/************************************************************************** * Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, * * Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. * * * * Merc Diku Mud improvements copyright (C) 1992, 1993 by Michael * * Chastain, Michael Quan, and Mitchell Tse. * * * * In order to use any part of this Merc Diku Mud, you must comply with * * both the original Diku license in 'license.doc' as well the Merc * * license in 'license.txt'. In particular, you may not remove either of * * these copyright notices. * * * * Much time and thought has gone into this software and you are * * benefiting. We hope that you share your changes too. What goes * * around, comes around. * *************************************************************************** * ROM 2.4 is copyright 1993-1998 Russ Taylor * * ROM has been brought to you by the ROM consortium * * Russ Taylor (rtaylor@hypercube.org) * * Gabrielle Taylor (gtaylor@hypercube.org) * * Brian Moore (zump@rom.org) * * By using this code, you have agreed to follow the terms of the * * ROM license, in the file Rom24/doc/rom.license * *************************************************************************** * 1stMud ROM Derivative (c) 2001-2004 by Markanth * * http://www.firstmud.com/ <markanth@firstmud.com> * * By using this code you have agreed to follow the term of * * the 1stMud license in ../doc/1stMud/LICENSE * ***************************************************************************/ #include "merc.h" #include "interp.h" #include "recycle.h" #include "vnums.h" #include "magic.h" Proto(bool remove_obj, (CharData *, int, bool)); Proto(CharData * find_keeper, (CharData *)); Proto(money_t get_cost, (CharData *, ObjData *, bool)); Proto(ObjData * get_obj_keeper, (CharData *, CharData *, char *)); bool can_loot(CharData * ch, ObjData * obj) { CharData *owner, *wch; if (IsImmortal(ch)) return true; if (!obj->owner || obj->owner == NULL) return true; owner = NULL; for (wch = char_first; wch != NULL; wch = wch->next) if (!str_cmp(wch->name, obj->owner)) owner = wch; if (owner == NULL) return true; if (!str_cmp(ch->name, owner->name)) return true; if (!IsNPC(owner) && IsSet(owner->act, PLR_CANLOOT)) return true; if (is_same_group(ch, owner)) return true; return false; } void get_obj(CharData * ch, ObjData * obj, ObjData * container) { CharData *gch; int members; char buffer[100]; if (!CanWear(obj, ITEM_TAKE)) { chprintln(ch, "You can't take that."); return; } if (ch->carry_number + get_obj_number(obj) > can_carry_n(ch)) { act("$d: you can't carry that many items.", ch, NULL, obj->name, TO_CHAR); return; } if ((!obj->in_obj || obj->in_obj->carried_by != ch) && (get_carry_weight(ch) + get_obj_weight(obj) > can_carry_w(ch))) { act("$d: you can't carry that much weight.", ch, NULL, obj->name, TO_CHAR); return; } if (is_donate_room(ch->in_room->vnum) && ch->level < obj->level - lvl_bonus(ch)) { chprintln(ch, "You are not powerful enough to use it."); return; } if (!can_loot(ch, obj)) { act("Corpse looting is not permitted.", ch, NULL, NULL, TO_CHAR); return; } if (obj->in_room != NULL) { for (gch = obj->in_room->person_first; gch != NULL; gch = gch->next_in_room) if (gch->on == obj) { act("$N appears to be using $p.", ch, obj, gch, TO_CHAR); return; } } if (container != NULL) { act("You get $p from $P.", ch, obj, container, TO_CHAR); act("$n gets $p from $P.", ch, obj, container, TO_ROOM); RemBit(obj->extra_flags, ITEM_HAD_TIMER); obj_from_obj(obj); } else { act("You get $p.", ch, obj, container, TO_CHAR); act("$n gets $p.", ch, obj, container, TO_ROOM); obj_from_room(obj); } if (obj->item_type == ITEM_MONEY) { ch->silver += obj->value[0]; ch->gold += obj->value[1]; if (IsSet(ch->act, PLR_AUTOSPLIT)) { members = 0; for (gch = ch->in_room->person_first; gch != NULL; gch = gch->next_in_room) { if (!IsAffected(gch, AFF_CHARM) && is_same_group(gch, ch)) members++; } if (members > 1 && (obj->value[0] > 1 || obj->value[1])) { sprintf(buffer, "%ld %ld", obj->value[0], obj->value[1]); do_function(ch, &do_split, buffer); } } extract_obj(obj); } else { obj_to_char(obj, ch); if (HasTriggerObj(obj, TRIG_GET)) p_give_trigger(NULL, obj, NULL, ch, obj, TRIG_GET); if (HasTriggerRoom(ch->in_room, TRIG_GET)) p_give_trigger(NULL, NULL, ch->in_room, ch, obj, TRIG_GET); if (IsQuester(ch) && ch->pcdata->quest.obj == obj) { chprintln(ch, "{5+RYou have almost completed your QUEST!{x"); act("{RReturn to $N before your time runs out!", ch, NULL, ch->pcdata->quest.giver, TO_CHAR); ch->pcdata->quest.status = QUEST_RETURN_RETRIEVE; } } return; } Do_Fun(do_get) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; ObjData *obj; ObjData *obj_next; ObjData *container; bool found; argument = one_argument(argument, arg1); argument = one_argument(argument, arg2); if (!str_cmp(arg2, "from")) argument = one_argument(argument, arg2); if (NullStr(arg1)) { chprintln(ch, "Get what?"); return; } if (NullStr(arg2)) { if (str_cmp(arg1, "all") && str_prefix("all.", arg1)) { obj = get_obj_list(ch, arg1, ch->in_room->content_first); if (obj == NULL) { act("I see no $T here.", ch, NULL, arg1, TO_CHAR); return; } get_obj(ch, obj, NULL); } else { if (is_donate_room(ch->in_room->vnum)) { chprintln(ch, "Don't be so greedy!"); return; } found = false; for (obj = ch->in_room->content_first; 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') chprintln(ch, "I see nothing here."); else act("I see no $T here.", ch, NULL, &arg1[4], TO_CHAR); } } } else { if (!str_cmp(arg2, "all") || !str_prefix("all.", arg2)) { chprintln(ch, "You can't do that."); 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: chprintln(ch, "That's not a container."); return; case ITEM_CONTAINER: case ITEM_CORPSE_NPC: break; case ITEM_CORPSE_PC: if (!can_loot(ch, container)) { chprintln(ch, "You can't do that."); return; } break; } if (IsSet(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)) { obj = get_obj_list(ch, arg1, container->content_first); if (obj == NULL) { act("I see nothing like that in the $T.", ch, NULL, arg2, TO_CHAR); return; } get_obj(ch, obj, container); } else { if (is_donate_room(ch->in_room->vnum)) { chprintln(ch, "Don't be so greedy!"); return; } found = false; for (obj = container->content_first; 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 act("I see nothing like that in the $T.", ch, NULL, arg2, TO_CHAR); } } } return; } Do_Fun(do_put) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; ObjData *container; ObjData *obj; ObjData *obj_next; argument = one_argument(argument, arg1); argument = one_argument(argument, arg2); if (!str_cmp(arg2, "in") || !str_cmp(arg2, "on")) argument = one_argument(argument, arg2); if (NullStr(arg1) || NullStr(arg2)) { chprintln(ch, "Put what in what?"); return; } if (!str_cmp(arg2, "all") || !str_prefix("all.", arg2)) { chprintln(ch, "You can't do that."); 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) { chprintln(ch, "That's not a container."); return; } if (IsSet(container->value[1], CONT_CLOSED)) { act("The $d is closed.", ch, NULL, container->name, TO_CHAR); return; } if (str_cmp(arg1, "all") && str_prefix("all.", arg1)) { if ((obj = get_obj_carry(ch, arg1, ch)) == NULL) { chprintln(ch, "You do not have that item."); return; } if (obj == container) { chprintln(ch, "You can't fold it into itself."); return; } if (!can_drop_obj(ch, obj)) { chprintln(ch, "You can't let go of it."); return; } if (IsObjStat(obj, ITEM_QUEST) && !IsObjStat(container, ITEM_QUEST)) { chprintln(ch, "You can't put a quest item in something."); return; } if (WeightMult(obj) != 100) { chprintln(ch, "You have a feeling that would be a bad idea."); return; } if (get_obj_weight(obj) + get_true_weight(container) > (container->value[0] * 10) || get_obj_weight(obj) > (container->value[3] * 10)) { chprintln(ch, "It won't fit."); return; } obj_from_char(obj); obj_to_obj(obj, container); if (IsSet(container->value[1], CONT_PUT_ON)) { act("$n puts $p on $P.", ch, obj, container, TO_ROOM); act("You put $p on $P.", ch, obj, container, TO_CHAR); } else { act("$n puts $p in $P.", ch, obj, container, TO_ROOM); act("You put $p in $P.", ch, obj, container, TO_CHAR); } } else { for (obj = ch->carrying_first; obj != NULL; obj = obj_next) { obj_next = obj->next_content; if ((arg1[3] == '\0' || is_name(&arg1[4], obj->name)) && can_see_obj(ch, obj) && WeightMult(obj) == 100 && obj->wear_loc == WEAR_NONE && obj != container && can_drop_obj(ch, obj) && (!IsObjStat(obj, ITEM_QUEST) || IsObjStat(container, ITEM_QUEST)) && get_obj_weight(obj) + get_true_weight(container) <= (container->value[0] * 10) && get_obj_weight(obj) < (container->value[3] * 10)) { obj_from_char(obj); obj_to_obj(obj, container); if (IsSet(container->value[1], CONT_PUT_ON)) { act("$n puts $p on $P.", ch, obj, container, TO_ROOM); act("You put $p on $P.", ch, obj, container, TO_CHAR); } else { act("$n puts $p in $P.", ch, obj, container, TO_ROOM); act("You put $p in $P.", ch, obj, container, TO_CHAR); } } } } return; } Do_Fun(do_drop) { char arg[MAX_INPUT_LENGTH]; ObjData *obj; ObjData *obj_next; bool found; argument = one_argument(argument, arg); if (NullStr(arg)) { chprintln(ch, "Drop what?"); return; } if (is_number(arg)) { money_t amount, gold = 0, silver = 0; amount = atol(arg); argument = one_argument(argument, arg); if (amount <= 0 || (str_cmp(arg, "coins") && str_cmp(arg, "coin") && str_cmp(arg, "gold") && str_cmp(arg, "silver"))) { chprintln(ch, "Sorry, you can't do that."); return; } if (!str_cmp(arg, "coins") || !str_cmp(arg, "coin") || !str_cmp(arg, "silver")) { if (ch->silver < amount) { chprintln(ch, "You don't have that much silver."); return; } ch->silver -= amount; silver = amount; } else { if (ch->gold < amount) { chprintln(ch, "You don't have that much gold."); return; } ch->gold -= amount; gold = amount; } for (obj = ch->in_room->content_first; obj != NULL; obj = obj_next) { obj_next = obj->next_content; switch (obj->pIndexData->vnum) { case OBJ_VNUM_SILVER_ONE: silver += 1; extract_obj(obj); break; case OBJ_VNUM_GOLD_ONE: gold += 1; extract_obj(obj); break; case OBJ_VNUM_SILVER_SOME: silver += obj->value[0]; extract_obj(obj); break; case OBJ_VNUM_GOLD_SOME: gold += obj->value[1]; extract_obj(obj); break; case OBJ_VNUM_COINS: silver += obj->value[0]; gold += obj->value[1]; extract_obj(obj); break; } } obj_to_room(create_money(gold, silver), ch->in_room); act("$n drops some coins.", ch, NULL, NULL, TO_ROOM); chprintln(ch, "OK."); return; } if (str_cmp(arg, "all") && str_prefix("all.", arg)) { if ((obj = get_obj_carry(ch, arg, ch)) == NULL) { chprintln(ch, "You do not have that item."); return; } if (!can_drop_obj(ch, obj)) { chprintln(ch, "You can't let go of it."); return; } obj_from_char(obj); obj_to_room(obj, ch->in_room); act("$n drops $p.", ch, obj, NULL, TO_ROOM); act("You drop $p.", ch, obj, NULL, TO_CHAR); if (HasTriggerObj(obj, TRIG_DROP)) p_give_trigger(NULL, obj, NULL, ch, obj, TRIG_DROP); if (HasTriggerRoom(ch->in_room, TRIG_DROP)) p_give_trigger(NULL, NULL, ch->in_room, ch, obj, TRIG_DROP); if (obj && IsObjStat(obj, ITEM_MELT_DROP)) { act("$p dissolves into smoke.", ch, obj, NULL, TO_ROOM); act("$p dissolves into smoke.", ch, obj, NULL, TO_CHAR); extract_obj(obj); } } else { found = false; for (obj = ch->carrying_first; obj != NULL; obj = obj_next) { obj_next = obj->next_content; if ((arg[3] == '\0' || is_name(&arg[4], obj->name)) && can_see_obj(ch, obj) && obj->wear_loc == WEAR_NONE && can_drop_obj(ch, obj)) { found = true; obj_from_char(obj); obj_to_room(obj, ch->in_room); act("$n drops $p.", ch, obj, NULL, TO_ROOM); act("You drop $p.", ch, obj, NULL, TO_CHAR); if (HasTriggerObj(obj, TRIG_DROP)) p_give_trigger(NULL, obj, NULL, ch, obj, TRIG_DROP); if (HasTriggerRoom(ch->in_room, TRIG_DROP)) p_give_trigger(NULL, NULL, ch->in_room, ch, obj, TRIG_DROP); if (obj && IsObjStat(obj, ITEM_MELT_DROP)) { act("$p dissolves into smoke.", ch, obj, NULL, TO_ROOM); act("$p dissolves into smoke.", ch, obj, NULL, TO_CHAR); extract_obj(obj); } } } if (!found) { if (arg[3] == '\0') act("You are not carrying anything.", ch, NULL, arg, TO_CHAR); else act("You are not carrying any $T.", ch, NULL, &arg[4], TO_CHAR); } } return; } Do_Fun(do_give) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; CharData *victim; ObjData *obj; argument = one_argument(argument, arg1); argument = one_argument(argument, arg2); if (NullStr(arg1) || NullStr(arg2)) { chprintln(ch, "Give what to whom?"); return; } if (is_number(arg1)) { money_t amount; bool silver; amount = atol(arg1); if (amount <= 0 || (str_cmp(arg2, "coins") && str_cmp(arg2, "coin") && str_cmp(arg2, "gold") && str_cmp(arg2, "silver"))) { chprintln(ch, "Sorry, you can't do that."); return; } silver = str_cmp(arg2, "gold"); argument = one_argument(argument, arg2); if (NullStr(arg2)) { chprintln(ch, "Give what to whom?"); return; } if ((victim = get_char_room(ch, NULL, arg2)) == NULL) { chprintln(ch, "They aren't here."); return; } if ((!silver && ch->gold < amount) || (silver && ch->silver < amount)) { chprintln(ch, "You haven't got that much."); return; } if (silver) { ch->silver -= amount; victim->silver += amount; } else { ch->gold -= amount; victim->gold += amount; } sprintf(buf, "$n gives you %ld %s.", amount, silver ? "silver" : "gold"); act(buf, ch, NULL, victim, TO_VICT); act("$n gives $N some coins.", ch, NULL, victim, TO_NOTVICT); sprintf(buf, "You give $N %ld %s.", amount, silver ? "silver" : "gold"); act(buf, ch, NULL, victim, TO_CHAR); if (IsNPC(victim) && HasTriggerMob(victim, TRIG_BRIBE)) p_bribe_trigger(victim, ch, silver ? amount : amount * 100); if (IsNPC(victim) && IsSet(victim->act, ACT_IS_CHANGER)) { money_t change; change = (silver ? 95 * amount / 100 / 100 : 95 * amount); if (!silver && change > victim->silver) victim->silver += change; if (silver && change > victim->gold) victim->gold += change; if (change < 1 && can_see(victim, ch)) { act ("$n tells you 'I'm sorry, you did not give me enough to change.'", victim, NULL, ch, TO_VICT); ch->reply = victim; sprintf(buf, "%ld %s %s", amount, silver ? "silver" : "gold", ch->name); do_function(victim, &do_give, buf); } else if (can_see(victim, ch)) { sprintf(buf, "%ld %s %s", change, silver ? "gold" : "silver", ch->name); do_function(victim, &do_give, buf); if (silver) { sprintf(buf, "%ld silver %s", (95 * amount / 100 - change * 100), ch->name); do_function(victim, &do_give, buf); } act("$n tells you 'Thank you, come again.'", victim, NULL, ch, TO_VICT); ch->reply = victim; } } return; } if ((obj = get_obj_carry(ch, arg1, ch)) == NULL) { chprintln(ch, "You do not have that item."); return; } if (obj->wear_loc != WEAR_NONE) { chprintln(ch, "You must remove it first."); return; } if ((victim = get_char_room(ch, NULL, arg2)) == NULL) { chprintln(ch, "They aren't here."); return; } if (IsQuester(ch) && ch->pcdata->quest.status == QUEST_DELIVER && ch->pcdata->quest.obj == obj) { if (ch->pcdata->quest.mob == victim) { act("$n gives $p to $N.", ch, obj, victim, TO_NOTVICT); act("$n gives you $p.", ch, obj, victim, TO_VICT); act("You give $p to $N.", ch, obj, victim, TO_CHAR); chprintln(ch, NEWLINE "{5+RYou have almost completed your QUEST!{x"); act("{RReturn to $N before your time runs out!