/*--------------------------------------------------------------------------* * ** WolfPaw 3.0 ** * *--------------------------------------------------------------------------* * WolfPaw 3.0 (c) 1997 - 1999 by Dale Corse * *--------------------------------------------------------------------------* * The WolfPaw Coding Team is headed by: Greywolf * * With the Assitance from: Callinon, Dhamon, Sentra, Wyverns, Altrag * * Scryn, Thoric, Justice, Tricops and Brogar. * *--------------------------------------------------------------------------* * Based on SMAUG 1.2a. Copyright 1994 - 1996 by Derek Snider * * SMAUG Coding Team: Thoric, Altrag, Blodkai, Narn, Haus, Scryn, Rennard, * * Swordbearer, Gorog, Grishnakh and Tricops. * *--------------------------------------------------------------------------* * Merc 2.1 Diku MUD Improvments (C) 1992 - 1993 by Michael Chastain, * * Michael Quan, and Michael Tse. * * Original Diku MUD (C) 1990 - 1991 by Sebastian Hammer, Michael Seifert, * * Hans Hendrik Strfeldt, Tom Madsen, and Katja Nyboe. * *--------------------------------------------------------------------------* * Object manipulation module * ****************************************************************************/ #include <sys/types.h> #include <stdio.h> #include <string.h> #include <time.h> #include <sys/stat.h> #include "mud.h" #include "bet.h" /*double sqrt( double x );*/ /* * External functions */ void show_list_to_char args( ( OBJ_DATA *list, CHAR_DATA *ch, bool fShort, bool fShowNothing ) ); /* * Local functions. */ void get_obj args( ( CHAR_DATA *ch, OBJ_DATA *obj, OBJ_DATA *container ) ); bool remove_obj args( ( CHAR_DATA *ch, int iWear, bool fReplace ) ); void wear_obj args( ( CHAR_DATA *ch, OBJ_DATA *obj, bool fReplace, sh_int wear_bit ) ); void create_locker args( ( CHAR_DATA *ch, CHAR_DATA *killer ) ); void load_locker args( ( CHAR_DATA *ch ) ); void write_locker args( ( CHAR_DATA *ch, char *name ) ); void pit_monster( OBJ_DATA *pit, CHAR_DATA *ch ); /* * how resistant an object is to damage -Thoric */ sh_int get_obj_resistance( OBJ_DATA *obj ) { sh_int resist; resist = number_fuzzy(MAX_ITEM_IMPACT); /* magical items are more resistant */ if ( IS_OBJ_STAT( obj, ITEM_MAGIC ) ) resist += number_fuzzy(12); /* metal objects are definately stronger */ if ( IS_OBJ_STAT( obj, ITEM_METAL ) ) resist += number_fuzzy(5); /* organic objects are most likely weaker */ if ( IS_OBJ_STAT( obj, ITEM_ORGANIC ) ) resist -= number_fuzzy(5); /* blessed objects should have a little bonus */ if ( IS_OBJ_STAT( obj, ITEM_BLESS ) ) resist += number_fuzzy(5); /* lets make store inventory pretty tough */ if ( IS_OBJ_STAT( obj, ITEM_INVENTORY ) ) resist += 20; /* okay... let's add some bonus/penalty for item level... */ resist += (obj->level / 10) - 2; /* and lasty... take armor or weapon's condition into consideration */ if (obj->item_type == ITEM_ARMOR || obj->item_type == ITEM_WEAPON) resist += (obj->value[0] / 2) - 2; /*stuff busts to easy --GW*/ resist += 40; return URANGE(10, resist, 199); } void do_locker( CHAR_DATA *ch, char *argument ) { char name[MAX_STRING_LENGTH]; char buf[MAX_STRING_LENGTH]; char buf2[MAX_STRING_LENGTH]; char buf3[MAX_STRING_LENGTH]; char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; bool found=FALSE; struct stat fst; CHAR_DATA *mob; ZONE_DATA *in_zone; OBJ_DATA *limitobj; OBJ_DATA *obj_next; one_argument( argument, arg ); if ( IS_NPC(ch) ) { send_to_char("Fuck off.\n\r",ch); return; } strcpy( name, capitalize(ch->name) ); if ( !str_cmp( arg, "open" ) ) { /* * Check for locker attendant. */ for ( mob = ch->in_room->first_person; mob; mob = mob->next_in_room ) { if ( IS_NPC(mob) && IS_SET(mob->act, ACT_LOCKER) ) break; } if ( !mob ) { send_to_char("You Can't do that here.\n\r",ch); return; } } in_zone = ch->in_room->area->zone; sprintf(buf2,"the locker of %s",name); if ( !str_cmp( arg, "open" ) ) { sprintf( buf, "%s%c/%s", LOCKER_DIR, tolower(name[0]), name ); for ( obj = in_zone->first_obj; obj; obj = obj->next ) { if ( obj->in_room && !str_cmp( buf2, obj->short_descr ) && (obj->pIndexData->vnum == 51 ) ) { send_to_char("Your Locker is already open!!\n\r",ch); return; } } if ( stat( buf, &fst ) == -1 ) { create_locker(ch,NULL); SET_BIT( ch->pcdata->flags, PCFLAG_OPEN_LOCKER ); act( AT_BLUE,"$n opens $s locker.",ch,NULL,NULL,TO_ROOM); send_to_char("You open your Locker.\n\r",ch); return; } else { SET_BIT( ch->pcdata->flags, PCFLAG_OPEN_LOCKER ); load_locker(ch); /* make sure the buf3 is clear? */ sprintf(buf3, " "); /* check to see if vict is playing? */ found = FALSE; for ( obj = in_zone->first_obj; obj; obj = obj->next ) { if ( obj->in_room && !str_cmp( buf2, obj->short_descr ) && (obj->pIndexData->vnum == 51 ) ) { found = TRUE; obj_from_room(obj); obj_to_room(obj,get_room_index((int)ch->in_room->vnum,(int)ch->in_room->area->zone->number)); save_char_obj( ch ); act( AT_BLUE,"$n opens $s locker.",ch,NULL,NULL,TO_ROOM); } } } send_to_char("You open your Locker.\n\r",ch); return; } if ( !str_cmp( arg, "close" ) ) { /* make sure the buf3 is clear? */ sprintf(buf3, " "); /* check to see if vict is playing? */ sprintf(buf2,"the locker of %s",name); found = FALSE; for ( obj = in_zone->first_obj; obj; obj = obj->next ) { if ( obj->in_room && !str_cmp( buf2, obj->short_descr ) && (obj->pIndexData->vnum == 51 ) ) { found = TRUE; /* go through the contents, toss out LIMITED eq --GW */ for( limitobj = obj->first_content; limitobj; limitobj = obj_next ) { obj_next = limitobj->next_content; if( IS_SET( limitobj->second_flags, ITEM2_LIMITED ) ) { act( AT_MAGIC,"A bright blast of light fills the room!",ch,NULL,NULL,TO_ROOM); act( AT_MAGIC,"$p is magically tossed to the floor.",ch,limitobj,NULL,TO_ROOM); act( AT_MAGIC,"A bright blast of light fills the room!",ch,NULL,NULL,TO_CHAR); act( AT_MAGIC,"$p is magically tossed to the floor.",ch,limitobj,NULL,TO_CHAR); obj_from_obj( limitobj ); obj_to_room( limitobj, ch->in_room ); } /* toss out containers aswell --GW */ if ( limitobj->item_type == ITEM_CONTAINER ) { act( AT_MAGIC,"A bright blast of light fills the room!",ch,NULL,NULL,TO_ROOM); act( AT_MAGIC,"$p is magically tossed to the floor.",ch,limitobj,NULL,TO_ROOM); act( AT_MAGIC,"A bright blast of light fills the room!",ch,NULL,NULL,TO_CHAR); act( AT_MAGIC,"$p is magically tossed to the floor.",ch,limitobj,NULL,TO_CHAR); obj_from_obj( limitobj ); obj_to_room( limitobj, ch->in_room ); } } write_locker( ch, obj->short_descr+14 ); obj_from_room(obj); extract_obj(obj); save_char_obj( ch ); act( AT_BLUE,"$n closes $s locker.",ch,NULL,NULL,TO_ROOM); } } if ( found ) { REMOVE_BIT( ch->pcdata->flags, PCFLAG_OPEN_LOCKER ); send_to_char("You close your Locker.\n\r",ch); return; } else { send_to_char("Your Locker is not open!!\n\r",ch); return; } } send_to_char("Huh? (Try 'Help Locker')\n\r",ch); return; } void get_obj( CHAR_DATA *ch, OBJ_DATA *obj, OBJ_DATA *container ) { CLAN_DATA *clan; int weight; char *name; char loot_buf[MAX_STRING_LENGTH]; if ( !CAN_WEAR(obj, ITEM_TAKE) && (ch->level < sysdata.level_getobjnotake ) ) { send_to_char( "You can't take that.\n\r", ch ); return; } if ( IS_OBJ_STAT( obj, ITEM_PROTOTYPE ) && !can_take_proto( ch ) ) { send_to_char( "A godly force prevents you from getting close to it.\n\r", ch ); return; } if ( ch->carry_number + get_obj_number( obj ) > can_carry_n( ch ) ) { act( AT_PLAIN, "$d: you can't carry that many items.", ch, NULL, obj->name, TO_CHAR ); return; } if ( IS_OBJ_STAT( obj, ITEM_COVERING ) ) weight = obj->weight; else weight = get_obj_weight( obj ); if ( ch->carry_weight + weight > can_carry_w( ch ) ) { act( AT_PLAIN, "$d: you can't carry that much weight.", ch, NULL, obj->name, TO_CHAR ); return; } /* Stop Locker theft --GW */ if ( (!IS_IMMORTAL(ch) && obj->in_obj && obj->in_obj->pIndexData->vnum == 51 && str_cmp(obj->in_obj->short_descr+14, ch->name)) || IS_NPC(ch) ) { send_to_char("Thats Not your Locker!\n\r",ch); ch_printf(ch,"Try: get <object> %s.\n\r",ch->name); return; } /* CTF */ if ( !IS_IMMORTAL(ch) && !IS_NPC(ch) && IS_SET(ch->pcdata->flagstwo, MOREPC_CTF) ) { if ( ch->pcdata->team == TEAM_BLUE && obj->pIndexData->vnum == CTF_BLUE_FLAG ) { send_to_char("You cannot take your own flag!\n\r",ch); return; } if ( ch->pcdata->team == TEAM_RED && obj->pIndexData->vnum == CTF_RED_FLAG ) { send_to_char("You cannot take your own flag!\n\r",ch); return; } } if ( container ) { act( AT_ACTION, IS_OBJ_STAT(container, ITEM_COVERING) ? "You get $p from beneath $P." : "You get $p from $P", ch, obj, container, TO_CHAR ); act( AT_ACTION, IS_OBJ_STAT(container, ITEM_COVERING) ? "$n gets $p from beneath $P." : "$n gets $p from $P", ch, obj, container, TO_ROOM ); obj_from_obj( obj ); /* ANNOUNCE LOOTERS -- gw */ name = QUICKLINK(ch->name); if ( ( container->item_type == ITEM_CORPSE_PC ) && str_cmp(container->short_descr+14, name) && !IS_IMMORTAL(ch)) { loot_buf[0] = '\0'; sprintf(loot_buf,"PLOOT: %s took %s from %s's corpse.", QUICKLINK(ch->name),obj->short_descr,container->short_descr+14); echo_to_all(AT_ACTION,loot_buf,ECHOTAR_ALL); } } else { act( AT_ACTION, "You get $p.", ch, obj, container, TO_CHAR ); act( AT_ACTION, "$n gets $p.", ch, obj, container, TO_ROOM ); obj_from_room( obj ); } /* Clan storeroom checks */ if ( IS_SET(ch->in_room->room_flags, ROOM_CLANSTOREROOM) && (!container || container->carried_by == NULL) ) { for ( clan = first_clan; clan; clan = clan->next ) if ( clan->storeroom == ch->in_room->vnum ) save_clan_storeroom(ch, clan); pit_monster(container,ch); } /* Save-Rooms --GW */ if ( IS_SET(ch->in_room->room_flags, ROOM_SAVE) ) save_save_room(ch); if ( obj->item_type != ITEM_CONTAINER ) check_for_trap( ch, obj, TRAP_GET ); if ( char_died(ch) ) return; if ( obj->item_type == ITEM_MONEY ) { ch->gold += obj->value[0]; extract_obj( obj ); } else { obj = obj_to_char( obj, ch ); } if ( char_died(ch) || obj_extracted(obj) ) return; oprog_get_trigger(ch, obj); return; } void do_get( CHAR_DATA *ch, char *argument ) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; OBJ_DATA *obj; OBJ_DATA *obj_next; OBJ_DATA *container; sh_int number; bool found; argument = one_argument( argument, arg1 ); if ( is_number(arg1) ) { number = atoi(arg1); if ( number < 1 ) { send_to_char( "That was easy...