\n\r", ch); else { send_to_char ("You #Creclaim#n the object.\n\r", ch); obj->ownerid = ch->pcdata->playerid; } } else send_to_char ("Someone else has already claimed ownership to it.\n\r", ch); return; } ch->exp -= 500; if (obj->questowner != NULL) free_string(obj->questowner); obj->questowner = str_dup(ch->pcdata->switchname); obj->ownerid = ch->pcdata->playerid; act("You are now the owner of $p.", ch, obj, NULL, TO_CHAR); act("$n is now the owner of $p.", ch, obj, NULL, TO_ROOM); return; } */ void do_claim( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; one_argument( argument, arg ); if (IS_NPC(ch)) {send_to_char("Not while switched.\n\r",ch); return;} if ( ch->exp < 500 ) {send_to_char("It costs 500 exp to claim ownership of an item.\n\r",ch); return;} if ( arg[0] == '\0' ) { send_to_char( "What object do you wish to claim ownership of?\n\r", ch ); return; } if ((obj = get_obj_carry(ch, arg, ch)) == NULL) // if ( ( obj = get_obj_carry(ch, arg) ) == NULL ) {send_to_char("You are not carrying that item.\n\r",ch); return;} if (obj->item_type == ITEM_QUEST || obj->item_type == ITEM_AMMO || obj->item_type == ITEM_EGG || obj->item_type == ITEM_VOODOO || obj->item_type == ITEM_MONEY || obj->item_type == ITEM_TREASURE || obj->item_type == ITEM_PAGE) { send_to_char( "You cannot claim that item.\n\r", ch ); return; } /* if (!IS_SET(obj->spectype, SITEM_ADAMANTITE) && !IS_SET(obj->spectype, SITEM_COPPER) && !IS_SET(obj->spectype, SITEM_IRON) && !IS_SET(obj->spectype, SITEM_STEEL)) { send_to_char("You can only claim items forged from a rare metal.\n\r",ch); return; } */ else if (obj->chobj != NULL && !IS_NPC(obj->chobj) && obj->chobj->pcdata->obj_vnum != 0) { send_to_char( "You cannot claim that item.\n\r", ch ); return; } if ( obj->questowner != NULL && strlen(obj->questowner) > 1 ) { if (!str_cmp(ch->pcdata->switchname,obj->questowner)) send_to_char("But you already own it!\n\r",ch); else send_to_char("Someone else has already claimed ownership to it.\n\r",ch); return; } ch->exp -= 500; if (obj->questowner != NULL) free_string(obj->questowner); obj->questowner = str_dup(ch->pcdata->switchname); obj->ownerid = ch->pcdata->playerid; act("You are now the owner of $p.",ch,obj,NULL,TO_CHAR); act("$n is now the owner of $p.",ch,obj,NULL,TO_ROOM); return; } void do_gift(CHAR_DATA * ch, char *argument) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; OBJ_DATA *obj; CHAR_DATA *victim; argument = one_argument(argument, arg1); argument = one_argument(argument, arg2); if (IS_NPC(ch)) { send_to_char("Not while switched.\n\r", ch); return; } if (ch->exp < 500) { send_to_char ("It costs 500 exp to make a gift of an item.\n\r", ch); return; } if (arg1[0] == '\0' || arg2[0] == '\0') { send_to_char("Make a gift of which object to whom?\n\r", ch); return; } if ((obj = get_obj_carry(ch, arg1, ch)) == NULL) { send_to_char("You are not carrying that item.\n\r", ch); return; } if ((victim = get_char_room(ch, NULL, arg2)) == NULL) { send_to_char("Nobody here by that name.\n\r", ch); return; } if (IS_NPC(victim)) { send_to_char("Not on NPC's.\n\r", ch); return; } if (obj->ownerid == 0) { send_to_char("That item has not yet been claimed.\n\r", ch); return; } if (obj->ownerid != ch->pcdata->playerid && ch->level < 7) { send_to_char("But you don't own it!\n\r", ch); return; } if (IS_SET(obj->quest, QUEST_RELIC) && ch->level < 7) { send_to_char("You can't gift relics.\n\r", ch); return; } ch->exp -= 500; if (obj->questowner != NULL) free_string(obj->questowner); obj->questowner = str_dup(victim->pcdata->switchname); obj->ownerid = victim->pcdata->playerid; act("You grant ownership of $p to $N.", ch, obj, victim, TO_CHAR); act("$n grants ownership of $p to $N.", ch, obj, victim, TO_NOTVICT); act("$n grants ownership of $p to you.", ch, obj, victim, TO_VICT); return; }