{x", ch, NULL, ch->pcdata->quest.giver, TO_CHAR); ch->pcdata->quest.status = QUEST_RETURN_DELIVER; obj_from_char(ch->pcdata->quest.obj); extract_obj(ch->pcdata->quest.obj); ch->pcdata->quest.obj = NULL; ch->pcdata->quest.mob = NULL; sprintf(buf, "thank %s", ch->name); interpret(victim, buf); return; } else { act("That isn't who your supposed to deliver $p too.", ch, ch->pcdata->quest.obj, NULL, TO_CHAR); return; } } if (IsNPC(victim) && victim->pIndexData->pShop != NULL) { act("$N tells you 'Sorry, you'll have to sell that.'", ch, NULL, victim, TO_CHAR); ch->reply = victim; return; } if (!can_drop_obj(ch, obj)) { chprintln(ch, "You can't let go of it."); return; } if (IsObjStat(obj, ITEM_QUEST) && ch->level <= MAX_MORTAL_LEVEL) { chprintln(ch, "You can't give quest items."); return; } if (victim->carry_number + get_obj_number(obj) > can_carry_n(victim)) { act("$N has $S hands full.", ch, NULL, victim, TO_CHAR); return; } if (get_carry_weight(victim) + get_obj_weight(obj) > can_carry_w(victim)) { act("$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 (HasTriggerObj(obj, TRIG_GIVE)) p_give_trigger(NULL, obj, NULL, ch, obj, TRIG_GIVE); if (HasTriggerRoom(ch->in_room, TRIG_GIVE)) p_give_trigger(NULL, NULL, ch->in_room, ch, obj, TRIG_GIVE); if (IsNPC(victim) && HasTriggerMob(victim, TRIG_GIVE)) p_give_trigger(victim, NULL, NULL, ch, obj, TRIG_GIVE); return; } Do_Fun(do_envenom) { ObjData *obj; AffectData af; int percent, skill; if (NullStr(argument)) { chprintln(ch, "Envenom what item?"); return; } obj = get_obj_list(ch, argument, ch->carrying_first); if (obj == NULL) { chprintln(ch, "You don't have that item."); return; } if ((skill = get_skill(ch, gsn_envenom)) < 1) { chprintln(ch, "Are you crazy? You'd poison yourself!"); return; } if (obj->item_type == ITEM_FOOD || obj->item_type == ITEM_DRINK_CON) { if (IsObjStat(obj, ITEM_BLESS) || IsObjStat(obj, ITEM_BURN_PROOF)) { act("You fail to poison $p.", ch, obj, NULL, TO_CHAR); return; } if (number_percent() < skill) { act("$n treats $p with deadly poison.", ch, obj, NULL, TO_ROOM); act("You treat $p with deadly poison.", ch, obj, NULL, TO_CHAR); if (!obj->value[3]) { obj->value[3] = 1; check_improve(ch, gsn_envenom, true, 4); } WaitState(ch, skill_table[gsn_envenom].beats); return; } act("You fail to poison $p.", ch, obj, NULL, TO_CHAR); if (!obj->value[3]) check_improve(ch, gsn_envenom, false, 4); WaitState(ch, skill_table[gsn_envenom].beats); return; } if (obj->item_type == ITEM_WEAPON) { if (IsWeaponStat(obj, WEAPON_FLAMING) || IsWeaponStat(obj, WEAPON_FROST) || IsWeaponStat(obj, WEAPON_VAMPIRIC) || IsWeaponStat(obj, WEAPON_SHARP) || IsWeaponStat(obj, WEAPON_VORPAL) || IsWeaponStat(obj, WEAPON_SHOCKING) || IsObjStat(obj, ITEM_BLESS) || IsObjStat(obj, ITEM_BURN_PROOF)) { act("You can't seem to envenom $p.", ch, obj, NULL, TO_CHAR); return; } if (obj->value[3] < 0 || attack_table[obj->value[3]].damage == DAM_BASH) { chprintln(ch, "You can only envenom edged weapons."); return; } if (IsWeaponStat(obj, WEAPON_POISON)) { act("$p is already envenomed.", ch, obj, NULL, TO_CHAR); return; } percent = number_percent(); if (percent < skill) { af.where = TO_WEAPON; af.type = gsn_poison; af.level = ch->level * percent / 100; af.duration = ch->level / 2 * percent / 100; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = WEAPON_POISON; affect_to_obj(obj, &af); act("$n coats $p with deadly venom.", ch, obj, NULL, TO_ROOM); act("You coat $p with venom.", ch, obj, NULL, TO_CHAR); check_improve(ch, gsn_envenom, true, 3); WaitState(ch, skill_table[gsn_envenom].beats); return; } else { act("You fail to envenom $p.", ch, obj, NULL, TO_CHAR); check_improve(ch, gsn_envenom, false, 3); WaitState(ch, skill_table[gsn_envenom].beats); return; } } act("You can't poison $p.", ch, obj, NULL, TO_CHAR); return; } Do_Fun(do_fill) { char arg[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; ObjData *obj; ObjData *fountain; bool found; one_argument(argument, arg); if (NullStr(arg)) { chprintln(ch, "Fill what?"); return; } if ((obj = get_obj_carry(ch, arg, ch)) == NULL) { chprintln(ch, "You do not have that item."); return; } found = false; for (fountain = ch->in_room->content_first; fountain != NULL; fountain = fountain->next_content) { if (fountain->item_type == ITEM_FOUNTAIN) { found = true; break; } } if (!found) { chprintln(ch, "There is no fountain here!"); return; } if (obj->item_type != ITEM_DRINK_CON) { chprintln(ch, "You can't fill that."); return; } if (obj->value[1] != 0 && obj->value[2] != fountain->value[2]) { chprintln(ch, "There is already another liquid in it."); return; } if (obj->value[1] >= obj->value[0]) { chprintln(ch, "Your container is full."); return; } sprintf(buf, "You fill $p with %s from $P.", liq_table[fountain->value[2]].liq_name); act(buf, ch, obj, fountain, TO_CHAR); sprintf(buf, "$n fills $p with %s from $P.", liq_table[fountain->value[2]].liq_name); act(buf, ch, obj, fountain, TO_ROOM); obj->value[2] = fountain->value[2]; obj->value[1] = obj->value[0]; return; } Do_Fun(do_pour) { char arg[MAX_STRING_LENGTH], buf[MAX_STRING_LENGTH]; ObjData *out, *in; CharData *vch = NULL; int amount; argument = one_argument(argument, arg); if (NullStr(arg) || NullStr(argument)) { chprintln(ch, "Pour what into what?"); return; } if ((out = get_obj_carry(ch, arg, ch)) == NULL) { chprintln(ch, "You don't have that item."); return; } if (out->item_type != ITEM_DRINK_CON) { chprintln(ch, "That's not a drink container."); return; } if (!str_cmp(argument, "out")) { if (out->value[1] == 0) { chprintln(ch, "It's already empty."); return; } out->value[1] = 0; out->value[3] = 0; sprintf(buf, "You invert $p, spilling %s all over the ground.", liq_table[out->value[2]].liq_name); act(buf, ch, out, NULL, TO_CHAR); sprintf(buf, "$n inverts $p, spilling %s all over the ground.", liq_table[out->value[2]].liq_name); act(buf, ch, out, NULL, TO_ROOM); return; } if ((in = get_obj_here(ch, NULL, argument)) == NULL) { vch = get_char_room(ch, NULL, argument); if (vch == NULL) { chprintln(ch, "Pour into what?"); return; } in = get_eq_char(vch, WEAR_HOLD); if (in == NULL) { chprintln(ch, "They aren't holding anything."); return; } } if (in->item_type != ITEM_DRINK_CON) { chprintln(ch, "You can only pour into other drink containers."); return; } if (in == out) { chprintln(ch, "You cannot change the laws of physics!"); return; } if (in->value[1] != 0 && in->value[2] != out->value[2]) { chprintln(ch, "They don't hold the same liquid."); return; } if (out->value[1] == 0) { act("There's nothing in $p to pour.", ch, out, NULL, TO_CHAR); return; } if (in->value[1] >= in->value[0]) { act("$p is already filled to the top.", ch, in, NULL, TO_CHAR); return; } amount = Min(out->value[1], in->value[0] - in->value[1]); in->value[1] += amount; out->value[1] -= amount; in->value[2] = out->value[2]; if (vch == NULL) { sprintf(buf, "You pour %s from $p into $P.", liq_table[out->value[2]].liq_name); act(buf, ch, out, in, TO_CHAR); sprintf(buf, "$n pours %s from $p into $P.", liq_table[out->value[2]].liq_name); act(buf, ch, out, in, TO_ROOM); } else { sprintf(buf, "You pour some %s for $N.", liq_table[out->value[2]].liq_name); act(buf, ch, NULL, vch, TO_CHAR); sprintf(buf, "$n pours you some %s.", liq_table[out->value[2]].liq_name); act(buf, ch, NULL, vch, TO_VICT); sprintf(buf, "$n pours some %s for $N.", liq_table[out->value[2]].liq_name); act(buf, ch, NULL, vch, TO_NOTVICT); } } Do_Fun(do_drink) { char arg[MAX_INPUT_LENGTH]; ObjData *obj; int amount; int liquid; one_argument(argument, arg); if (NullStr(arg)) { for (obj = ch->in_room->content_first; obj; obj = obj->next_content) { if (obj->item_type == ITEM_FOUNTAIN) break; } if (obj == NULL) { chprintln(ch, "Drink what?"); return; } } else { if ((obj = get_obj_here(ch, NULL, arg)) == NULL) { chprintln(ch, "You can't find it."); return; } } if (!IsNPC(ch) && ch->pcdata->condition[COND_DRUNK] > 10) { chprintln(ch, "You fail to reach your mouth. *Hic*"); return; } switch (obj->item_type) { default: chprintln(ch, "You can't drink from that."); return; case ITEM_FOUNTAIN: if ((liquid = obj->value[2]) < 0) { bugf("Do_drink: bad liquid number %d.", liquid); liquid = obj->value[2] = 0; } amount = liq_table[liquid].liq_affect[4] * 3; break; case ITEM_DRINK_CON: if (obj->value[1] <= 0) { chprintln(ch, "It is already empty."); return; } if ((liquid = obj->value[2]) < 0) { bugf("Do_drink: bad liquid number %d.", liquid); liquid = obj->value[2] = 0; } amount = liq_table[liquid].liq_affect[4]; amount = Min(amount, obj->value[1]); break; } if (!IsNPC(ch) && !IsImmortal(ch) && ch->pcdata->condition[COND_FULL] > 45) { chprintln(ch, "You're too full to drink more."); return; } act("$n drinks $T from $p.", ch, obj, liq_table[liquid].liq_name, TO_ROOM); act("You drink $T from $p.", ch, obj, liq_table[liquid].liq_name, TO_CHAR); gain_condition(ch, COND_DRUNK, amount * liq_table[liquid].liq_affect[COND_DRUNK] / 36); gain_condition(ch, COND_FULL, amount * liq_table[liquid].liq_affect[COND_FULL] / 4); gain_condition(ch, COND_THIRST, amount * liq_table[liquid].liq_affect[COND_THIRST] / 10); gain_condition(ch, COND_HUNGER, amount * liq_table[liquid].liq_affect[COND_HUNGER] / 2); if (!IsNPC(ch) && ch->pcdata->condition[COND_DRUNK] > 10) chprintln(ch, "You feel drunk."); if (!IsNPC(ch) && ch->pcdata->condition[COND_FULL] > 40) chprintln(ch, "You are full."); if (!IsNPC(ch) && ch->pcdata->condition[COND_THIRST] > 40) chprintln(ch, "Your thirst is quenched."); if (obj->value[3] != 0) { AffectData af; act("$n chokes and gags.", ch, NULL, NULL, TO_ROOM); chprintln(ch, "You choke and gag."); af.where = TO_AFFECTS; af.type = gsn_poison; af.level = number_fuzzy(amount); af.duration = 3 * amount; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_POISON; affect_join(ch, &af); } if (obj->value[0] > 0) obj->value[1] -= amount; return; } Do_Fun(do_eat) { char arg[MAX_INPUT_LENGTH]; ObjData *obj; one_argument(argument, arg); if (NullStr(arg)) { chprintln(ch, "Eat what?"); return; } if ((obj = get_obj_carry(ch, arg, ch)) == NULL) { chprintln(ch, "You do not have that item."); return; } if (!IsImmortal(ch)) { if (obj->item_type != ITEM_FOOD && obj->item_type != ITEM_PILL) { chprintln(ch, "That's not edible."); return; } if (!IsNPC(ch) && ch->pcdata->condition[COND_FULL] > 40) { chprintln(ch, "You are too full to eat more."); return; } } act("$n eats $p.", ch, obj, NULL, TO_ROOM); act("You eat $p.", ch, obj, NULL, TO_CHAR); switch (obj->item_type) { case ITEM_FOOD: if (!IsNPC(ch)) { int condition; condition = ch->pcdata->condition[COND_HUNGER]; gain_condition(ch, COND_FULL, obj->value[0]); gain_condition(ch, COND_HUNGER, obj->value[1]); if (condition == 0 && ch->pcdata->condition[COND_HUNGER] > 0) chprintln(ch, "You are no longer hungry."); else if (ch->pcdata->condition[COND_FULL] > 40) chprintln(ch, "You are full."); } if (obj->value[3] != 0) { AffectData af; act("$n chokes and gags.", ch, 0, 0, TO_ROOM); chprintln(ch, "You choke and gag."); af.where = TO_AFFECTS; af.type = gsn_poison; af.level = number_fuzzy(obj->value[0]); af.duration = 2 * obj->value[0]; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_POISON; affect_join(ch, &af); } break; case ITEM_PILL: obj_cast_spell(obj->value[1], obj->value[0], ch, ch, NULL); obj_cast_spell(obj->value[2], obj->value[0], ch, ch, NULL); obj_cast_spell(obj->value[3], obj->value[0], ch, ch, NULL); break; default: break; } extract_obj(obj); return; } bool remove_obj(CharData * ch, wloc_t iWear, bool fReplace) { ObjData *obj; if ((obj = get_eq_char(ch, iWear)) == NULL) return true; if (!fReplace) return false; if (IsSet(obj->extra_flags, ITEM_NOREMOVE)) { 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 $p.", ch, obj, NULL, TO_CHAR); return true; } void wear_obj(CharData * ch, ObjData * obj, bool fReplace) { if (ch->level < obj->level) { chprintlnf(ch, "You must be level %d to use this object.", obj->level); act("$n tries to use $p, but is too inexperienced.", ch, obj, NULL, TO_ROOM); return; } if (obj->item_type == ITEM_LIGHT) { if (!remove_obj(ch, WEAR_LIGHT, fReplace)) return; act("$n lights $p and holds it.", ch, obj, NULL, TO_ROOM); act("You light $p and hold it.", ch, obj, NULL, TO_CHAR); equip_char(ch, obj, WEAR_LIGHT); return; } if (CanWear(obj, ITEM_WEAR_FINGER)) { if (get_eq_char(ch, WEAR_FINGER_L) != NULL && get_eq_char(ch, WEAR_FINGER_R) != NULL && !remove_obj(ch, WEAR_FINGER_L, fReplace) && !remove_obj(ch, WEAR_FINGER_R, fReplace)) return; if (get_eq_char(ch, WEAR_FINGER_L) == NULL) { act("$n wears $p on $s left finger.", ch, obj, NULL, TO_ROOM); act("You wear $p on your left finger.", ch, obj, NULL, TO_CHAR); equip_char(ch, obj, WEAR_FINGER_L); return; } if (get_eq_char(ch, WEAR_FINGER_R) == NULL) { act("$n wears $p on $s right finger.", ch, obj, NULL, TO_ROOM); act("You wear $p on your right finger.", ch, obj, NULL, TO_CHAR); equip_char(ch, obj, WEAR_FINGER_R); return; } bug("Wear_obj: no free finger."); chprintln(ch, "You already wear two rings."); return; } if (CanWear(obj, ITEM_WEAR_NECK)) { if (get_eq_char(ch, WEAR_NECK_1) != NULL && get_eq_char(ch, WEAR_NECK_2) != NULL && !remove_obj(ch, WEAR_NECK_1, fReplace) && !remove_obj(ch, WEAR_NECK_2, fReplace)) return; if (get_eq_char(ch, WEAR_NECK_1) == NULL) { act("$n wears $p around $s neck.", ch, obj, NULL, TO_ROOM); act("You wear $p around your neck.", ch, obj, NULL, TO_CHAR); equip_char(ch, obj, WEAR_NECK_1); return; } if (get_eq_char(ch, WEAR_NECK_2) == NULL) { act("$n wears $p around $s neck.", ch, obj, NULL, TO_ROOM); act("You wear $p around your neck.", ch, obj, NULL, TO_CHAR); equip_char(ch, obj, WEAR_NECK_2); return; } bug("Wear_obj: no free neck."); chprintln(ch, "You already wear two neck items."); return; } if (CanWear(obj, ITEM_WEAR_BODY)) { if (!remove_obj(ch, WEAR_BODY, fReplace)) return; act("$n wears $p on $s torso.", ch, obj, NULL, TO_ROOM); act("You wear $p on your torso.", ch, obj, NULL, TO_CHAR); equip_char(ch, obj, WEAR_BODY); return; } if (CanWear(obj, ITEM_WEAR_HEAD)) { if (!remove_obj(ch, WEAR_HEAD, fReplace)) return; act("$n wears $p on $s head.", ch, obj, NULL, TO_ROOM); act("You wear $p on your head.", ch, obj, NULL, TO_CHAR); equip_char(ch, obj, WEAR_HEAD); return; } if (CanWear(obj, ITEM_WEAR_LEGS)) { if (!remove_obj(ch, WEAR_LEGS, fReplace)) return; act("$n wears $p on $s legs.", ch, obj, NULL, TO_ROOM); act("You wear $p on your legs.", ch, obj, NULL, TO_CHAR); equip_char(ch, obj, WEAR_LEGS); return; } if (CanWear(obj, ITEM_WEAR_FEET)) { if (!remove_obj(ch, WEAR_FEET, fReplace)) return; act("$n wears $p on $s feet.", ch, obj, NULL, TO_ROOM); act("You wear $p on your feet.", ch, obj, NULL, TO_CHAR); equip_char(ch, obj, WEAR_FEET); return; } if (CanWear(obj, ITEM_WEAR_HANDS)) { if (!remove_obj(ch, WEAR_HANDS, fReplace)) return; act("$n wears $p on $s hands.", ch, obj, NULL, TO_ROOM); act("You wear $p on your hands.", ch, obj, NULL, TO_CHAR); equip_char(ch, obj, WEAR_HANDS); return; } if (CanWear(obj, ITEM_WEAR_ARMS)) { if (!remove_obj(ch, WEAR_ARMS, fReplace)) return; act("$n wears $p on $s arms.", ch, obj, NULL, TO_ROOM); act("You wear $p on your arms.", ch, obj, NULL, TO_CHAR); equip_char(ch, obj, WEAR_ARMS); return; } if (CanWear(obj, ITEM_WEAR_ABOUT)) { if (!remove_obj(ch, WEAR_ABOUT, fReplace)) return; act("$n wears $p about $s torso.", ch, obj, NULL, TO_ROOM); act("You wear $p about your torso.", ch, obj, NULL, TO_CHAR); equip_char(ch, obj, WEAR_ABOUT); return; } if (CanWear(obj, ITEM_WEAR_WAIST)) { if (!remove_obj(ch, WEAR_WAIST, fReplace)) return; act("$n wears $p about $s waist.", ch, obj, NULL, TO_ROOM); act("You wear $p about your waist.", ch, obj, NULL, TO_CHAR); equip_char(ch, obj, WEAR_WAIST); return; } if (CanWear(obj, ITEM_WEAR_WRIST)) { if (get_eq_char(ch, WEAR_WRIST_L) != NULL && get_eq_char(ch, WEAR_WRIST_R) != NULL && !remove_obj(ch, WEAR_WRIST_L, fReplace) && !remove_obj(ch, WEAR_WRIST_R, fReplace)) return; if (get_eq_char(ch, WEAR_WRIST_L) == NULL) { act("$n wears $p around $s left wrist.", ch, obj, NULL, TO_ROOM); act("You wear $p around your left wrist.", ch, obj, NULL, TO_CHAR); equip_char(ch, obj, WEAR_WRIST_L); return; } if (get_eq_char(ch, WEAR_WRIST_R) == NULL) { act("$n wears $p around $s right wrist.", ch, obj, NULL, TO_ROOM); act("You wear $p around your right wrist.", ch, obj, NULL, TO_CHAR); equip_char(ch, obj, WEAR_WRIST_R); return; } bug("Wear_obj: no free wrist."); chprintln(ch, "You already wear