\n\r", ch ); return; } if ( (ch->carry_number + number) > can_carry_n(ch) ) { send_to_char( "You can't carry that many.\n\r", ch ); return; } argument = one_argument( argument, arg1 ); } else number = 0; argument = one_argument( argument, arg2 ); /* munch optional words */ if ( !str_cmp( arg2, "from" ) && argument[0] != '\0' ) argument = one_argument( argument, arg2 ); /* Get type. */ if ( arg1[0] == '\0' ) { send_to_char( "Get what?\n\r", ch ); return; } if ( !IS_NPC(ch) && ch->pcdata->vehicle ) { send_to_char("Exit the vehicle first!\n\r",ch); return; } if ( ms_find_obj(ch) ) return; if ( arg2[0] == '\0' ) { if ( number <= 1 && str_cmp( arg1, "all" ) && str_prefix( "all.", arg1 ) ) { /* 'get obj' */ obj = get_obj_list( ch, arg1, ch->in_room->first_content ); if ( !obj ) { act( AT_PLAIN, "I see no $T here.", ch, NULL, arg1, TO_CHAR ); return; } separate_obj(obj); get_obj( ch, obj, NULL ); if ( char_died(ch) ) return; if ( IS_SET( sysdata.save_flags, SV_GET ) ) save_char_obj( ch ); } else { sh_int cnt = 0; bool fAll; char *chk; if ( IS_SET( ch->in_room->room_flags, ROOM_DONATION ) ) { send_to_char( "The gods frown upon such a display of greed!\n\r", ch ); return; } if ( !str_cmp(arg1, "all") ) fAll = TRUE; else fAll = FALSE; if ( number > 1 ) chk = arg1; else chk = &arg1[4]; /* 'get all' or 'get all.obj' */ found = FALSE; for ( obj = ch->in_room->first_content; obj; obj = obj_next ) { obj_next = obj->next_content; if ( ( fAll || nifty_is_name( chk, obj->name ) ) && can_see_obj( ch, obj ) ) { found = TRUE; if ( number && (cnt + obj->count) > number ) split_obj( obj, number - cnt ); cnt += obj->count; get_obj( ch, obj, NULL ); if ( char_died(ch) || ch->carry_number >= can_carry_n( ch ) || ch->carry_weight >= can_carry_w( ch ) || (number && cnt >= number) ) { if ( IS_SET(sysdata.save_flags, SV_GET) && !char_died(ch) ) save_char_obj(ch); return; } } } if ( !found ) { if ( fAll ) send_to_char( "I see nothing here.\n\r", ch ); else act( AT_PLAIN, "I see no $T here.", ch, NULL, chk, TO_CHAR ); } else if ( IS_SET( sysdata.save_flags, SV_GET ) ) save_char_obj( ch ); } } else { /* 'get ... container' */ if ( !str_cmp( arg2, "all" ) || !str_prefix( "all.", arg2 ) ) { send_to_char( "You can't do that.\n\r", ch ); return; } if ( ( container = get_obj_here( ch, arg2 ) ) == NULL ) { act( AT_PLAIN, "I see no $T here.", ch, NULL, arg2, TO_CHAR ); return; } switch ( container->item_type ) { default: if ( !IS_OBJ_STAT( container, ITEM_COVERING ) ) { send_to_char( "That's not a container.\n\r", ch ); return; } if ( ch->carry_weight + container->weight > can_carry_w( ch ) ) { send_to_char( "It's too heavy for you to lift.\n\r", ch ); return; } break; case ITEM_CONTAINER: case ITEM_CORPSE_NPC: case ITEM_QUIVER: break; case ITEM_CORPSE_PC: { char name[MAX_INPUT_LENGTH]; CHAR_DATA *gch; char *pd; if ( IS_NPC(ch) ) { send_to_char( "You can't do that.\n\r", ch ); return; } pd = container->short_descr; pd = one_argument( pd, name ); pd = one_argument( pd, name ); pd = one_argument( pd, name ); pd = one_argument( pd, name ); if ( IS_OBJ_STAT( container, ITEM_CLANCORPSE ) && !IS_NPC(ch) && (get_timer( ch, TIMER_PKILLED ) > 0 ) && str_cmp( name, ch->name ) ) { send_to_char( "You cannot loot from that corpse...yet.\n\r", ch ); return; } if ( IS_OBJ_STAT( container, ITEM_CLANCORPSE ) && !IS_NPC(ch) && IS_SET( ch->pcdata->flags, PCFLAG_DEADLY ) ) break; if ( str_cmp( name, ch->name ) && !IS_IMMORTAL(ch) ) { bool fGroup; fGroup = FALSE; for ( gch = first_char; gch; gch = gch->next ) { if ( !IS_NPC(gch) && is_same_group( ch, gch ) && !str_cmp( name, gch->name ) ) { fGroup = TRUE; break; } } if ( !fGroup ) { send_to_char( "That's someone else's corpse.\n\r", ch ); return; } } } } if ( !IS_OBJ_STAT(container, ITEM_COVERING ) && IS_SET(container->value[1], CONT_CLOSED) ) { act( AT_PLAIN, "The $d is closed.", ch, NULL, container->name, TO_CHAR ); return; } if ( number <= 1 && str_cmp( arg1, "all" ) && str_prefix( "all.", arg1 ) ) { /* 'get obj container' */ obj = get_obj_list( ch, arg1, container->first_content ); if ( !obj ) { act( AT_PLAIN, IS_OBJ_STAT(container, ITEM_COVERING) ? "I see nothing like that beneath the $T." : "I see nothing like that in the $T.", ch, NULL, arg2, TO_CHAR ); return; } separate_obj(obj); get_obj( ch, obj, container ); check_for_trap( ch, container, TRAP_GET ); if ( char_died(ch) ) return; if ( IS_SET( sysdata.save_flags, SV_GET ) ) save_char_obj( ch ); } else { int cnt = 0; bool fAll; char *chk; /* 'get all container' or 'get all.obj container' */ if ( IS_OBJ_STAT( container, ITEM_DONATION ) ) { send_to_char( "The gods frown upon such an act of greed!\n\r", ch ); return; } if ( !str_cmp(arg1, "all") ) fAll = TRUE; else fAll = FALSE; if ( number > 1 ) chk = arg1; else chk = &arg1[4]; found = FALSE; for ( obj = container->first_content; obj; obj = obj_next ) { obj_next = obj->next_content; if ( ( fAll || nifty_is_name( chk, obj->name ) ) && can_see_obj( ch, obj ) ) { found = TRUE; if ( number && (cnt + obj->count) > number ) split_obj( obj, number - cnt ); cnt += obj->count; get_obj( ch, obj, container ); if ( !IS_NPC(ch) && IS_SET( ch->pcdata->flags,PCFLAG_OPEN_LOCKER) && container && container->pIndexData->vnum == OBJ_VNUM_LOCKER ) { write_locker( ch, obj->short_descr+14 ); } if ( char_died(ch) || ch->carry_number >= can_carry_n( ch ) || ch->carry_weight >= can_carry_w( ch ) || (number && cnt >= number) ) return; } } if ( !found ) { if ( fAll ) act( AT_PLAIN, IS_OBJ_STAT(container, ITEM_COVERING) ? "I see nothing beneath the $T." : "I see nothing in the $T.", ch, NULL, arg2, TO_CHAR ); else act( AT_PLAIN, IS_OBJ_STAT(container, ITEM_COVERING) ? "I see nothing like that beneath the $T." : "I see nothing like that in the $T.", ch, NULL, arg2, TO_CHAR ); } else check_for_trap( ch, container, TRAP_GET ); if ( char_died(ch) ) return; if ( found && IS_SET( sysdata.save_flags, SV_GET ) ) save_char_obj( ch ); } } return; } void do_pray( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; char arg3[MAX_INPUT_LENGTH]; OBJ_DATA *obj; int attavg = 0; char power[MAX_STRING_LENGTH]; char buf1[MAX_STRING_LENGTH]; char buf2[MAX_STRING_LENGTH]; argument = one_argument(argument, arg); power[0] = '\0'; /* 'get obj' */ obj = get_obj_list( ch, "shrine", ch->in_room->first_content ); /*obj = get_obj_world( ch, argument );*/ if ( !obj || (obj->in_room->vnum != ch->in_room->vnum) ) { act( AT_PLAIN, "I see no shrine here.", ch, NULL,NULL,TO_CHAR ); return; } if (obj->item_type != ITEM_SHRINE) { send_to_char("I see no shrine here..\n\r",ch); return; } if ( !str_cmp( arg, "shrine" ) ) { argument = one_argument(argument, arg2); argument = one_argument(argument, arg3); if ( arg2[0] == '\0' ) { send_to_char("Syntax: pray <message> <-- to talk to gods\n\r",ch); send_to_char(" pray shrine dual <-- to get second class\n\r",ch); send_to_char(" pray shrine advanced <class> <-- to get third class\n\r",ch); send_to_char(" pray shrine dual <class> (at 50/50/50) <-- get fourth class\n\r",ch); send_to_char("\n\r\n\rRefer to HELP PRAY for more details.\n\r",ch); return; } /* Added Advanded Prayer --GW */ if ( !str_cmp( arg2, "dual" ) && !IS_ADVANCED( ch ) ) { if( ch->level < 15 || ch->class2 >= 0 ) { send_to_char("Your deity strikes out in ANGER of your ignorance!\n\r",ch); ch->hit = -1; ch->position = POS_INCAP; update_pos(ch); return; } attavg = number_range(1, 12); if ( attavg == ch->class || ch->pcdata->favor < 150 ) { send_to_char("Your deity has rejected your prayer!!!!\n\r",ch); ch->pcdata->favor -= -500; return; } if( ch->class != 4 ) { switch( attavg ) { case 1: ch->class2 = 0; strcpy(power,"Mages"); break; case 2: ch->class2 = 1; strcpy(power,"Clerics"); break; case 3: ch->class2 = 2; strcpy(power,"Thieves"); break; case 4: ch->class2 = 3; strcpy(power,"Warriors"); break; case 5: ch->class2 = 5; strcpy(power,"Druids"); break; case 6: ch->class2 = 6; strcpy(power,"Rangers"); break; case 7: ch->class2 = 7; strcpy(power,"Augerers"); break; case 8: ch->class2 = 8; strcpy(power,"Paladins"); break; case 9: ch->class2 = 9; strcpy(power,"Assassins"); break; case 10: ch->class2 = 10; strcpy(power,"Werewolves"); break; case 11: ch->class2 = 11; strcpy(power,"Kinjus"); break; case 12: ch->class2 = 13; strcpy(power,"Psionics"); break; default : send_to_char("BUG: Switch statement inactive!!!!! TELL A CODER!\n\r",ch); log_string("BUG: SHRINE: ATTAVG TO HIGH!! TELL A CODER!! (DAMN)"); } } else { attavg = number_range( 1, 4 ); switch( attavg ) { case 1: ch->class2 = 2; strcpy(power,"Thieves"); break; case 2: ch->class2 = 3; strcpy(power,"Warriors"); break; case 3: ch->class2 = 8; strcpy(power,"Paladins"); break; case 4: ch->class2 = 9; strcpy(power,"Assassins"); break; default : send_to_char("BUG: Switch statement inactive!!!!! TELL A CODER!\n\r",ch); log_string("BUG: SHRINE: ATTAVG TO HIGH!! TELL A CODER!! (DAMN)"); } } if ( ch->class == ch->class2 ) { ch->class2 = -1; do_pray(ch,"shrine"); return; } ch->level2 += 1; advance_level2(ch,TRUE); } if ( !str_cmp( arg2, "advanced" ) ) { if ( IS_ADVANCED(ch) || ch->level < 50 || ch->level2 < 50 ) { send_to_char("Your deity strikes out in ANGER of your ignorance!\n\r",ch); ch->hit = -1; ch->position = POS_INCAP; update_pos(ch); return; } if ( arg3[0] == '\0' ) { send_to_char("Syntax: pray <message> <-- to talk to gods\n\r",ch); send_to_char(" pray shrine dual <-- to get second class\n\r",ch); send_to_char(" pray shrine advanced <class> <-- to get third class\n\r",ch); send_to_char(" pray shrine dual <class> (at 50/50/50) <-- get fourth class\n\r",ch); send_to_char("\n\r\n\rRefer to HELP PRAY for more details.