two wrist items."); return; } if (CanWear(obj, ITEM_WEAR_SHIELD)) { ObjData *weapon; if (get_eq_char(ch, WEAR_SECONDARY) != NULL) { chprintln(ch, "You cannot use a shield while using 2 weapons."); return; } if (!remove_obj(ch, WEAR_SHIELD, fReplace)) return; weapon = get_eq_char(ch, WEAR_WIELD); if (weapon != NULL && ch->size < SIZE_LARGE && IsWeaponStat(weapon, WEAPON_TWO_HANDS)) { chprintln(ch, "Your hands are tied up with your weapon!"); return; } act("$n wears $p as a shield.", ch, obj, NULL, TO_ROOM); act("You wear $p as a shield.", ch, obj, NULL, TO_CHAR); equip_char(ch, obj, WEAR_SHIELD); return; } if (CanWear(obj, ITEM_WIELD)) { int sn, skill; if (!remove_obj(ch, WEAR_WIELD, fReplace)) return; if (!IsNPC(ch) && get_obj_weight(obj) > (str_app[get_curr_stat(ch, STAT_STR)].wield * 10)) { chprintln(ch, "It is too heavy for you to wield."); return; } if (!IsNPC(ch) && ch->size < SIZE_LARGE && IsWeaponStat(obj, WEAPON_TWO_HANDS) && get_eq_char(ch, WEAR_SHIELD) != NULL) { chprintln(ch, "You need two hands free for that weapon."); return; } act("$n wields $p.", ch, obj, NULL, TO_ROOM); act("You wield $p.", ch, obj, NULL, TO_CHAR); equip_char(ch, obj, WEAR_WIELD); sn = get_weapon_sn(ch); if (sn == gsn_hand_to_hand) return; skill = get_weapon_skill(ch, sn); if (skill >= 100) act("$p feels like a part of you!", ch, obj, NULL, TO_CHAR); else if (skill > 85) act("You feel quite confident with $p.", ch, obj, NULL, TO_CHAR); else if (skill > 70) act("You are skilled with $p.", ch, obj, NULL, TO_CHAR); else if (skill > 50) act("Your skill with $p is adequate.", ch, obj, NULL, TO_CHAR); else if (skill > 25) act("$p feels a little clumsy in your hands.", ch, obj, NULL, TO_CHAR); else if (skill > 1) act("You fumble and almost drop $p.", ch, obj, NULL, TO_CHAR); else act("You don't even know which end is up on $p.", ch, obj, NULL, TO_CHAR); return; } if (CanWear(obj, ITEM_HOLD)) { if (get_eq_char(ch, WEAR_SECONDARY) != NULL) { chprintln(ch, "You cannot hold an item while using 2 weapons."); return; } if (!remove_obj(ch, WEAR_HOLD, fReplace)) return; act("$n holds $p in $s hand.", ch, obj, NULL, TO_ROOM); act("You hold $p in your hand.", ch, obj, NULL, TO_CHAR); equip_char(ch, obj, WEAR_HOLD); return; } if (CanWear(obj, ITEM_WEAR_FLOAT)) { if (!remove_obj(ch, WEAR_FLOAT, fReplace)) return; act("$n releases $p to float next to $m.", ch, obj, NULL, TO_ROOM); act("You release $p and it floats next to you.", ch, obj, NULL, TO_CHAR); equip_char(ch, obj, WEAR_FLOAT); return; } if (fReplace) chprintln(ch, "You can't wear, wield, or hold that."); return; } Do_Fun(do_wear) { char arg[MAX_INPUT_LENGTH]; ObjData *obj; one_argument(argument, arg); if (NullStr(arg)) { chprintln(ch, "Wear, wield, or hold what?"); return; } if (!str_cmp(arg, "all")) { ObjData *obj_next; for (obj = ch->carrying_first; obj != NULL; obj = obj_next) { obj_next = obj->next_content; if (obj->wear_loc == WEAR_NONE && can_see_obj(ch, obj)) wear_obj(ch, obj, false); } return; } else { if ((obj = get_obj_carry(ch, arg, ch)) == NULL) { chprintln(ch, "You do not have that item."); return; } wear_obj(ch, obj, true); } return; } Do_Fun(do_remove) { char arg[MAX_INPUT_LENGTH]; ObjData *obj; one_argument(argument, arg); if (NullStr(arg)) { chprintln(ch, "Remove what?"); return; } if (!str_cmp(arg, "all") || !str_prefix("all.", arg)) { ObjData *obj_next; for (obj = ch->carrying_first; obj != NULL; obj = obj_next) { obj_next = obj->next_content; if (obj->wear_loc != WEAR_NONE && can_see_obj(ch, obj) && (arg[3] == '\0' || is_name(&arg[4], obj->name))) remove_obj(ch, obj->wear_loc, true); } return; } if ((obj = get_obj_wear(ch, arg, true)) == NULL) { chprintln(ch, "You do not have that item."); return; } remove_obj(ch, obj->wear_loc, true); return; } Do_Fun(do_sacrifice) { char arg[MAX_INPUT_LENGTH]; ObjData *obj; money_t silver; CharData *gch; int members; char buffer[100]; one_argument(argument, arg); if (NullStr(arg) || !str_cmp(arg, ch->name)) { act("$n offers $mself to $g, who graciously declines.", ch, NULL, NULL, TO_ROOM); act("$g appreciates your offer and may accept it later.", ch, NULL, NULL, TO_CHAR); return; } if (is_donate_room(ch->in_room->vnum)) { chprintln(ch, "You can't sacrifice items in this room!"); return; } if (!str_cmp(arg, "all")) { ObjData *next; for (obj = ch->in_room->content_first; obj; obj = next) { next = obj->next_content; do_sacrifice(n_fun, ch, obj->name); } return; } obj = get_obj_list(ch, arg, ch->in_room->content_first); if (obj == NULL) { chprintln(ch, "You can't find it."); return; } if (obj->item_type == ITEM_CORPSE_PC) { if (obj->content_first) { act("$g wouldn't like that.", ch, NULL, NULL, TO_CHAR); return; } } if (!CanWear(obj, ITEM_TAKE) || CanWear(obj, ITEM_NO_SAC)) { act("$p is not an acceptable sacrifice.", ch, obj, 0, TO_CHAR); return; } if (obj->in_room != NULL) { for (gch = obj->in_room->person_first; gch != NULL; gch = gch->next_in_room) if (gch->on == obj) { act("$N appears to be using $p.", ch, obj, gch, TO_CHAR); return; } } silver = Max(1, obj->level * 3); if (obj->item_type != ITEM_CORPSE_NPC && obj->item_type != ITEM_CORPSE_PC) silver = Min(silver, obj->cost); if (silver == 1) act("$g gives you one silver coin for your sacrifice.", ch, NULL, NULL, TO_CHAR); else { chprintlnf(ch, "%s gives you %d silver coins for your sacrifice.", ch->deity == NULL ? "Mota" : ch->deity->name, silver); } ch->silver += silver; if (IsSet(ch->act, PLR_AUTOSPLIT)) { members = 0; for (gch = ch->in_room->person_first; gch != NULL; gch = gch->next_in_room) { if (is_same_group(gch, ch)) members++; } if (members > 1 && silver > 1) { sprintf(buffer, "%ld", silver); do_function(ch, &do_split, buffer); } } act("$n sacrifices $p to $g.", ch, obj, NULL, TO_ROOM); wiznet("$N sends up $p as a burnt offering.", ch, obj, WIZ_SACCING, false, 0); extract_obj(obj); return; } Do_Fun(do_quaff) { char arg[MAX_INPUT_LENGTH]; ObjData *obj; one_argument(argument, arg); if (NullStr(arg)) { chprintln(ch, "Quaff what?"); return; } if (IsSet(ch->in_room->room_flags, ROOM_ARENA)) { act("You try to drink from $p, but feel to many eyes watching you.", ch, NULL, NULL, TO_CHAR); return; } if ((obj = get_obj_carry(ch, arg, ch)) == NULL) { chprintln(ch, "You do not have that potion."); return; } if (obj->item_type != ITEM_POTION) { chprintln(ch, "You can quaff only potions."); return; } if (ch->level < obj->level) { chprintln(ch, "This liquid is too powerful for you to drink."); return; } act("$n quaffs $p.", ch, obj, NULL, TO_ROOM); act("You quaff $p.", ch, obj, NULL, TO_CHAR); obj_cast_spell(obj->value[1], obj->value[0], ch, ch, NULL); obj_cast_spell(obj->value[2], obj->value[0], ch, ch, NULL); obj_cast_spell(obj->value[3], obj->value[0], ch, ch, NULL); extract_obj(obj); return; } Do_Fun(do_recite) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; CharData *victim; ObjData *scroll; ObjData *obj; argument = one_argument(argument, arg1); argument = one_argument(argument, arg2); if ((scroll = get_obj_carry(ch, arg1, ch)) == NULL) { chprintln(ch, "You do not have that scroll."); return; } if (scroll->item_type != ITEM_SCROLL) { chprintln(ch, "You can recite only scrolls."); return; } if (ch->level < scroll->level) { chprintln(ch, "This scroll is too complex for you to comprehend."); return; } obj = NULL; if (NullStr(arg2)) { victim = ch; } else { if ((victim = get_char_room(ch, NULL, arg2)) == NULL && (obj = get_obj_here(ch, NULL, arg2)) == NULL) { chprintln(ch, "You can't find it."); return; } } act("$n recites $p.", ch, scroll, NULL, TO_ROOM); act("You recite $p.", ch, scroll, NULL, TO_CHAR); if (number_percent() >= 20 + get_skill(ch, gsn_scrolls) * 4 / 5) { chprintln(ch, "You mispronounce a syllable."); check_improve(ch, gsn_scrolls, false, 2); } else { obj_cast_spell(scroll->value[1], scroll->value[0], ch, victim, obj); obj_cast_spell(scroll->value[2], scroll->value[0], ch, victim, obj); obj_cast_spell(scroll->value[3], scroll->value[0], ch, victim, obj); check_improve(ch, gsn_scrolls, true, 2); } extract_obj(scroll); return; } Do_Fun(do_brandish) { CharData *vch; CharData *vch_next; ObjData *staff; int sn; if ((staff = get_eq_char(ch, WEAR_HOLD)) == NULL) { chprintln(ch, "You hold nothing in your hand."); return; } if (staff->item_type != ITEM_STAFF) { chprintln(ch, "You can brandish only with a staff."); return; } if ((sn = staff->value[3]) < 0 || sn >= top_skill || skill_table[sn].spell_fun == 0) { bugf("Do_brandish: bad sn %d.", sn); return; } WaitState(ch, 2 * PULSE_VIOLENCE); if (staff->value[2] > 0) { act("$n brandishes $p.", ch, staff, NULL, TO_ROOM); act("You brandish $p.", ch, staff, NULL, TO_CHAR); if (ch->level < staff->level || number_percent() >= 20 + get_skill(ch, gsn_staves) * 4 / 5) { act("You fail to invoke $p.", ch, staff, NULL, TO_CHAR); act("...and nothing happens.", ch, NULL, NULL, TO_ROOM); check_improve(ch, gsn_staves, false, 2); } else for (vch = ch->in_room->person_first; vch; vch = vch_next) { vch_next = vch->next_in_room; switch (skill_table[sn].target) { default: bugf("Do_brandish: bad target for sn %d.", sn); return; case TAR_IGNORE: if (vch != ch) continue; break; case TAR_CHAR_OFFENSIVE: if (IsNPC(ch) ? IsNPC(vch) : !IsNPC(vch)) continue; break; case TAR_CHAR_DEFENSIVE: if (IsNPC(ch) ? !IsNPC(vch) : IsNPC(vch)) continue; break; case TAR_CHAR_SELF: if (vch != ch) continue; break; } obj_cast_spell(staff->value[3], staff->value[0], ch, vch, NULL); check_improve(ch, gsn_staves, true, 2); } } if (--staff->value[2] <= 0) { act("$n's $p blazes bright and is gone.", ch, staff, NULL, TO_ROOM); act("Your $p blazes bright and is gone.", ch, staff, NULL, TO_CHAR); extract_obj(staff); } return; } Do_Fun(do_zap) { char arg[MAX_INPUT_LENGTH]; CharData *victim; ObjData *wand; ObjData *obj; one_argument(argument, arg); if (NullStr(arg) && ch->fighting == NULL) { chprintln(ch, "Zap whom or what?"); return; } if ((wand = get_eq_char(ch, WEAR_HOLD)) == NULL) { chprintln(ch, "You hold nothing in your hand."); return; } if (wand->item_type != ITEM_WAND) { chprintln(ch, "You can zap only with a wand."); return; } obj = NULL; if (NullStr(arg)) { if (ch->fighting != NULL) { victim = ch->fighting; } else { chprintln(ch, "Zap whom or what?"); return; } } else { if ((victim = get_char_room(ch, NULL, arg)) == NULL && (obj = get_obj_here(ch, NULL, arg)) == NULL) { chprintln(ch, "You can't find it."); return; } } WaitState(ch, 2 * PULSE_VIOLENCE); if (wand->value[2] > 0) { if (victim != NULL) { act("$n zaps $N with $p.", ch, wand, victim, TO_NOTVICT); act("You zap $N with $p.", ch, wand, victim, TO_CHAR); act("$n zaps you with $p.", ch, wand, victim, TO_VICT); } else { act("$n zaps $P with $p.", ch, wand, obj, TO_ROOM); act("You zap $P with $p.", ch, wand, obj, TO_CHAR); } if (ch->level < wand->level || number_percent() >= 20 + get_skill(ch, gsn_wands) * 4 / 5) { act("Your efforts with $p produce only smoke and sparks.", ch, wand, NULL, TO_CHAR); act("$n's efforts with $p produce only smoke and sparks.", ch, wand, NULL, TO_ROOM); check_improve(ch, gsn_wands, false, 2); } else { obj_cast_spell(wand->value[3], wand->value[0], ch, victim, obj); check_improve(ch, gsn_wands, true, 2); } } if (--wand->value[2] <= 0) { act("$n's $p explodes into fragments.", ch, wand, NULL, TO_ROOM); act("Your $p explodes into fragments.", ch, wand, NULL, TO_CHAR); extract_obj(wand); } return; } Do_Fun(do_steal) { char buf[MAX_STRING_LENGTH]; char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; CharData *victim; ObjData *obj; int percent; argument = one_argument(argument, arg1); argument = one_argument(argument, arg2); if (NullStr(arg1) || NullStr(arg2)) { chprintln(ch, "Steal what from whom?"); return; } if ((victim = get_char_room(ch, NULL, arg2)) == NULL) { chprintln(ch, "They aren't here."); return; } if (victim == ch) { chprintln(ch, "That's pointless."); return; } if (is_safe(ch, victim)) return; if (IsSet(victim->in_room->room_flags, ROOM_ARENA)) { chprintln(ch, "You are here to do battle, not to steal!"); return; } if (IsNPC(victim) && victim->position == POS_FIGHTING) { chprintlnf(ch, "Kill stealing is not permitted." NEWLINE "You'd better not -- you might get hit."); return; } WaitState(ch, skill_table[gsn_steal].beats); percent = number_percent(); if (!IsAwake(victim)) percent -= 10; else if (!can_see(victim, ch)) percent += 25; else percent += 50; if ( ((ch->level + 7 < victim->level || ch->level - 7 > victim->level) && !IsNPC(victim) && !IsNPC(ch)) || (!IsNPC(ch) && percent > get_skill(ch, gsn_steal)) || (!IsNPC(ch) && !is_clan(ch))) { chprintln(ch, "Oops."); affect_strip(ch, gsn_sneak); RemBit(ch->affected_by, AFF_SNEAK); act("$n tried to steal from you.", ch, NULL, victim, TO_VICT); act("$n tried to steal from $N.", ch, NULL, victim, TO_NOTVICT); switch (number_range(0, 3)) { case 0: sprintf(buf, "%s is a lousy thief!", ch->name); break; case 1: sprintf(buf, "%s couldn't rob %s way out of a paper bag!", ch->name, (ch->sex == 2) ? "her" : "his"); break; case 2: sprintf(buf, "%s tried to rob me!", ch->name); break; case 3: sprintf(buf, "Keep your hands out of there, %s!", ch->name); break; } if (!IsAwake(victim)) do_function(victim, &do_wake, ""); if (IsAwake(victim)) do_function(victim, &do_yell, buf); if (!IsNPC(ch)) { if (IsNPC(victim)) { check_improve(ch, gsn_steal, false, 2); multi_hit(victim, ch, TYPE_UNDEFINED); } else { new_wiznet(ch, NULL, WIZ_FLAGS, true, 0, "$N tried to steal from %s.", GetName(victim)); SetBit(ch->act, PLR_OUTLAW); SetTimer(ch, TIMER_OUTLAW, 50); chprintln(ch, "*** You are now an outlaw THIEF!! ***"); save_char_obj(ch); } } return; } if (!str_cmp(arg1, "coin") || !str_cmp(arg1, "coins") || !str_cmp(arg1, "gold") || !str_cmp(arg1, "silver")) { money_t gold, silver; gold = victim->gold * number_range(1, ch->level) / MAX_LEVEL; silver = victim->silver * number_range(1, ch->level) / MAX_LEVEL; if (gold <= 0 && silver <= 0) { chprintln(ch, "You couldn't get any coins."); return; } add_cost(ch, gold, VALUE_GOLD); add_cost(ch, silver, VALUE_SILVER); deduct_cost(victim, silver, VALUE_SILVER); deduct_cost(victim, gold, VALUE_GOLD); if (silver <= 0) chprintlnf(ch, "Bingo! You got %d gold coins.", gold); else if (gold <= 0) chprintlnf(ch, "Bingo! You got %d silver coins.", silver); else chprintlnf(ch, "Bingo! You got %d silver and %d gold coins.", silver, gold); check_improve(ch, gsn_steal, true, 2); return; } if ((obj = get_obj_carry(victim, arg1, ch)) == NULL) { chprintln(ch, "You can't find it."); return; } if (!can_drop_obj(ch, obj) || IsSet(obj->extra_flags, ITEM_INVENTORY) || obj->level > ch->level) { chprintln(ch, "You can't pry it away."); return; } if (ch->carry_number + get_obj_number(obj) > can_carry_n(ch)) { chprintln(ch, "You have your hands full."); return; } if (ch->carry_weight + get_obj_weight(obj) > can_carry_w(ch)) { chprintln(ch, "You can't carry that much weight."); return; } obj_from_char(obj); obj_to_char(obj, ch); act("You pocket $p.", ch, obj, NULL, TO_CHAR); check_improve(ch, gsn_steal, true, 2); chprintln(ch, "Got it!"); return; } CharData *find_keeper(CharData * ch) { CharData *keeper; ShopData *pShop; pShop = NULL; for (keeper = ch->in_room->person_first; keeper; keeper = keeper->next_in_room) { if (IsNPC(keeper) && (pShop = keeper->pIndexData->pShop) != NULL) break; } if (pShop == NULL) { chprintln(ch, "You can't do that here."); return NULL; } if (time_info.hour < pShop->open_hour) { do_function(keeper, &do_say, "Sorry, I am closed. Come back later."); return NULL; } if (time_info.hour > pShop->close_hour) { do_function(keeper, &do_say, "Sorry, I am closed. Come back tomorrow."); return NULL; } if (!can_see(keeper, ch)) { do_function(keeper, &do_say, "I don't trade with folks I can't see."); return NULL; } return keeper; } ObjData *get_obj_keeper(CharData * ch, CharData * keeper, char *argument) { char