\n\r",ch); return; } if ( !str_cmp( arg3, "dragon" ) ) { ch->advclass = 14; strcpy( power, "The Ancient Dragon" ); } else if ( !str_cmp( arg3, "avatar" ) ) { ch->advclass = 12; strcpy( power, "The Great Avatar" ); } else { send_to_char("Thats not and Advanced class!\n\r",ch); return; } SET_BIT( ch->pcdata->flags, PCFLAG_ADVANCED ); advance_level(ch,TRUE,3); ch->exp = 0; ch->advlevel = 1; } if ( !str_cmp( arg2, "dual" ) && IS_ADVANCED(ch) ) { if ( arg3[0] == '\0' ) { send_to_char("Syntax: pray <message> <-- to talk to gods\n\r",ch); send_to_char(" pray shrine dual <-- to get second class\n\r",ch); send_to_char(" pray shrine advanced <class> <-- to get third class\n\r",ch); send_to_char(" pray shrine dual <class> (at 50/50/50) <-- get fourth class\n\r",ch); send_to_char("\n\r\n\rRefer to HELP PRAY for more details.\n\r",ch); return; } if ( IS_ADV_DUAL( ch ) ||ch->advlevel < 50 ) { send_to_char("Your deity strikes out in ANGER of your ignorance!\n\r",ch); ch->hit = -1; ch->position = POS_INCAP; update_pos(ch); return; } if ( IS_VAMPIRE(ch) ) { ch->advclass2 = 22; advance_level(ch,TRUE,4); ch->exp = 0; ch->advlevel2 = 1; strcpy( power, "The Wraith's" ); SET_BIT( ch->pcdata->flags, PCFLAG_ADV_DUAL ); } else if ( !str_cmp( arg3, "blademaster" ) ) { ch->advclass2 = 15; advance_level(ch,TRUE,4); ch->exp = 0; ch->advlevel2 = 1; strcpy( power, "The Masters of War"); SET_BIT( ch->pcdata->flags, PCFLAG_ADV_DUAL ); } else if ( !str_cmp( arg3, "archmage" ) ) { ch->advclass2 = 16; advance_level(ch,TRUE,4); ch->exp = 0; ch->advlevel2 = 1; strcpy( power, "The Masters of Wizardry"); SET_BIT( ch->pcdata->flags, PCFLAG_ADV_DUAL ); } else if ( !str_cmp( arg3, "bishop" ) ) { ch->advclass2 = 17; advance_level(ch,TRUE,4); ch->exp = 0; ch->advlevel2 = 1; strcpy( power, "The Masters of Healing"); SET_BIT( ch->pcdata->flags, PCFLAG_ADV_DUAL ); } else if ( !str_cmp( arg3, "mystic" ) ) { ch->advclass2 = 27; advance_level(ch,TRUE,4); ch->exp = 0; ch->advlevel2 = 1; strcpy( power, "Mystic Mind Control"); SET_BIT( ch->pcdata->flags, PCFLAG_ADV_DUAL ); } else { send_to_char("Thats not a Quad Class!\n\r",ch); return; } } if ( power[0] == '\0' ) { send_to_char("Syntax: pray <message> <-- to talk to gods\n\r",ch); send_to_char(" pray shrine dual <-- to get second class\n\r",ch); send_to_char(" pray shrine advanced <class> <-- to get third class\n\r",ch); send_to_char(" pray shrine dual <class> (at 50/50/50) <-- get fourth class\n\r",ch); send_to_char("\n\r\n\rRefer to HELP PRAY for more details.\n\r",ch); return; } else { sprintf(buf1,"$n closes $s eyes as the power of %s rages through $s!",power); sprintf(buf2,"You close your eyes as the power of %s rages through your body!",power); act(AT_MAGIC,buf1,ch,NULL,NULL,TO_ROOM); act(AT_MAGIC,buf2,ch,NULL,NULL,TO_CHAR); do_save(ch,""); return; } } talk_channel( ch, argument, CHANNEL_PRAY, "&r>>&GMORTAL PRAYER&r>>&W"); return; } void do_put( CHAR_DATA *ch, char *argument ) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; OBJ_DATA *container; OBJ_DATA *obj; OBJ_DATA *obj_next; CLAN_DATA *clan; sh_int count; int number; bool save_char = FALSE; argument = one_argument( argument, arg1 ); if ( is_number(arg1) ) { number = atoi(arg1); if ( number < 1 ) { send_to_char( "That was easy...\n\r", ch ); return; } argument = one_argument( argument, arg1 ); } else number = 0; argument = one_argument( argument, arg2 ); /* munch optional words */ if ( (!str_cmp(arg2, "into") || !str_cmp(arg2, "inside") || !str_cmp(arg2, "in")) && argument[0] != '\0' ) argument = one_argument( argument, arg2 ); if ( arg1[0] == '\0' || arg2[0] == '\0' ) { send_to_char( "Put what in what?\n\r", ch ); return; } if ( !IS_NPC(ch) && ch->pcdata->vehicle ) { send_to_char("Exit the vehicle first!\n\r",ch); return; } if ( ms_find_obj(ch) ) return; if ( !str_cmp( arg2, "all" ) || !str_prefix( "all.", arg2 ) ) { send_to_char( "You can't do that.\n\r", ch ); return; } if ( ( container = get_obj_here( ch, arg2 ) ) == NULL ) { act( AT_PLAIN, "I see no $T here.", ch, NULL, arg2, TO_CHAR ); return; } if ( !container->carried_by && IS_SET( sysdata.save_flags, SV_PUT ) ) save_char = TRUE; if ( IS_OBJ_STAT(container, ITEM_COVERING) ) { if ( ch->carry_weight + container->weight > can_carry_w( ch ) ) { send_to_char( "It's too heavy for you to lift.\n\r", ch ); return; } } else { if ( container->item_type != ITEM_CONTAINER && container->item_type != ITEM_QUIVER ) { send_to_char( "That's not a container.\n\r", ch ); return; } if ( IS_SET(container->value[1], CONT_CLOSED) ) { act( AT_PLAIN, "The $d is closed.", ch, NULL, container->name, TO_CHAR ); return; } } if ( number <= 1 && str_cmp( arg1, "all" ) && str_prefix( "all.", arg1 ) ) { /* 'put obj container' */ if ( ( obj = get_obj_carry( ch, arg1 ) ) == NULL ) { send_to_char( "You do not have that item.\n\r", ch ); return; } if ( obj == container ) { send_to_char( "You can't fold it into itself.\n\r", ch ); return; } if ( !can_drop_obj( ch, obj ) ) { send_to_char( "You can't let go of it.\n\r", ch ); return; } if ( container->item_type == ITEM_QUIVER && obj->item_type != ITEM_PROJECTILE ) { send_to_char( "That's not a projectile.\n\r", ch ); return; } if ( (IS_OBJ_STAT(container, ITEM_COVERING) && (get_obj_weight( obj ) / obj->count) > ((get_obj_weight( container ) / container->count) - container->weight)) ) { send_to_char( "It won't fit under there.\n\r", ch ); return; } if ( (get_obj_weight( obj ) / obj->count) + (get_obj_weight( container ) / container->count) > container->value[0] ) { send_to_char( "It won't fit.\n\r", ch ); return; } /* Limited Objects Outta your Lockers --GW */ if ( IS_SET(obj->second_flags, ITEM2_LIMITED) && container->pIndexData->vnum == OBJ_VNUM_LOCKER ) { send_to_char("Sorry, you can't store that here!\n\r",ch); return; } /* Containers not allowed in other containers --GW */ if ( obj->item_type == ITEM_CONTAINER && container->item_type == ITEM_CONTAINER ) { send_to_char("Sorry, you cannot put a container into another container!\n\r",ch); return; } /* Stop Locker theft --GW */ if ( !IS_IMMORTAL(ch) && container->pIndexData->vnum == 51 && str_cmp(container->short_descr+14, ch->name) ) { send_to_char("Thats Not your Locker!\n\r",ch); ch_printf(ch,"Try: put <object> %s.\n\r",ch->name); return; } separate_obj(obj); separate_obj(container); obj_from_char( obj ); obj = obj_to_obj( obj, container ); if ( !IS_NPC(ch) && IS_SET( ch->pcdata->flags, PCFLAG_OPEN_LOCKER) && container && container->pIndexData->vnum == OBJ_VNUM_LOCKER ) { write_locker( ch, obj->short_descr+14 ); } check_for_trap ( ch, container, TRAP_PUT ); if ( char_died(ch) ) return; count = obj->count; obj->count = 1; act( AT_ACTION, IS_OBJ_STAT( container, ITEM_COVERING ) ? "$n hides $p beneath $P." : "$n puts $p in $P.", ch, obj, container, TO_ROOM ); act( AT_ACTION, IS_OBJ_STAT( container, ITEM_COVERING ) ? "You hide $p beneath $P." : "You put $p in $P.", ch, obj, container, TO_CHAR ); obj->count = count; if ( save_char ) save_char_obj(ch); /* Clan storeroom check */ if ( IS_SET(ch->in_room->room_flags, ROOM_CLANSTOREROOM) && container->carried_by == NULL) { for ( clan = first_clan; clan; clan = clan->next ) if ( clan->storeroom == ch->in_room->vnum ) save_clan_storeroom(ch, clan); pit_monster(container,ch); } /* Save-Rooms --GW */ if ( IS_SET(ch->in_room->room_flags, ROOM_SAVE) ) save_save_room(ch); } else { bool found = FALSE; int cnt = 0; bool fAll; char *chk; if ( !str_cmp(arg1, "all") ) fAll = TRUE; else fAll = FALSE; if ( number > 1 ) chk = arg1; else chk = &arg1[4]; separate_obj(container); /* 'put all container' or 'put all.obj container' */ for ( obj = ch->first_carrying; obj; obj = obj_next ) { obj_next = obj->next_content; if ( ( fAll || nifty_is_name( chk, obj->name ) ) && can_see_obj( ch, obj ) && obj->wear_loc == WEAR_NONE && obj != container && can_drop_obj( ch, obj ) && (container->item_type != ITEM_QUIVER || obj->item_type == ITEM_PROJECTILE) && get_obj_weight( obj ) + get_obj_weight( container ) <= container->value[0] ) { /* Containers not allowed in other containers --GW */ if ( obj->item_type == ITEM_CONTAINER && container->item_type == ITEM_CONTAINER ) { send_to_char("You cannot put one container inside another!\bn\r",ch); continue; } if ( number && (cnt + obj->count) > number ) split_obj( obj, number - cnt ); cnt += obj->count; obj_from_char( obj ); act( AT_ACTION, "$n puts $p in $P.", ch, obj, container, TO_ROOM ); act( AT_ACTION, "You put $p in $P.", ch, obj, container, TO_CHAR ); obj = obj_to_obj( obj, container ); found = TRUE; check_for_trap( ch, container, TRAP_PUT ); if ( char_died(ch) ) return; if ( number && cnt >= number ) break; } } /* * Don't bother to save anything if nothing was dropped -Thoric */ if ( !found ) { if ( fAll ) act( AT_PLAIN, "You are not carrying anything.", ch, NULL, NULL, TO_CHAR ); else act( AT_PLAIN, "You are not carrying any $T.", ch, NULL, chk, TO_CHAR ); return; } if ( save_char ) save_char_obj(ch); /* Clan storeroom check */ if ( IS_SET(ch->in_room->room_flags, ROOM_CLANSTOREROOM) && container->carried_by == NULL ) { for ( clan = first_clan; clan; clan = clan->next ) if ( clan->storeroom == ch->in_room->vnum ) save_clan_storeroom(ch, clan); pit_monster(container,ch); } /* Save-Rooms --GW */ if ( IS_SET(ch->in_room->room_flags, ROOM_SAVE) ) save_save_room(ch); } return; } void do_drop( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; OBJ_DATA *obj_next; bool found; CLAN_DATA *clan; int number; argument = one_argument( argument, arg ); if ( is_number(arg) ) { number = atoi(arg); if ( number < 1 ) { send_to_char( "That was easy...\n\r", ch ); return; } argument = one_argument( argument, arg ); } else number = 0; if ( arg[0] == '\0' ) { send_to_char( "Drop what?