arg[MAX_INPUT_LENGTH]; ObjData *obj; int number; int count; number = number_argument(argument, arg); count = 0; for (obj = keeper->carrying_first; obj != NULL; obj = obj->next_content) { if (obj->wear_loc == WEAR_NONE && can_see_obj(keeper, obj) && can_see_obj(ch, obj) && is_name(arg, obj->name)) { if (++count == number) return obj; while (obj->next_content != NULL && obj->pIndexData == obj->next_content->pIndexData && !str_cmp(obj->short_descr, obj->next_content->short_descr)) obj = obj->next_content; } } return NULL; } money_t get_cost(CharData * keeper, ObjData * obj, bool fBuy) { ShopData *pShop; money_t cost; if (obj == NULL || (pShop = keeper->pIndexData->pShop) == NULL) return 0; if (fBuy) { cost = obj->cost * pShop->profit_buy / 100; } else { ObjData *obj2; int itype; cost = 0; for (itype = 0; itype < MAX_TRADE; itype++) { if (obj->item_type == pShop->buy_type[itype]) { cost = obj->cost * pShop->profit_sell / 100; break; } } if (!IsObjStat(obj, ITEM_SELL_EXTRACT)) { for (obj2 = keeper->carrying_first; obj2; obj2 = obj2->next_content) { if (obj->pIndexData == obj2->pIndexData && !str_cmp(obj->short_descr, obj2->short_descr)) { if (IsObjStat(obj2, ITEM_INVENTORY)) cost /= 2; else cost = cost * 3 / 4; } } } } if (obj->item_type == ITEM_STAFF || obj->item_type == ITEM_WAND) { if (obj->value[1] == 0) cost /= 4; else cost = cost * obj->value[2] / obj->value[1]; } return cost; } Do_Fun(do_buy) { char buf[MAX_STRING_LENGTH]; money_t cost; int roll; if (NullStr(argument)) { chprintln(ch, "Buy what?"); return; } if (IsSet(ch->in_room->room_flags, ROOM_PET_SHOP)) { char arg[MAX_INPUT_LENGTH]; CharData *pet; RoomIndex *pRoomIndexNext; RoomIndex *in_room; if (IsNPC(ch)) return; argument = one_argument(argument, arg); if (ch->in_room->vnum == 9621) pRoomIndexNext = get_room_index(9706); else pRoomIndexNext = get_room_index(ch->in_room->vnum + 1); if (pRoomIndexNext == NULL) { bugf("Do_buy: bad pet shop at vnum %ld.", ch->in_room->vnum); chprintln(ch, "Sorry, you can't buy that here."); return; } in_room = ch->in_room; ch->in_room = pRoomIndexNext; pet = get_char_room(ch, NULL, arg); ch->in_room = in_room; if (pet == NULL || !IsSet(pet->act, ACT_PET)) { chprintln(ch, "Sorry, you can't buy that here."); return; } if (ch->pet != NULL) { chprintln(ch, "You already own a pet."); return; } cost = 10 * pet->level * pet->level; if (!check_worth(ch, cost, VALUE_DEFAULT)) { chprintln(ch, "You can't afford it."); return; } if (ch->level < pet->level) { chprintln(ch, "You're not powerful enough to master this pet."); return; } roll = number_percent(); if (roll < get_skill(ch, gsn_haggle)) { cost -= cost / 2 * roll / 100; chprintlnf(ch, "You haggle the price down to %ld coins.", cost); check_improve(ch, gsn_haggle, true, 4); } deduct_cost(ch, cost, VALUE_DEFAULT); pet = create_mobile(pet->pIndexData); SetBit(pet->act, ACT_PET); SetBit(pet->affected_by, AFF_CHARM); pet->comm = COMM_NOTELL | COMM_NOSHOUT | COMM_NOCHANNELS; argument = one_argument(argument, arg); if (!NullStr(arg)) { replace_strf(&pet->name, "%s %s", pet->name, arg); } replace_strf(&pet->description, "%sA neck tag says 'I belong to %s'." NEWLINE, pet->description, ch->name); char_to_room(pet, ch->in_room); add_follower(pet, ch); pet->leader = ch; ch->pet = pet; chprintln(ch, "Enjoy your pet."); act("$n bought $N as a pet.", ch, NULL, pet, TO_ROOM); return; } else { CharData *keeper; ObjData *obj, *t_obj; char arg[MAX_INPUT_LENGTH]; int number, count = 1; if ((keeper = find_keeper(ch)) == NULL) return; number = mult_argument(argument, arg); obj = get_obj_keeper(ch, keeper, arg); cost = get_cost(keeper, obj, true); if (number < 1 || number > 99) { act("$n tells you 'Get real!", keeper, NULL, ch, TO_VICT); return; } if (cost <= 0 || !can_see_obj(ch, obj)) { act("$n tells you 'I don't sell that -- try 'list''.", keeper, NULL, ch, TO_VICT); ch->reply = keeper; return; } if (!IsObjStat(obj, ITEM_INVENTORY)) { for (t_obj = obj->next_content; count < number && t_obj != NULL; t_obj = t_obj->next_content) { if (t_obj->pIndexData == obj->pIndexData && !str_cmp(t_obj->short_descr, obj->short_descr)) count++; else break; } if (count < number) { act("$n tells you 'I don't have that many in stock.", keeper, NULL, ch, TO_VICT); ch->reply = keeper; return; } } if (!check_worth(ch, cost * number, VALUE_DEFAULT)) { if (number > 1) act("$n tells you 'You can't afford to buy that many.", keeper, obj, ch, TO_VICT); else act("$n tells you 'You can't afford to buy $p'.", keeper, obj, ch, TO_VICT); ch->reply = keeper; return; } if (obj->level > ch->level) { act("$n tells you 'You can't use $p yet'.", keeper, obj, ch, TO_VICT); ch->reply = keeper; return; } if (ch->carry_number + number * get_obj_number(obj) > can_carry_n(ch)) { chprintln(ch, "You can't carry that many items."); return; } if (ch->carry_weight + number * get_obj_weight(obj) > can_carry_w(ch)) { chprintln(ch, "You can't carry that much weight."); return; } roll = number_percent(); if (!IsObjStat(obj, ITEM_SELL_EXTRACT) && roll < get_skill(ch, gsn_haggle)) { cost -= obj->cost / 2 * roll / 100; act("You haggle with $N.", ch, NULL, keeper, TO_CHAR); check_improve(ch, gsn_haggle, true, 4); } if (number > 1) { sprintf(buf, "$n buys $p[%d].", number); act(buf, ch, obj, NULL, TO_ROOM); sprintf(buf, "You buy $p[%d] for %ld silver.", number, cost * number); act(buf, ch, obj, NULL, TO_CHAR); } else { act("$n buys $p.", ch, obj, NULL, TO_ROOM); sprintf(buf, "You buy $p for %ld silver.", cost); act(buf, ch, obj, NULL, TO_CHAR); } deduct_cost(ch, cost * number, VALUE_DEFAULT); add_cost(keeper, cost * number, VALUE_DEFAULT); for (count = 0; count < number; count++) { if (IsSet(obj->extra_flags, ITEM_INVENTORY)) t_obj = create_object(obj->pIndexData, obj->level); else { t_obj = obj; obj = obj->next_content; obj_from_char(t_obj); } if (t_obj->timer > 0 && !IsObjStat(t_obj, ITEM_HAD_TIMER)) t_obj->timer = 0; RemBit(t_obj->extra_flags, ITEM_HAD_TIMER); obj_to_char(t_obj, ch); if (cost < t_obj->cost) t_obj->cost = cost; } } } Do_Fun(do_list) { if (IsSet(ch->in_room->room_flags, ROOM_PET_SHOP)) { RoomIndex *pRoomIndexNext; CharData *pet; bool found; if (ch->in_room->vnum == 9621) pRoomIndexNext = get_room_index(9706); else pRoomIndexNext = get_room_index(ch->in_room->vnum + 1); if (pRoomIndexNext == NULL) { bugf("Do_list: bad pet shop at vnum %ld.", ch->in_room->vnum); chprintln(ch, "You can't do that here."); return; } found = false; for (pet = pRoomIndexNext->person_first; pet; pet = pet->next_in_room) { if (IsSet(pet->act, ACT_PET)) { if (!found) { found = true; chprintln(ch, "Pets for sale:"); } chprintlnf(ch, "[%2d] %8d - %s", pet->level, 10 * pet->level * pet->level, pet->short_descr); } } if (!found) chprintln(ch, "Sorry, we're out of pets right now."); return; } else { CharData *keeper; ObjData *obj; money_t cost, count; bool found; char arg[MAX_INPUT_LENGTH]; if ((keeper = find_keeper(ch)) == NULL) return; one_argument(argument, arg); found = false; for (obj = keeper->carrying_first; obj; obj = obj->next_content) { int i = 0; const char *p = obj->name; for (; *p && !isspace(*p); p++, i++) ; if (obj->wear_loc == WEAR_NONE && can_see_obj(ch, obj) && (cost = get_cost(keeper, obj, true)) > 0 && (NullStr(arg) || is_name(arg, obj->name))) { if (!found) { found = true; chprintln(ch, "[Lv Price Qty] Item"); } if (IsObjStat(obj, ITEM_INVENTORY)) chprintlnf(ch, "[%2d %5ld -- ] " MXPTAG("List '%.*s' '%s'") "%s" MXPTAG("/List"), obj->level, cost, i, obj->name, obj->short_descr, obj->short_descr); else { count = 1; while (obj->next_content != NULL && obj->pIndexData == obj->next_content->pIndexData && !str_cmp(obj->short_descr, obj->next_content->short_descr)) { obj = obj->next_content; count++; } chprintlnf(ch, "[%2d %5ld %2d ] " MXPTAG("List '%.