\n\r", ch ); return; } if ( ms_find_obj(ch) ) return; if ( !IS_NPC(ch) && ch->pcdata->vehicle ) { send_to_char("Exit the vehicle first!\n\r",ch); return; } if ( IS_SET( ch->in_room->room_flags, ROOM_NODROP ) || IS_SET( ch->act, PLR_LITTERBUG ) ) { set_char_color( AT_MAGIC, ch ); send_to_char( "A magical force stops you!\n\r", ch ); set_char_color( AT_TELL, ch ); send_to_char( "Someone tells you, 'No littering here!'\n\r", ch ); return; } if ( number > 0 ) { /* 'drop NNNN coins' */ if ( !str_cmp( arg, "coins" ) || !str_cmp( arg, "coin" ) ) { if ( ch->gold < number ) { send_to_char( "You haven't got that many coins.\n\r", ch ); return; } ch->gold -= number; for ( obj = ch->in_room->first_content; obj; obj = obj_next ) { obj_next = obj->next_content; switch ( obj->pIndexData->vnum ) { case OBJ_VNUM_MONEY_ONE: number += 1; extract_obj( obj ); break; case OBJ_VNUM_MONEY_SOME: number += obj->value[0]; extract_obj( obj ); break; } } act( AT_ACTION, "$n drops some gold.", ch, NULL, NULL, TO_ROOM ); obj_to_room( create_money( number, GOLD ), ch->in_room ); send_to_char( "OK.\n\r", ch ); if ( IS_SET( sysdata.save_flags, SV_DROP ) ) save_char_obj( ch ); return; } } if ( number <= 1 && str_cmp( arg, "all" ) && str_prefix( "all.", arg ) ) { /* 'drop obj' */ if ( ( obj = get_obj_carry( ch, arg ) ) == NULL ) { send_to_char( "You do not have that item.\n\r", ch ); return; } if ( !can_drop_obj( ch, obj ) ) { send_to_char( "You can't let go of it.\n\r", ch ); return; } separate_obj( obj ); act( AT_ACTION, "$n drops $p.", ch, obj, NULL, TO_ROOM ); act( AT_ACTION, "You drop $p.", ch, obj, NULL, TO_CHAR ); obj_from_char( obj ); obj_to_room( obj, ch->in_room ); oprog_drop_trigger ( ch, obj ); /* mudprogs */ if ( obj ) { if ( IS_SET(obj->second_flags, ITEM2_AUTO_SAC) ) { act(AT_RED,"$p burns to ashes before it even touches the ground..",ch,obj,NULL,TO_CHAR); act(AT_RED,"$p burns to ashes before it even touches the ground..",ch,obj,NULL,TO_ROOM); obj_from_room( obj ); extract_obj(obj); } /* Hoarder Stuff --GW */ if ( IS_HOARDER(ch) ) hoarder_check(ch,obj,HCHECK_DROP); } if( char_died(ch) || obj_extracted(obj) ) return; /* Clan storeroom saving */ if ( IS_SET(ch->in_room->room_flags, ROOM_CLANSTOREROOM) ) { OBJ_DATA *pit; for ( clan = first_clan; clan; clan = clan->next ) if ( clan->storeroom == ch->in_room->vnum ) save_clan_storeroom(ch, clan); for ( pit = ch->in_room->first_content; pit; pit = pit->next_content ) { if ( pit->item_type == ITEM_CONTAINER ) pit_monster(pit,ch); } } /* Save-Rooms --GW */ if ( IS_SET(ch->in_room->room_flags, ROOM_SAVE) ) save_save_room(ch); } else { int cnt = 0; char *chk; bool fAll; if ( !str_cmp(arg, "all") ) fAll = TRUE; else fAll = FALSE; if ( number > 1 ) chk = arg; else chk = &arg[4]; /* 'drop all' or 'drop all.obj' */ if ( IS_SET( ch->in_room->room_flags, ROOM_NODROPALL ) || IS_SET( ch->in_room->room_flags, ROOM_CLANSTOREROOM ) ) { send_to_char( "You can't seem to do that here...\n\r", ch ); return; } found = FALSE; for ( obj = ch->first_carrying; obj; obj = obj_next ) { obj_next = obj->next_content; if ( (fAll || nifty_is_name( chk, obj->name ) ) && can_see_obj( ch, obj ) && obj->wear_loc == WEAR_NONE && can_drop_obj( ch, obj ) ) { found = TRUE; if ( obj->pIndexData->progtypes & DROP_PROG && obj->count > 1 ) { ++cnt; separate_obj( obj ); obj_from_char( obj ); if ( !obj_next ) obj_next = ch->first_carrying; } else { if ( number && (cnt + obj->count) > number ) split_obj( obj, number - cnt ); cnt += obj->count; obj_from_char( obj ); } act( AT_ACTION, "$n drops $p.", ch, obj, NULL, TO_ROOM ); act( AT_ACTION, "You drop $p.", ch, obj, NULL, TO_CHAR ); obj = obj_to_room( obj, ch->in_room ); oprog_drop_trigger( ch, obj ); /* mudprogs */ if ( obj ) { if ( IS_SET(obj->second_flags, ITEM2_AUTO_SAC) ) { act(AT_RED,"$p burns to ashes before it even touches the ground..",ch,obj,NULL,TO_CHAR); act(AT_RED,"$p burns to ashes before it even touches the ground..",ch,obj,NULL,TO_ROOM); obj_from_room( obj ); extract_obj(obj); } /* Hoarder Stuff --GW */ if ( IS_HOARDER(ch) ) hoarder_check(ch,obj,HCHECK_DROP); } if ( char_died(ch) ) return; if ( number && cnt >= number ) break; } } if ( !found ) { if ( fAll ) act( AT_PLAIN, "You are not carrying anything.", ch, NULL, NULL, TO_CHAR ); else act( AT_PLAIN, "You are not carrying any $T.", ch, NULL, chk, TO_CHAR ); } } if ( IS_SET( sysdata.save_flags, SV_DROP ) ) save_char_obj( ch ); /* duping protector */ return; } void do_give( CHAR_DATA *ch, char *argument ) { char arg1 [MAX_INPUT_LENGTH]; char arg2 [MAX_INPUT_LENGTH]; char buf [MAX_INPUT_LENGTH]; CHAR_DATA *victim; OBJ_DATA *obj; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if ( !str_cmp( arg2, "to" ) && argument[0] != '\0' ) argument = one_argument( argument, arg2 ); if ( arg1[0] == '\0' || arg2[0] == '\0' ) { send_to_char( "Give what to whom?\n\r", ch ); return; } if ( ms_find_obj(ch) ) return; if ( is_number( arg1 ) ) { /* 'give NNNN coins victim' */ int amount; amount = atoi(arg1); if ( amount <= 0 || ( str_cmp( arg2, "coins" ) && str_cmp( arg2, "coin" ) ) ) { send_to_char( "Sorry, you can't do that.\n\r", ch ); return; } argument = one_argument( argument, arg2 ); if ( !str_cmp( arg2, "to" ) && argument[0] != '\0' ) argument = one_argument( argument, arg2 ); if ( arg2[0] == '\0' ) { send_to_char( "Give what to whom?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg2 ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( ch->gold < amount ) { send_to_char( "Very generous of you, but you haven't got that much gold.\n\r", ch ); return; } if ( (amount+victim->gold) > 2100000000 ) { send_to_char("That person cannot carry that much gold!\n\r",ch); return; } ch->gold -= amount; victim->gold += amount; strcpy(buf, "$n gives you "); strcat(buf, arg1); strcat(buf, (amount > 1) ? " coins." : " coin."); act( AT_ACTION, buf, ch, NULL, victim, TO_VICT ); act( AT_ACTION, "$n gives $N some gold.", ch, NULL, victim, TO_NOTVICT ); act( AT_ACTION, "You give $N some gold.", ch, NULL, victim, TO_CHAR ); send_to_char( "OK.\n\r", ch ); mprog_bribe_trigger( victim, ch, amount ); if ( IS_SET( sysdata.save_flags, SV_GIVE ) && !char_died(ch) ) save_char_obj(ch); if ( IS_SET( sysdata.save_flags, SV_RECEIVE ) && !char_died(victim) ) save_char_obj(victim); return; } if ( ( obj = get_obj_carry( ch, arg1 ) ) == NULL ) { send_to_char( "You do not have that item.\n\r", ch ); return; } if ( obj->wear_loc != WEAR_NONE ) { send_to_char( "You must remove it first.\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg2 ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( !can_drop_obj( ch, obj ) ) { send_to_char( "You can't let go of it.\n\r", ch ); return; } if ( victim->carry_number + (get_obj_number(obj)/obj->count) > can_carry_n( victim ) ) { act( AT_PLAIN, "$N has $S hands full.", ch, NULL, victim, TO_CHAR ); return; } if ( victim->carry_weight + (get_obj_weight(obj)/obj->count) > can_carry_w( victim ) ) { act( AT_PLAIN, "$N can't carry that much weight.", ch, NULL, victim, TO_CHAR ); return; } if ( !can_see_obj( victim, obj ) ) { act( AT_PLAIN, "$N can't see it.", ch, NULL, victim, TO_CHAR ); return; } if (IS_OBJ_STAT( obj, ITEM_PROTOTYPE ) && !can_take_proto( victim ) ) { act( AT_PLAIN, "You cannot give that to $N!", ch, NULL, victim, TO_CHAR ); return; } separate_obj( obj ); obj_from_char( obj ); act( AT_ACTION, "$n gives $p to $N.", ch, obj, victim, TO_NOTVICT ); act( AT_ACTION, "$n gives you $p.", ch, obj, victim, TO_VICT ); act( AT_ACTION, "You give $p to $N.", ch, obj, victim, TO_CHAR ); obj = obj_to_char( obj, victim ); mprog_give_trigger( victim, ch, obj ); if ( IS_SET( sysdata.save_flags, SV_GIVE ) && !char_died(ch) ) save_char_obj(ch); if ( IS_SET( sysdata.save_flags, SV_RECEIVE ) && !char_died(victim) ) save_char_obj(victim); return; } /* * Damage an object. -Thoric * Affect player's AC if necessary. * Make object into scraps if necessary. * Send message about damaged object. */ obj_ret damage_obj( OBJ_DATA *obj ) { CHAR_DATA *ch; obj_ret objcode; ch = obj->carried_by; objcode = rNONE; if ( war == 1 ) return objcode; /* No Scrap Flag --GW */ if ( IS_SET( obj->second_flags, ITEM2_NO_SCRAP ) ) return objcode; separate_obj( obj ); if ( ch ) act( AT_OBJECT, "&R(&B$p gets damaged&R)&w", ch, obj, NULL, TO_CHAR); else if ( obj->in_room && ( ch = obj->in_room->first_person ) != NULL ) { act( AT_OBJECT, "&R(&B$p gets damaged&R)&w", ch, obj, NULL,TO_ROOM); act( AT_OBJECT, "&R(&B$p gets damaged&R)&w", ch, obj, NULL,TO_CHAR ); ch = NULL; } oprog_damage_trigger(ch, obj); if ( obj_extracted(obj) ) return global_objcode; switch( obj->item_type ) { default: make_scraps( obj ); objcode = rOBJ_SCRAPPED; break; case ITEM_LIGHT: break; case ITEM_LIFE_PROTECTION: case ITEM_INSIG: break; case ITEM_QUIVER: case ITEM_CONTAINER: /* To many complaints, containers cont break anymore. --GW */ break; /*if (--obj->value[3] <= 0) { make_scraps( obj ); objcode = rOBJ_SCRAPPED; } break;*/ case ITEM_ARMOR: if ( ch && obj->value[0] >= 1 ) ch->armor += apply_ac( obj, obj->wear_loc ); if (--obj->value[0] <= 0) { if ( !IS_PKILL( ch ) && !in_arena( ch ) ) { make_scraps( obj ); objcode = rOBJ_SCRAPPED; } else obj->value[0] = 1; } else if ( ch && obj->value[0] >= 1 ) ch->armor -= apply_ac( obj, obj->wear_loc ); break; case ITEM_WEAPON: if (--obj->value[0] <= 0) { if ( !IS_PKILL( ch ) && !in_arena( ch ) ) { make_scraps( obj ); objcode = rOBJ_SCRAPPED; } else obj->value[0] = 1; } break; } return objcode; } /* * Remove an object. */ bool remove_obj( CHAR_DATA *ch, int iWear, bool fReplace ) { OBJ_DATA *obj, *tmpobj; if ( ( obj = get_eq_char( ch, iWear ) ) == NULL ) return TRUE; if ( !fReplace && ch->carry_number + get_obj_number( obj ) > can_carry_n( ch ) ) { act( AT_PLAIN, "$d: you can't carry that many items.", ch, NULL, obj->name, TO_CHAR ); return FALSE; } if ( !fReplace ) return FALSE; if ( IS_OBJ_STAT(obj, ITEM_NOREMOVE) || IS_SET( obj->second_flags, ITEM2_PERM ) ) { act( AT_PLAIN, "You can't remove $p.", ch, obj, NULL, TO_CHAR ); return FALSE; } if ( obj == get_eq_char( ch, WEAR_WIELD ) && ( tmpobj = get_eq_char( ch, WEAR_DUAL_WIELD)) != NULL ) tmpobj->wear_loc = WEAR_WIELD; unequip_char( ch, obj ); act( AT_ACTION, "$n stops using $p.", ch, obj, NULL, TO_ROOM ); act( AT_ACTION, "You stop using $p.", ch, obj, NULL, TO_CHAR ); oprog_remove_trigger( ch, obj ); return TRUE; } /* * See if char could be capable of dual-wielding -Thoric */ bool could_dual( CHAR_DATA *ch ) { if ( IS_NPC(ch) ) return TRUE; if ( ch->pcdata->learned[gsn_dual_wield] ) return TRUE; return FALSE; } /* * See if char can dual wield at this time -Thoric */ bool can_dual( CHAR_DATA *ch ) { if ( !could_dual(ch) ) return FALSE; if ( get_eq_char( ch, WEAR_DUAL_WIELD ) ) { send_to_char( "You are already wielding two weapons!