*s' '%s'") "%s" MXPTAG("/List"), obj->level, cost, count, i, obj->name, obj->short_descr, obj->short_descr); } } } if (!found) chprintln(ch, "You can't buy anything here."); return; } } Do_Fun(do_sell) { char buf[MAX_STRING_LENGTH]; char arg[MAX_INPUT_LENGTH]; CharData *keeper; ObjData *obj; money_t cost; int roll; one_argument(argument, arg); if (NullStr(arg)) { chprintln(ch, "Sell what?"); return; } if ((keeper = find_keeper(ch)) == NULL) return; if ((obj = get_obj_carry(ch, arg, ch)) == NULL) { act("$n tells you 'You don't have that item'.", keeper, NULL, ch, TO_VICT); ch->reply = keeper; return; } if (!can_drop_obj(ch, obj)) { chprintln(ch, "You can't let go of it."); return; } if (IsObjStat(obj, ITEM_QUEST)) { chprintln(ch, "You should sell that to the questor instead!"); return; } if (!can_see_obj(keeper, obj)) { act("$n doesn't see what you are offering.", keeper, NULL, ch, TO_VICT); return; } if ((cost = get_cost(keeper, obj, false)) <= 0) { act("$n looks uninterested in $p.", keeper, obj, ch, TO_VICT); return; } if (!check_worth(keeper, cost, VALUE_DEFAULT)) { act("$n tells you 'I'm afraid I don't have enough wealth to buy $p.", keeper, obj, ch, TO_VICT); return; } act("$n sells $p.", ch, obj, NULL, TO_ROOM); roll = number_percent(); if (!IsObjStat(obj, ITEM_SELL_EXTRACT) && roll < get_skill(ch, gsn_haggle)) { chprintln(ch, "You haggle with the shopkeeper."); cost += obj->cost / 2 * roll / 100; cost = Min(cost, 95 * get_cost(keeper, obj, true) / 100); cost = Min(cost, (keeper->silver + 100 * keeper->gold)); check_improve(ch, gsn_haggle, true, 4); } sprintf(buf, "You sell $p for %ld silver and %ld gold piece%s.", cost - (cost / 100) * 100, cost / 100, cost == 1 ? "" : "s"); act(buf, ch, obj, NULL, TO_CHAR); add_cost(ch, cost, VALUE_DEFAULT); deduct_cost(keeper, cost, VALUE_DEFAULT); if (obj->item_type == ITEM_TRASH || IsObjStat(obj, ITEM_SELL_EXTRACT)) { extract_obj(obj); } else { obj_from_char(obj); if (obj->timer) SetBit(obj->extra_flags, ITEM_HAD_TIMER); else obj->timer = number_range(50, 100); obj_to_char(obj, keeper); } return; } Do_Fun(do_value) { char buf[MAX_STRING_LENGTH]; char arg[MAX_INPUT_LENGTH]; CharData *keeper; ObjData *obj; money_t cost; one_argument(argument, arg); if (NullStr(arg)) { chprintln(ch, "Value what?"); return; } if ((keeper = find_keeper(ch)) == NULL) return; if ((obj = get_obj_carry(ch, arg, ch)) == NULL) { act("$n tells you 'You don't have that item'.", keeper, NULL, ch, TO_VICT); ch->reply = keeper; return; } if (!can_see_obj(keeper, obj)) { act("$n doesn't see what you are offering.", keeper, NULL, ch, TO_VICT); return; } if (!can_drop_obj(ch, obj)) { chprintln(ch, "You can't let go of it."); return; } if ((cost = get_cost(keeper, obj, false)) <= 0) { act("$n looks uninterested in $p.", keeper, obj, ch, TO_VICT); return; } sprintf(buf, "$n tells you 'I'll give you %ld silver and %ld gold coins for $p'.", cost - (cost / 100) * 100, cost / 100); act(buf, keeper, obj, ch, TO_VICT); ch->reply = keeper; return; } Do_Fun(do_appraise) { char arg[MIL]; CharData *keeper; ObjData *obj; one_argument(argument, arg); if (NullStr(arg)) { chprintln(ch, "Appraise what?"); return; } if ((keeper = find_keeper(ch)) == NULL) { chprintln(ch, "You aren't in a shop."); return; } if ((obj = get_obj_keeper(ch, keeper, arg)) == NULL) { act("{c$n{c tells you '{CI don't have that item.{c'{x.", keeper, NULL, ch, TO_VICT); ch->reply = keeper; return; } spell_identify(0, ch->level, ch, obj, TARGET_OBJ); return; } Do_Fun(do_second) { ObjData *obj; if (NullStr(argument)) { chprintln(ch, "Wear which weapon in your off-hand?"); return; } obj = get_obj_carry(ch, argument, ch); if (obj == NULL) { chprintln(ch, "You have no such thing in your backpack."); return; } if ((get_eq_char(ch, WEAR_SHIELD) != NULL) || (get_eq_char(ch, WEAR_HOLD) != NULL)) { chprintln(ch, "You cannot use a secondary weapon while using a shield or holding an item"); return; } if (ch->level < obj->level) { chprintlnf(ch, "You must be level %d to use this object.", obj->level); act("$n tries to use $p, but is too inexperienced.", ch, obj, NULL, TO_ROOM); return; } if (get_eq_char(ch, WEAR_WIELD) == NULL) { chprintln(ch, "You need to wield a primary weapon, before using a secondary one!"); return; } if (get_obj_weight(obj) > (str_app[get_curr_stat(ch, STAT_STR)].wield / 2)) { chprintln(ch, "This weapon is too heavy to be used as a secondary weapon by you."); return; } if ((get_obj_weight(obj) * 2) > get_obj_weight(get_eq_char(ch, WEAR_WIELD))) { chprintln(ch, "Your secondary weapon has to be considerably lighter than the primary one."); return; } if (!remove_obj(ch, WEAR_SECONDARY, true)) return; act("$n wields $p in $s off-hand.", ch, obj, NULL, TO_ROOM); act("You wield $p in your off-hand.", ch, obj, NULL, TO_CHAR); equip_char(ch, obj, WEAR_SECONDARY); return; } void donate_object(ObjData * obj) { RoomIndex *location; if (obj == NULL) { bug("donate_object: NULL obj"); return; } if (obj->carried_by) obj_from_char(obj); else if (obj->in_room) obj_from_room(obj); else if (obj->in_obj) obj_from_obj(obj); obj->cost = 0; if (obj->item_type == ITEM_WEAPON && (location = get_room_index(ROOM_VNUM_DONATION_WEAPON)) != NULL) obj_to_room(obj, location); else if (obj->item_type == ITEM_ARMOR && (location = get_room_index(ROOM_VNUM_DONATION_ARMOR)) != NULL) obj_to_room(obj, location); else if ((location = get_room_index(ROOM_VNUM_DONATION_OTHER)) != NULL) obj_to_room(obj, location); else { bug("donate_obj: NULL donation room"); extract_obj(obj); } } Do_Fun(do_donate) { char arg[MIL]; ObjData *obj; argument = one_argument(argument, arg); if (NullStr(arg)) { chprintln(ch, "Donate what?"); return; } if (!str_cmp("all", arg) || !str_prefix("all.", arg)) { ObjData *obj_next; bool found = false; int count = 0; for (obj = ch->carrying_first; obj; obj = obj_next) { obj_next = obj->next_content; if (arg[3] != '\0' && !is_name(&arg[4], obj->name)) continue; if (obj->item_type == ITEM_CORPSE_PC || obj->item_type == ITEM_CORPSE_NPC || IsObjStat(obj, ITEM_ROT_DEATH) || IsObjStat(obj, ITEM_QUEST) || obj->wear_loc != WEAR_NONE) continue; if (count++ > 90) { chprintln(ch, "Too many objects, aborting."); return; } found = true; act("$n donates $p to the needy.", ch, obj, NULL, TO_ROOM); act("You donate $p to the needy.", ch, obj, NULL, TO_CHAR); donate_object(obj); } if (!found) chprintln(ch, "You have nothing to donate."); return; } if ((obj = get_obj_carry(ch, arg, ch)) == NULL) { chprintln(ch, "You do not have that item."); return; } if (!can_drop_obj(ch, obj)) { chprintln(ch, "You can't let go of it."); return; } if (obj->item_type == ITEM_CORPSE_PC || obj->item_type == ITEM_CORPSE_NPC) { chprintln(ch, "That would stink up the city."); return; } if (IsObjStat(obj, ITEM_ROT_DEATH)) { chprintln(ch, "Only permanent items may be donated."); return; } if (IsObjStat(obj, ITEM_QUEST)) { chprintln(ch, "You can't donate quest items."); return; } act("$n donates $p to the needy.", ch, obj, NULL, TO_ROOM); act("You donate $p to the needy.", ch, obj, NULL, TO_CHAR); donate_object(obj); return; } Do_Fun(do_ring) { int door, count, search, depth; ExitData *pExit; CharData *vch; RoomIndex *room; if (!ch->in_room) return; if (NullStr(argument)) { cmd_syntax(ch, NULL, n_fun, "<direction>", NULL); return; } else if ((door = get_direction(argument)) == -1) { chprintln(ch, "Ring in what direction?"); return; } else if (ch->in_room->exit[door] == NULL || !IsSet(ch->in_room->exit[door]->exit_info, EX_DOORBELL)) { chprintln(ch, "There is no doorbell in that direction."); return; } room = ch->in_room; count = 0; for (search = 0; search < MAX_DIR; search++) { for (depth = 0; depth < 5; depth++) { if ((pExit = room->exit[door]) == NULL || (pExit->u1.to_room) == NULL) continue; room = pExit->u1.to_room; for (vch = room->person_first; vch; vch = vch->next_in_room) { if (!IsAwake(vch)) continue; chprintlnf(vch, "You hear a doorbell ring from the %s.", rev_dir[door]); } } } chprintln(ch, "You ring the doorbell."); act("$n rings the doorbell.", ch, NULL, NULL, TO_ROOM); }