\n\r", ch ); return FALSE; } if ( get_eq_char( ch, WEAR_SHIELD ) ) { send_to_char( "You cannot dual wield while holding a shield!\n\r", ch ); return FALSE; } if ( get_eq_char( ch, WEAR_HOLD ) ) { send_to_char( "You cannot dual wield while holding something!\n\r", ch ); return FALSE; } return TRUE; } /* * Check to see if there is room to wear another object on this location * (Layered clothing support) */ bool can_layer( CHAR_DATA *ch, OBJ_DATA *obj, sh_int wear_loc ) { OBJ_DATA *otmp; sh_int bitlayers = 0; sh_int objlayers = obj->pIndexData->layers; sh_int wear_loc_cnt=0; for ( otmp = ch->first_carrying; otmp; otmp = otmp->next_content ) if ( otmp->wear_loc == wear_loc ) { wear_loc_cnt++; if ( !otmp->pIndexData->layers ) return FALSE; else bitlayers |= otmp->pIndexData->layers; } if ( (bitlayers && !objlayers) || bitlayers > objlayers ) return FALSE; if ( wear_loc_cnt >= 2 ) return FALSE; if ( !bitlayers || ((bitlayers & ~objlayers) == bitlayers) ) return TRUE; return FALSE; } /* * Wear one object. * Optional replacement of existing objects. * Big repetitive code, ick. * Restructured a bit to allow for specifying body location -Thoric */ void wear_obj( CHAR_DATA *ch, OBJ_DATA *obj, bool fReplace, sh_int wear_bit ) { char buf[MAX_STRING_LENGTH]; OBJ_DATA *tmpobj; sh_int bit, tmp; separate_obj( obj ); if ( !anti_class_check(ch,obj) ) { act( AT_MAGIC, "You are forbidden to use that item.", ch, NULL, NULL, TO_CHAR ); act( AT_ACTION, "$n tries to use $p, but is forbidden to do so.", ch, obj, NULL, TO_ROOM ); return; } /* Added Flags here So we can set things to be * Dual Class or above * Advanced Class of Above * Dual Advanced Class Only, or * assumes single class restriction if no bits set --GW */ if ( !IS_IMMORTAL(ch) && !IS_NPC(ch) && ( ( !IS_SET( obj->pIndexData->second_flags, ITEM2_DUAL_ONLY ) && !IS_SET( obj->pIndexData->second_flags, ITEM2_ADVANCED_ONLY ) && !IS_SET( obj->pIndexData->second_flags, ITEM2_DUAL_ADV_ONLY ) && ch->level < obj->pIndexData->minlevel ) || ( IS_SET(obj->pIndexData->second_flags, ITEM2_DUAL_ONLY ) && ch->level2 < obj->pIndexData->minlevel )|| ( IS_SET(obj->pIndexData->second_flags, ITEM2_ADVANCED_ONLY ) && ch->advlevel < obj->pIndexData->minlevel ) || ( IS_SET(obj->pIndexData->second_flags, ITEM2_DUAL_ADV_ONLY ) && ch->advlevel2 < obj->pIndexData->minlevel ) ) ) { act( AT_MAGIC, "You are to puny to use that item.", ch, NULL,NULL, TO_CHAR ); act( AT_ACTION, "$n tries to use $p, but is to puny to do so.", ch, obj, NULL, TO_ROOM ); return; } if ( !IS_IMMORTAL(ch) && !IS_NPC(ch) && ( ( IS_SET(obj->pIndexData->second_flags, ITEM2_DUAL_ONLY ) && ch->class2 > 0 ) || ( IS_SET(obj->pIndexData->second_flags, ITEM2_ADVANCED_ONLY) && !IS_ADVANCED(ch) ) || ( IS_SET(obj->pIndexData->second_flags, ITEM2_DUAL_ADV_ONLY) && !IS_ADV_DUAL(ch) ) ) ) { act( AT_MAGIC, "You are to puny to use that item.", ch, NULL,NULL, TO_CHAR ); act( AT_ACTION, "$n tries to use $p, but is to puny to do so.", ch, obj, NULL, TO_ROOM ); return; } if ( !IS_NPC(ch) && ch->pcdata->ego < 0 ) ch->pcdata->ego = 0; if ( !IS_NPC(ch) && !IS_IMMORTAL(ch) && obj->pIndexData->ego > ch->pcdata->ego ) { act( AT_ACTION, "You try to use $p, but don't feel confident enough.",ch,obj,NULL,TO_CHAR); act( AT_ACTION, "$n tries to use $p, but doesn't feel confident enough.",ch,obj,NULL,TO_ROOM); return; } if ( !IS_NPC(ch) && !IS_IMMORTAL(ch) && !IS_SET(ch->pcdata->flags, PCFLAG_DEADLY) && IS_SET(obj->pIndexData->second_flags,ITEM2_PK_ONLY) ) { act( AT_ACTION, "A Voice Booms 'Only Player Killers May use that, Mortal!",ch,NULL,NULL,TO_CHAR); act( AT_ACTION, "$n tries to use $p, and a Voice Booms 'Only Player Killers May use that, Mortal!",ch,obj,NULL,TO_ROOM); return; } if ( !IS_NPC(ch) &&( ( IS_OBJ_STAT(obj, ITEM_ANTI_EVIL) && IS_EVIL(ch) ) || ( IS_OBJ_STAT(obj, ITEM_ANTI_GOOD) && IS_GOOD(ch) ) || ( IS_OBJ_STAT(obj, ITEM_ANTI_NEUTRAL) && IS_NEUTRAL(ch) ) ) ) { act( AT_MAGIC, "You are zapped by $p.", ch, obj, NULL, TO_CHAR); act( AT_MAGIC, "$n is zapped by $p.", ch, obj, NULL, TO_ROOM); if ( obj->carried_by && obj->wear_loc != WEAR_NONE ) remove_obj ( ch, obj->wear_loc, TRUE ); oprog_zap_trigger( ch, obj); if ( IS_SET(sysdata.save_flags, SV_ZAPDROP) && !char_died(ch) ) save_char_obj( ch ); return; } if ( !IS_NPC(ch) && IS_SET(obj->magic_flags,ITEM_UPSTATED) ) ch_printf(ch,"You feel something different about %s, something.. &Rpowerful.\n\r",obj->short_descr); if ( wear_bit > -1 ) { bit = wear_bit; if ( !CAN_WEAR(obj, 1 << bit) ) { if ( fReplace ) { switch( 1 << bit ) { case ITEM_HOLD: send_to_char( "You cannot hold that.\n\r", ch ); break; case ITEM_WIELD: send_to_char( "You cannot wield that.\n\r", ch ); break; default: sprintf( buf, "You cannot wear that on your %s.\n\r", w_flags[bit] ); send_to_char( buf, ch ); } } return; } } else { for ( bit = -1, tmp = 1; tmp < 31; tmp++ ) { if ( CAN_WEAR(obj, 1 << tmp) ) { bit = tmp; break; } } } /* currently cannot have a light in non-light position */ if ( obj->item_type == ITEM_LIGHT ) { if ( !remove_obj( ch, WEAR_LIGHT, fReplace ) ) return; if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) ) { act( AT_ACTION, "$n holds $p as a light.", ch, obj, NULL, TO_ROOM ); act( AT_ACTION, "You hold $p as your light.", ch, obj, NULL, TO_CHAR ); } equip_char( ch, obj, WEAR_LIGHT ); oprog_wear_trigger( ch, obj ); return; } if ( bit == -1 ) { if ( fReplace ) send_to_char( "You can't wear, wield, or hold that.\n\r", ch ); return; } switch ( 1 << bit ) { default: bug( "wear_obj: uknown/unused item_wear bit %d", bit ); if ( fReplace ) send_to_char( "You can't wear, wield, or hold that.\n\r", ch ); return; case ITEM_WEAR_FINGER: if ( get_eq_char( ch, WEAR_FINGER_L ) && get_eq_char( ch, WEAR_FINGER_R ) && !remove_obj( ch, WEAR_FINGER_L, fReplace ) && !remove_obj( ch, WEAR_FINGER_R, fReplace ) ) return; if ( !get_eq_char( ch, WEAR_FINGER_L ) ) { if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) ) { act( AT_ACTION, "$n slips $s left finger into $p.", ch, obj, NULL, TO_ROOM ); act( AT_ACTION, "You slip your left finger into $p.", ch, obj, NULL, TO_CHAR ); } equip_char( ch, obj, WEAR_FINGER_L ); oprog_wear_trigger( ch, obj ); return; } if ( !get_eq_char( ch, WEAR_FINGER_R ) ) { if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) ) { act( AT_ACTION, "$n slips $s right finger into $p.", ch, obj, NULL, TO_ROOM ); act( AT_ACTION, "You slip your right finger into $p.", ch, obj, NULL, TO_CHAR ); } equip_char( ch, obj, WEAR_FINGER_R ); oprog_wear_trigger( ch, obj ); return; } bug( "Wear_obj: no free finger.", 0 ); send_to_char( "You already wear something on both fingers.\n\r", ch ); return; case ITEM_WEAR_NECK: if ( get_eq_char( ch, WEAR_NECK_1 ) != NULL && get_eq_char( ch, WEAR_NECK_2 ) != NULL && !remove_obj( ch, WEAR_NECK_1, fReplace ) && !remove_obj( ch, WEAR_NECK_2, fReplace ) ) return; if ( !get_eq_char( ch, WEAR_NECK_1 ) ) { if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) ) { act( AT_ACTION, "$n wears $p around $s neck.", ch, obj, NULL, TO_ROOM ); act( AT_ACTION, "You wear $p around your neck.", ch, obj, NULL, TO_CHAR ); } equip_char( ch, obj, WEAR_NECK_1 ); oprog_wear_trigger( ch, obj ); return; } if ( !get_eq_char( ch, WEAR_NECK_2 ) ) { if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) ) { act( AT_ACTION, "$n wears $p around $s neck.", ch, obj, NULL, TO_ROOM ); act( AT_ACTION, "You wear $p around your neck.", ch, obj, NULL, TO_CHAR ); } equip_char( ch, obj, WEAR_NECK_2 ); oprog_wear_trigger( ch, obj ); return; } bug( "Wear_obj: no free neck.", 0 ); send_to_char( "You already wear two neck items.\n\r", ch ); return; case ITEM_WEAR_BODY: /* if ( !remove_obj( ch, WEAR_BODY, fReplace ) ) return; */ if ( !can_layer( ch, obj, WEAR_BODY ) ) { send_to_char( "It won't fit overtop of what you're already wearing.\n\r", ch ); return; } if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) ) { act( AT_ACTION, "$n fits $p on $s body.", ch, obj, NULL, TO_ROOM ); act( AT_ACTION, "You fit $p on your body.", ch, obj, NULL, TO_CHAR ); } equip_char( ch, obj, WEAR_BODY ); oprog_wear_trigger( ch, obj ); return; case ITEM_WEAR_HEAD: /* if ( !remove_obj( ch, WEAR_HEAD, fReplace ) ) return;*/ if ( !can_layer( ch, obj, WEAR_HEAD ) ) { send_to_char( "It won't fit overtop of what you're already wearing.\n\r",ch); return; } if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) ) { act( AT_ACTION, "$n dons $p upon $s head.", ch, obj, NULL, TO_ROOM ); act( AT_ACTION, "You don $p upon your head.", ch, obj, NULL, TO_CHAR ); } equip_char( ch, obj, WEAR_HEAD ); oprog_wear_trigger( ch, obj ); return; case ITEM_WEAR_EYES: if ( !remove_obj( ch, WEAR_EYES, fReplace ) ) return; if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) ) { act( AT_ACTION, "$n places $p on $s eyes.", ch, obj, NULL, TO_ROOM ); act( AT_ACTION, "You place $p on your eyes.", ch, obj, NULL, TO_CHAR ); } equip_char( ch, obj, WEAR_EYES ); oprog_wear_trigger( ch, obj ); return; case ITEM_WEAR_CLUB: if ( !can_layer( ch, obj, WEAR_CLUB ) ) { send_to_char( "It won't fit overtop of what you're already wearing.\n\r",ch); return; } if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) ) { act( AT_ACTION, "$n proudly attaches $p to $s collar.",ch, obj, NULL, TO_ROOM ); act( AT_ACTION, "You proudly attach $p on your collar.", ch,obj,NULL, TO_CHAR ); } equip_char( ch, obj, WEAR_CLUB ); oprog_wear_trigger( ch, obj ); return; case ITEM_WEAR_INSIG: if ( !can_layer( ch, obj, WEAR_INSIG ) ) { send_to_char( "It won't fit overtop of what you're already wearing.\n\r",ch); return; } if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) ) { act( AT_ACTION, "$n proudly attaches $p to $s collar.",ch, obj, NULL, TO_ROOM ); act( AT_ACTION, "You proudly attach $p on your collar.", ch,obj,NULL, TO_CHAR ); } equip_char( ch, obj, WEAR_INSIG ); oprog_wear_trigger( ch, obj ); return; case ITEM_WEAR_CHAMP: if ( !can_layer( ch, obj, WEAR_CHAMP ) ) { send_to_char( "It won't fit overtop of what you're already wearing.\n\r",ch); return; } if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) ) { act( AT_ACTION, "$n proudly attaches $p to $s collar.",ch, obj, NULL, TO_ROOM ); act( AT_ACTION, "You proudly attach $p on your collar.", ch,obj,NULL, TO_CHAR ); } equip_char( ch, obj, WEAR_CHAMP ); oprog_wear_trigger( ch, obj ); return; case ITEM_WEAR_EARS: if ( !remove_obj( ch, WEAR_EARS, fReplace ) ) return; if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) ) { act( AT_ACTION, "$n wears $p on $s ears.", ch, obj, NULL, TO_ROOM ); act( AT_ACTION, "You wear $p on your ears.", ch, obj, NULL, TO_CHAR ); } equip_char( ch, obj, WEAR_EARS ); oprog_wear_trigger( ch, obj ); return; case ITEM_WEAR_LEGS: /* if ( !remove_obj( ch, WEAR_LEGS, fReplace ) ) return; */ if ( !can_layer( ch, obj, WEAR_LEGS ) ) { send_to_char( "It won't fit overtop of what you're already wearing.\n\r", ch ); return; } if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) ) { act( AT_ACTION, "$n slips into $p.", ch, obj, NULL, TO_ROOM ); act( AT_ACTION, "You slip into $p.", ch, obj, NULL, TO_CHAR ); } equip_char( ch, obj, WEAR_LEGS ); oprog_wear_trigger( ch, obj ); return; case ITEM_WEAR_FEET: /* if ( !remove_obj( ch, WEAR_FEET, fReplace ) ) return; */ if ( !can_layer( ch, obj, WEAR_FEET ) ) { send_to_char( "It won't fit overtop of what you're already wearing.\n\r", ch ); return; } if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) ) { act( AT_ACTION, "$n wears $p on $s feet.", ch, obj, NULL, TO_ROOM ); act( AT_ACTION, "You wear $p on your feet.", ch, obj, NULL, TO_CHAR ); } equip_char( ch, obj, WEAR_FEET ); oprog_wear_trigger( ch, obj ); return; case ITEM_WEAR_HANDS: /* if ( !remove_obj( ch, WEAR_HANDS, fReplace ) ) return; */ if ( !can_layer( ch, obj, WEAR_HANDS ) ) { send_to_char( "It won't fit overtop of what you're already wearing.\n\r", ch ); return; } if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) ) { act( AT_ACTION, "$n wears $p on $s hands.", ch, obj, NULL, TO_ROOM ); act( AT_ACTION, "You wear $p on your hands.", ch, obj, NULL, TO_CHAR ); } equip_char( ch, obj, WEAR_HANDS ); oprog_wear_trigger( ch, obj ); return; case ITEM_WEAR_ARMS: /* if ( !remove_obj( ch, WEAR_ARMS, fReplace ) ) return; */ if ( !can_layer( ch, obj, WEAR_ARMS ) ) { send_to_char( "It won't fit overtop of what you're already wearing.\n\r", ch ); return; } if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) ) { act( AT_ACTION, "$n wears $p on $s arms.", ch, obj, NULL, TO_ROOM ); act( AT_ACTION, "You wear $p on your arms.", ch, obj, NULL, TO_CHAR ); } equip_char( ch, obj, WEAR_ARMS ); oprog_wear_trigger( ch, obj ); return; case ITEM_WEAR_ABOUT: /* if ( !remove_obj( ch, WEAR_ABOUT, fReplace ) ) return; */ if ( !can_layer( ch, obj, WEAR_ABOUT ) ) { send_to_char( "It won't fit overtop of what you're already wearing.\n\r", ch ); return; } if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) ) { act( AT_ACTION, "$n wears $p about $s body.", ch, obj, NULL, TO_ROOM ); act( AT_ACTION, "You wear $p about your body.", ch, obj, NULL, TO_CHAR ); } equip_char( ch, obj, WEAR_ABOUT ); oprog_wear_trigger( ch, obj ); return; case ITEM_WEAR_WAIST: /* if ( !remove_obj( ch, WEAR_WAIST, fReplace ) ) return; */ if ( !can_layer( ch, obj, WEAR_WAIST ) ) { send_to_char( "It won't fit overtop of what you're already wearing.\n\r", ch ); return; } if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) ) { act( AT_ACTION, "$n wears $p about $s waist.", ch, obj, NULL, TO_ROOM ); act( AT_ACTION, "You wear $p about your waist.", ch, obj, NULL, TO_CHAR ); } equip_char( ch, obj, WEAR_WAIST ); oprog_wear_trigger( ch, obj ); return; case ITEM_WEAR_WRIST: if ( get_eq_char( ch, WEAR_WRIST_L ) && get_eq_char( ch, WEAR_WRIST_R ) && !remove_obj( ch, WEAR_WRIST_L, fReplace ) && !remove_obj( ch, WEAR_WRIST_R, fReplace ) ) return; if ( !get_eq_char( ch, WEAR_WRIST_L ) ) { if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) ) { act( AT_ACTION, "$n fits $p around $s left wrist.", ch, obj, NULL, TO_ROOM ); act( AT_ACTION, "You fit $p around your left wrist.", ch, obj, NULL, TO_CHAR ); } equip_char( ch, obj, WEAR_WRIST_L ); oprog_wear_trigger( ch, obj ); return; } if ( !get_eq_char( ch, WEAR_WRIST_R ) ) { if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) ) { act( AT_ACTION, "$n fits $p around $s right wrist.", ch, obj, NULL, TO_ROOM ); act( AT_ACTION, "You fit $p around your right wrist.", ch, obj, NULL, TO_CHAR ); } equip_char( ch, obj, WEAR_WRIST_R ); oprog_wear_trigger( ch, obj ); return; } bug( "Wear_obj: no free wrist.", 0 ); send_to_char( "You already wear two wrist items.\n\r", ch ); return; case ITEM_WEAR_SHIELD: if ( get_eq_char( ch, WEAR_DUAL_WIELD ) ) { send_to_char( "You can't use a shield AND two weapons!\n\r", ch ); return; } if ( !remove_obj( ch, WEAR_SHIELD, fReplace ) ) return; if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) ) { act( AT_ACTION, "$n uses $p as a shield.", ch, obj, NULL, TO_ROOM ); act( AT_ACTION, "You use $p as a shield.", ch, obj, NULL, TO_CHAR ); } equip_char( ch, obj, WEAR_SHIELD ); oprog_wear_trigger( ch, obj ); return; case ITEM_WIELD: if ( (tmpobj = get_eq_char( ch, WEAR_WIELD )) != NULL && !could_dual(ch) ) { send_to_char( "You're already wielding something.\n\r", ch ); return; } if ( tmpobj ) { if ( can_dual(ch) ) { if ( get_obj_weight( obj ) + get_obj_weight( tmpobj ) > str_app[get_curr_str(ch)].wield ) { send_to_char( "It is too heavy for you to wield.\n\r", ch ); return; } if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) ) { act( AT_ACTION, "$n dual-wields $p.", ch, obj, NULL, TO_ROOM ); act( AT_ACTION, "You dual-wield $p.", ch, obj, NULL, TO_CHAR ); } equip_char( ch, obj, WEAR_DUAL_WIELD ); oprog_wear_trigger( ch, obj ); } return; } if ( get_obj_weight( obj ) > str_app[get_curr_str(ch)].wield ) { send_to_char( "It is too heavy for you to wield.\n\r", ch ); return; } if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) ) { act( AT_ACTION, "$n wields $p.", ch, obj, NULL, TO_ROOM ); act( AT_ACTION, "You wield $p.", ch, obj, NULL, TO_CHAR ); } equip_char( ch, obj, WEAR_WIELD ); oprog_wear_trigger( ch, obj ); return; case ITEM_MISSILE_WIELD: if ( (tmpobj = get_eq_char( ch, WEAR_MISSILE_WIELD )) != NULL ) { send_to_char( "You're already wielding something.\n\r", ch ); return; } if ( get_eq_char( ch, WEAR_DUAL_WIELD ) || get_eq_char( ch, WEAR_WIELD ) ) { send_to_char( "You cannot hold a bow and a weapon!!\n\r", ch ); return; } if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) ) { act( AT_ACTION, "$n wields $p.", ch, obj, NULL, TO_ROOM ); act( AT_ACTION, "You wield $p.", ch, obj, NULL, TO_CHAR ); } equip_char( ch, obj, WEAR_MISSILE_WIELD ); oprog_wear_trigger( ch, obj ); return; case ITEM_HOLD: if ( get_eq_char( ch, WEAR_DUAL_WIELD ) ) { send_to_char( "You cannot hold something AND two weapons!\n\r", ch ); return; } if ( !remove_obj( ch, WEAR_HOLD, fReplace ) ) return; if ( obj->item_type == ITEM_WAND || obj->item_type == ITEM_STAFF || obj->item_type == ITEM_FOOD || obj->item_type == ITEM_PILL || obj->item_type == ITEM_POTION || obj->item_type == ITEM_SCROLL || obj->item_type == ITEM_DRINK_CON || obj->item_type == ITEM_BLOOD || obj->item_type == ITEM_PIPE || obj->item_type == ITEM_HERB || obj->item_type == ITEM_KEY || !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) ) { act( AT_ACTION, "$n holds $p in $s hands.", ch, obj, NULL, TO_ROOM ); act( AT_ACTION, "You hold $p in your hands.", ch, obj, NULL, TO_CHAR ); } equip_char( ch, obj, WEAR_HOLD ); oprog_wear_trigger( ch, obj ); return; } } void do_wear( CHAR_DATA *ch, char *argument ) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; OBJ_DATA *obj; sh_int wear_bit; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if ( (!str_cmp(arg2, "on") || !str_cmp(arg2, "upon") || !str_cmp(arg2, "around")) && argument[0] != '\0' ) argument = one_argument( argument, arg2 ); if ( arg1[0] == '\0' ) { send_to_char( "Wear, wield, or hold what?\n\r", ch ); return; } if ( ms_find_obj(ch) ) return; if ( !str_cmp( arg1, "all" ) ) { OBJ_DATA *obj_next; for ( obj = ch->first_carrying; obj; obj = obj_next ) { obj_next = obj->next_content; if ( obj->wear_loc == WEAR_NONE && can_see_obj( ch, obj ) ) wear_obj( ch, obj, FALSE, -1 ); if ( char_died(ch) ) break; } return; } else { if ( ( obj = get_obj_carry( ch, arg1 ) ) == NULL ) { send_to_char( "You do not have that item.\n\r", ch ); return; } if ( arg2[0] != '\0' ) wear_bit = get_wflag(arg2); else wear_bit = -1; wear_obj( ch, obj, TRUE, wear_bit ); } return; } void do_remove( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj, *obj_next; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Remove what?\n\r", ch ); return; } if ( ms_find_obj(ch) ) return; if ( !str_cmp( arg, "all" ) ) /* SB Remove all */ { for ( obj = ch->first_carrying; obj != NULL ; obj = obj_next ) { obj_next = obj->next_content; if ( obj->wear_loc != WEAR_NONE && can_see_obj ( ch, obj ) ) remove_obj ( ch, obj->wear_loc, TRUE ); } return; } if ( ( obj = get_obj_wear( ch, arg ) ) == NULL ) { send_to_char( "You are not using that item.\n\r", ch ); return; } if ( (obj_next=get_eq_char(ch, obj->wear_loc)) != obj ) { act( AT_PLAIN, "You must remove $p first.", ch, obj_next, NULL, TO_CHAR ); return; } remove_obj( ch, obj->wear_loc, TRUE ); return; } void do_bury( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; bool shovel; sh_int move; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "What do you wish to bury?\n\r", ch ); return; } if ( ms_find_obj(ch) ) return; shovel = FALSE; for ( obj = ch->first_carrying; obj; obj = obj->next_content ) if ( obj->item_type == ITEM_SHOVEL ) { shovel = TRUE; break; } obj = get_obj_list_rev( ch, arg, ch->in_room->last_content ); if ( !obj ) { send_to_char( "You can't find it.\n\r", ch ); return; } separate_obj(obj); if ( !CAN_WEAR(obj, ITEM_TAKE) ) { if ( !IS_OBJ_STAT( obj, ITEM_CLANCORPSE ) || IS_NPC(ch) || !IS_SET( ch->pcdata->flags, PCFLAG_DEADLY ) ) { act( AT_PLAIN, "You cannot bury $p.", ch, obj, 0, TO_CHAR ); return; } } switch( ch->in_room->sector_type ) { case SECT_CITY: case SECT_INSIDE: send_to_char( "The floor is too hard to dig through.\n\r", ch ); return; case SECT_WATER_SWIM: case SECT_WATER_NOSWIM: case SECT_UNDERWATER: send_to_char( "You cannot bury something here.\n\r", ch ); return; case SECT_AIR: send_to_char( "What? In the air?!\n\r", ch ); return; } if ( obj->weight > (UMAX(5, (can_carry_w(ch) / 10))) && !shovel ) { send_to_char( "You'd need a shovel to bury something that big.\n\r", ch ); return; } move = (obj->weight * 50 * (shovel ? 1 : 5)) / UMAX(1, can_carry_w(ch)); move = URANGE( 2, move, 1000 ); if ( move > ch->move ) { send_to_char( "You don't have the energy to bury something of that size.\n\r", ch ); return; } ch->move -= move; if ( obj->item_type == ITEM_CORPSE_NPC || obj->item_type == ITEM_CORPSE_PC ) adjust_favor( ch, 6, 1 ); act( AT_ACTION, "You solemnly bury $p...", ch, obj, NULL, TO_CHAR ); act( AT_ACTION, "$n solemnly buries $p...", ch, obj, NULL, TO_ROOM ); SET_BIT( obj->extra_flags, ITEM_BURRIED ); WAIT_STATE( ch, URANGE( 10, move / 2, 100 ) ); return; } void do_sacrifice( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; char name[50]; OBJ_DATA *obj; one_argument( argument, arg ); if ( arg[0] == '\0' || !str_cmp( arg, ch->name ) ) { act( AT_ACTION, "$n offers $mself to $s deity, who graciously declines.", ch, NULL, NULL, TO_ROOM ); send_to_char( "Your deity appreciates your offer and may accept it later.", ch ); return; } if ( !str_cmp( arg, "pit" ) ) { send_to_char( "You can't sacrifice donation pits\n\r", ch ); return; } if ( ms_find_obj(ch) ) return; obj = get_obj_list_rev( ch, arg, ch->in_room->last_content ); if ( !obj ) { send_to_char( "You can't find it.\n\r", ch ); return; } if ( IS_SET( obj->second_flags, ITEM2_NO_SAC ) ) { send_to_char( "A Magical Force stops you from Sacrificing it.\n\r",ch); return; } separate_obj(obj); if ( !IS_NPC( ch ) && ch->pcdata->deity && ch->pcdata->deity->name[0] != '\0' ) { strcpy( name, ch->pcdata->deity->name ); } else if ( !IS_NPC( ch ) && IS_GUILDED(ch) && sysdata.guild_overseer[0] != '\0' ) { strcpy( name, sysdata.guild_overseer ); } else if ( !IS_NPC( ch ) && ch->pcdata->clan && ch->pcdata->clan->deity[0] != '\0' ) { strcpy( name, ch->pcdata->clan->deity ); } else { strcpy( name, "Greywolf" ); } if (obj->item_type == ITEM_CORPSE_PC || obj->item_type == ITEM_TRASH || obj->item_type == ITEM_FURNITURE || obj->item_type == ITEM_FOUNTAIN || obj->item_type == ITEM_BLOOD ) { send_to_char("That is not a suitable sacrifice.\n\r",ch); return; } ch->gold += 1; if ( obj->item_type == ITEM_CORPSE_NPC || obj->item_type == ITEM_CORPSE_PC ) adjust_favor( ch, 5, 1 ); sprintf( buf, "%s gives you one copper peice for your sacrifice.\n\r", name ); send_to_char( buf, ch ); sprintf( buf, "$n sacrifices $p to %s.", name ); act( AT_ACTION, buf, ch, obj, NULL, TO_ROOM ); oprog_sac_trigger( ch, obj ); if ( obj_extracted(obj) ) return; if ( cur_obj == obj->serial ) global_objcode = rOBJ_SACCED; extract_obj( obj ); return; } void do_brandish( CHAR_DATA *ch, char *argument ) { CHAR_DATA *vch; CHAR_DATA *vch_next; OBJ_DATA *staff; ch_ret retcode; int sn; if ( ( staff = get_eq_char( ch, WEAR_HOLD ) ) == NULL ) { send_to_char( "You hold nothing in your hand.\n\r", ch ); return; } if ( staff->item_type != ITEM_STAFF ) { send_to_char( "You can brandish only with a staff.\n\r", ch ); return; } if ( ( sn = staff->value[3] ) < 0 || sn >= top_sn || skill_table[sn]->spell_fun == NULL ) { bug( "Do_brandish: bad sn %d.", sn ); return; } WAIT_STATE( ch, 2 * PULSE_VIOLENCE ); if ( staff->value[2] > 0 ) { if ( !oprog_use_trigger( ch, staff, NULL, NULL, NULL ) ) { act( AT_MAGIC, "$n brandishes $p.", ch, staff, NULL, TO_ROOM ); act( AT_MAGIC, "You brandish $p.", ch, staff, NULL, TO_CHAR ); } for ( vch = ch->in_room->first_person; vch; vch = vch_next ) { vch_next = vch->next_in_room; if ( !IS_NPC( vch ) && IS_SET( vch->act, PLR_WIZINVIS ) && vch->pcdata->wizinvis >= LEVEL_IMMORTAL ) continue; else switch ( skill_table[sn]->target ) { default: bug( "Do_brandish: bad target for sn %d.", sn ); return; case TAR_IGNORE: if ( vch != ch ) continue; break; case TAR_CHAR_OFFENSIVE: if ( IS_NPC(ch) ? IS_NPC(vch) : !IS_NPC(vch) ) continue; break; case TAR_CHAR_DEFENSIVE: if ( IS_NPC(ch) ? !IS_NPC(vch) : IS_NPC(vch) ) continue; break; case TAR_CHAR_SELF: if ( vch != ch ) continue; break; } retcode = obj_cast_spell( staff->value[3], staff->value[0], ch, vch, NULL ); if ( retcode == rCHAR_DIED || retcode == rBOTH_DIED ) { bug( "do_brandish: char died", 0 ); return; } } } if ( --staff->value[2] <= 0 ) { act( AT_MAGIC, "$p blazes bright and vanishes from $n's hands!", ch, staff, NULL, TO_ROOM ); act( AT_MAGIC, "$p blazes bright and is gone!", ch, staff, NULL, TO_CHAR ); if ( staff->serial == cur_obj ) global_objcode = rOBJ_USED; extract_obj( staff ); } return; } void do_zap( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; OBJ_DATA *wand; OBJ_DATA *obj; ch_ret retcode; one_argument( argument, arg ); if ( arg[0] == '\0' && !ch->fighting ) { send_to_char( "Zap whom or what?\n\r", ch ); return; } if ( ( wand = get_eq_char( ch, WEAR_HOLD ) ) == NULL ) { send_to_char( "You hold nothing in your hand.\n\r", ch ); return; } if ( wand->item_type != ITEM_WAND ) { send_to_char( "You can zap only with a wand.\n\r", ch ); return; } obj = NULL; if ( arg[0] == '\0' ) { if ( ch->fighting ) { victim = who_fighting( ch ); } else { send_to_char( "Zap whom or what?\n\r", ch ); return; } } else { if ( ( victim = get_char_room ( ch, arg ) ) == NULL && ( obj = get_obj_here ( ch, arg ) ) == NULL ) { send_to_char( "You can't find it.\n\r", ch ); return; } } WAIT_STATE( ch, 1 * PULSE_VIOLENCE ); if ( wand->value[2] > 0 ) { if ( victim ) { if ( !oprog_use_trigger( ch, wand, victim, NULL, NULL ) ) { act( AT_MAGIC, "$n aims $p at $N.", ch, wand, victim, TO_ROOM ); act( AT_MAGIC, "You aim $p at $N.", ch, wand, victim, TO_CHAR ); } } else { if ( !oprog_use_trigger( ch, wand, NULL, obj, NULL ) ) { act( AT_MAGIC, "$n aims $p at $P.", ch, wand, obj, TO_ROOM ); act( AT_MAGIC, "You aim $p at $P.", ch, wand, obj, TO_CHAR ); } } retcode = obj_cast_spell( wand->value[3], wand->value[0], ch, victim, obj ); if ( retcode == rCHAR_DIED || retcode == rBOTH_DIED ) { bug( "do_zap: char died", 0 ); return; } } if ( --wand->value[2] <= 0 ) { act( AT_MAGIC, "$p explodes into fragments.", ch, wand, NULL, TO_ROOM ); act( AT_MAGIC, "$p explodes into fragments.", ch, wand, NULL, TO_CHAR ); if ( wand->serial == cur_obj ) global_objcode = rOBJ_USED; extract_obj( wand ); } return; } /* * Save items in a clan storage room -Scryn & Thoric */ void save_clan_storeroom( CHAR_DATA *ch, CLAN_DATA *clan ) { FILE *fp; char filename[256]; sh_int templvl; OBJ_DATA *contents; if ( !clan ) { bug( "save_clan_storeroom: Null clan pointer!", 0 ); return; } if ( !ch ) { bug ("save_clan_storeroom: Null ch pointer!", 0); return; } sprintf( filename, "%s%s.vault", CLAN_DIR, clan->filename ); if ( ( fp = fopen( filename, "w" ) ) == NULL ) { bug( "save_clan_storeroom: fopen", 0 ); perror( filename ); } else { templvl = ch->level; ch->level = LEVEL_AVATAR; /* make sure EQ doesn't get lost */ contents = ch->in_room->last_content; if (contents) fwrite_obj(ch, contents, fp, 0, OS_SAVEROOM, FALSE ); fprintf( fp, "#END\n" ); ch->level = templvl; new_fclose( fp ); return; } return; } /* put an item on auction, or see the stats on the current item or bet */ void do_auction (CHAR_DATA *ch, char *argument) { OBJ_DATA *obj; char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; char buf2[MAX_STRING_LENGTH]; char level_buf[MAX_STRING_LENGTH]; char lvl_name[MAX_STRING_LENGTH]; argument = one_argument (argument, arg1); if (IS_NPC(ch)) /* NPC can be extracted at any time and thus can't auction! */ return; if (arg1[0] == '\0') { if (auction->item != NULL) { AFFECT_DATA *paf; obj = auction->item; /* show item data here */ if (auction->bet > 0) sprintf (buf, "BID: [%s].\n\r",num_comma(auction->bet)); else sprintf (buf, "BID: [NONE].\n\r"); set_char_color ( AT_BLUE, ch ); send_to_char (buf,ch); if ( !str_cmp(auction->seller->name, ch->name) && !IS_IMMORTAL(ch) ) return; if ( obj->item_type == ITEM_WEAPON ) sprintf(buf2," [TYPE: %s] ", attack_table[obj->value[3]] != NULL ? capitalize(attack_table[obj->value[3]]) : "INVALID! Report to a God!"); sprintf( buf, "NAME: [%s]\n\rITEM TYPE: [%s]%s\n\rFLAGS: [%s %s %s]\n\rWEIGHT: [%d Pounds]\n\rVALUE: [%d]\n\r", obj->name, capitalize(item_type_name( obj )), obj->item_type == ITEM_WEAPON ? buf2 : "", extra_bit_name( obj->extra_flags ), extra_bit_name2( obj->second_flags ), magic_bit_name( obj->magic_flags ), obj->weight, obj->cost); set_char_color( AT_LBLUE, ch ); send_to_char( buf, ch ); /* Show Minlevel Stuff on Auc --GW */ if ( IS_SET( obj->pIndexData->second_flags, ITEM2_DUAL_ONLY ) ) strcpy( lvl_name, "DUAL Class" ); else if ( IS_SET( obj->pIndexData->second_flags, ITEM2_ADVANCED_ONLY ) ) strcpy( lvl_name, "ADVANCED Class" ); else if ( IS_SET( obj->pIndexData->second_flags, ITEM2_DUAL_ADV_ONLY ) ) strcpy( lvl_name, "DUAL ADVANCED Class" ); else strcpy( lvl_name, "SINGLE Class" ); sprintf( level_buf,"%d %s", obj->pIndexData->minlevel, lvl_name ); ch_printf( ch, "MIN LEVEL: [%s]\n\rEGO: [%d]\n\r",level_buf,obj->ego); sprintf( buf, "WEAR FLAGS: [%s]\n\r", capitalize(flag_string(obj->wear_flags -1, w_flags ))); send_to_char( buf, ch ); set_char_color( AT_BLUE, ch ); switch ( obj->item_type ) { case ITEM_PILL: case ITEM_SCROLL: case ITEM_POTION: sprintf( buf, "Level %d spells of:", obj->value[0] ); send_to_char( buf, ch ); if ( obj->value[1] >= 0 && obj->value[1] < top_sn ) { send_to_char( " '", ch ); send_to_char( skill_table[obj->value[1]]->name, ch ); send_to_char( "'", ch ); } if ( obj->value[2] >= 0 && obj->value[2] < top_sn ) { send_to_char( " '", ch ); send_to_char( skill_table[obj->value[2]]->name, ch ); send_to_char( "'", ch ); } if ( obj->value[3] >= 0 && obj->value[3] < top_sn ) { send_to_char( " '", ch ); send_to_char( skill_table[obj->value[3]]->name, ch ); send_to_char( "'", ch ); } send_to_char( ".\n\r", ch ); break; case ITEM_WAND: case ITEM_STAFF: sprintf( buf, "Has %d(%d) charges of level %d", obj->value[1], obj->value[2], obj->value[0] ); send_to_char( buf, ch ); if ( obj->value[3] >= 0 && obj->value[3] < top_sn ) { send_to_char( " '", ch ); send_to_char( skill_table[obj->value[3]]->name, ch ); send_to_char( "'", ch ); } send_to_char( ".\n\r", ch ); break; case ITEM_WEAPON: set_char_color( AT_LBLUE, ch ); sprintf( buf, "DAMAGE: [%d to %d] [AVG: %d]\n\r", obj->value[1], obj->value[2], ( obj->value[1] + obj->value[2] ) / 2 ); send_to_char( buf, ch ); set_char_color( AT_BLUE, ch ); break; case ITEM_ARMOR: set_char_color( AT_LBLUE, ch ); sprintf( buf, "AC: [%d]\n\r",obj->value[0] ); send_to_char( buf, ch ); sprintf( buf, "MAC: [%d]\n\r",obj->value[2] ); send_to_char( buf, ch ); set_char_color( AT_BLUE, ch ); break; } if ( IS_SET(obj->magic_flags, ITEM_UPSTATED) ) { sprintf(buf, "UPSTAT Stats:\n\r +Hit: %d +Dam: %d -AC: %d -MAC: %d\n\r\n\r", obj->hit_bonus,obj->dam_bonus,obj->ac_bonus,obj->mac_bonus); send_to_char( buf,ch); } for ( paf = obj->pIndexData->first_affect; paf; paf = paf->next ) showaffect( ch, paf ); for ( paf = obj->first_affect; paf; paf = paf->next ) showaffect( ch, paf ); if ( ( obj->item_type == ITEM_CONTAINER || obj->item_type == ITEM_QUIVER ) && ( obj->first_content ) ) { set_char_color( AT_OBJECT, ch ); send_to_char( "Contents:\n\r", ch ); show_list_to_char( obj->first_content, ch, TRUE, FALSE ); } if (IS_IMMORTAL(ch)) { sprintf(buf, "Seller: %s. Bidder: %s. Round: %d.\n\r", auction->seller->name, auction->buyer->name, (auction->going + 1)); send_to_char(buf, ch); sprintf(buf, "Time left in round: %d.\n\r", auction->pulse); send_to_char(buf, ch); } return; } else { set_char_color ( AT_LBLUE, ch ); send_to_char ( "\n\rThere is nothing being auctioned right now. What would you like to auction?\n\r", ch ); return; } } /* New check allows person who started the auction to stop it */ /* -- Cal */ if (!str_cmp(arg1,"stop") && (IS_IMMORTAL(ch) || !str_cmp(ch->name,auction->seller->name))) { if (auction->item == NULL) { send_to_char ("There is no auction to stop.\n\r",ch); return; } else /* stop the auction */ { if ( IS_SET(auction->flags, AUCTION_HOARD_AUC) ) { send_to_char("Hoarder Auctions may not be stopped! HAHA! SUCKER!",ch); return; } set_char_color ( AT_LBLUE, ch ); sprintf (buf,"&RSale of &G%s &Rhas been stopped by %s.", auction->item->short_descr, IS_IMMORTAL(ch) ? "&WAn Immortal" : "&WThe Seller"); talk_auction (buf,TRUE); /* Hlaf the current bid for stopping it .. minimum of 50,000 --GW */ if ( !IS_IMMORTAL(ch) ) { sprintf(buf,"&W%s is charged &G%s&W for faking an Auction.",capitalize(ch->name),num_comma(URANGE(5000,auction->bet/2,100000000))); talk_auction(buf,TRUE); ch->real_gold -= URANGE(5000,auction->bet/2,100000000); } obj_to_char (auction->item, auction->seller); if ( IS_SET( sysdata.save_flags, SV_AUCTION ) ) save_char_obj(auction->seller); auction->item = NULL; REMOVE_BIT(auction->flags, AUCTION_HOARD_AUC); if (auction->buyer != NULL && auction->buyer != auction->seller) /* return money to the buyer */ { auction->buyer->real_gold += auction->bet; send_to_char ("Your money has been returned.\n\r",auction->buyer); } return; } } if (!str_cmp(arg1,"bid") ) { if (auction->item != NULL) { int newbet; if ( ch == auction->seller) { send_to_char("You can't bid on your own item!\n\r", ch); return; } /* make - perhaps - a bet now */ if (argument[0] == '\0') { send_to_char ("Bid how much?\n\r",ch); return; } newbet = parsebet (auction->bet, argument); /* ch_printf( ch, "Bid: %d\n\r",newbet); */ if (newbet < auction->starting) { send_to_char("You must place a bid that is higher than the starting bet.\n\r", ch); return; } /* to avoid slow auction, use a bigger amount than 100 if the bet is higher up - changed to 10000 for our high economy */ if (newbet < (auction->bet + (auction->bet * 0.05))) { send_to_char ("You must at least bid 5% over the current bid.\n\r",ch); return; } if (newbet > ch->real_gold) { send_to_char ("You don't have that much money!\n\r",ch); return; } if (newbet > 2000000000) { send_to_char("You can't bid over 2 billion coins.\n\r", ch); return; } /* the actual bet is OK! */ /* return the gold to the last buyer, if one exists */ if (auction->buyer != NULL && auction->buyer != auction->seller) auction->buyer->real_gold += auction->bet; ch->real_gold -= newbet; /* substract the gold - important :) */ if ( IS_SET( sysdata.save_flags, SV_AUCTION ) ) save_char_obj(ch); auction->buyer = ch; auction->bet = newbet; auction->going = 0; auction->pulse = PULSE_AUCTION; /* start the auction over again */ sprintf(buf,"&WNew bid of &Y%s &Wgold coins received on %s&W.\n\r",num_comma(newbet),auction->item->short_descr); talk_auction (buf,TRUE); return; } else { send_to_char ("There isn't anything being auctioned right now.\n\r",ch); return; } } /* finally... */ if ( ms_find_obj(ch) ) return; obj = get_obj_carry (ch, arg1); /* does char have the item ? */ if (obj == NULL) { send_to_char ("You aren't carrying that.\n\r",ch); return; } if (obj->timer > 0) { send_to_char ("You can't auction objects that are decaying.\n\r", ch); return; } argument = one_argument (argument, arg2); if (arg2[0] == '\0') { auction->starting = 0; strcpy(arg2, "0"); } if ( !is_number(arg2) ) { send_to_char("You must input a number at which to start the auction.\n\r", ch); return; } if ( atoi(arg2) < 0 ) { send_to_char("You can't auction something for less than 0 gold!\n\r", ch); return; } if (auction->item == NULL) switch (obj->item_type) { default: act (AT_TELL, "You cannot auction $Ts.",ch, NULL, item_type_name (obj), TO_CHAR); return; /* insert any more item types here... items with a timer MAY NOT BE AUCTIONED! */ case ITEM_LIGHT: case ITEM_TREASURE: case ITEM_POTION: case ITEM_CONTAINER: case ITEM_DRINK_CON: case ITEM_FOOD: case ITEM_PEN: case ITEM_BOAT: case ITEM_PILL: case ITEM_PIPE: case ITEM_HERB_CON: case ITEM_INCENSE: case ITEM_FIRE: case ITEM_RUNEPOUCH: case ITEM_MAP: case ITEM_BOOK: case ITEM_RUNE: case ITEM_MATCH: case ITEM_HERB: case ITEM_WEAPON: case ITEM_ARMOR: case ITEM_STAFF: case ITEM_WAND: case ITEM_SCROLL: separate_obj(obj); obj_from_char (obj); if ( IS_SET( sysdata.save_flags, SV_AUCTION ) ) save_char_obj(ch); auction->item = obj; auction->bet = 0; auction->buyer = ch; auction->seller = ch; auction->pulse = PULSE_AUCTION; auction->going = 0; auction->starting = atoi(arg2); if ( auction->starting < 1 ) auction->starting = 1; if (auction->starting > 0) auction->bet = auction->starting; if ( IS_SET(ch->pcdata->flagstwo, MOREPC_HOARDER) ) SET_BIT(auction->flags, AUCTION_HOARD_AUC); sprintf (buf, "&WNew item up for grabs: %s&W.",obj->short_descr); talk_auction(buf,TRUE); sprintf(buf, "&WLets start the bidding at &Y%s&W gold coins. Do i hear &Y%s&W?",num_comma(auction->starting),num_comma(auction->starting)); talk_auction (buf,FALSE); return; } /* switch */ else { act (AT_TELL, "Try again later - $p is being auctioned right now!",ch,auction->item,NULL,TO_CHAR); WAIT_STATE( ch, 1.5 * PULSE_VIOLENCE ); return; } } /* Make objects in rooms that are nofloor fall - Scryn 1/23/96 */ void obj_fall( OBJ_DATA *obj, bool through ) { EXIT_DATA *pexit; ROOM_INDEX_DATA *to_room; static int fall_count; char buf[MAX_STRING_LENGTH]; static bool is_falling; /* Stop loops from the call to obj_to_room() -- Altrag */ if ( !obj->in_room || is_falling ) return; if (fall_count > 30) { bug( "object falling in loop more than 30 times", 0 ); extract_obj(obj); fall_count = 0; return; } if ( IS_SET( obj->in_room->room_flags, ROOM_NOFLOOR ) && CAN_GO( obj, DIR_DOWN ) && !IS_OBJ_STAT( obj, ITEM_MAGIC ) ) { pexit = get_exit( obj->in_room, DIR_DOWN ); to_room = pexit->to_room; if (through) fall_count++; else fall_count = 0; if (obj->in_room == to_room) { sprintf(buf, "Object falling into same room, room %d", to_room->vnum); bug( buf, 0 ); extract_obj( obj ); return; } if (obj->in_room->first_person) { act( AT_PLAIN, "$p falls far below...", obj->in_room->first_person, obj, NULL, TO_ROOM ); act( AT_PLAIN, "$p falls far below...", obj->in_room->first_person, obj, NULL, TO_CHAR ); } obj_from_room( obj ); is_falling = TRUE; obj = obj_to_room( obj, to_room ); is_falling = FALSE; if (obj->in_room->first_person) { act( AT_PLAIN, "$p falls from above...", obj->in_room->first_person, obj, NULL, TO_ROOM ); act( AT_PLAIN, "$p falls from above...", obj->in_room->first_person, obj, NULL, TO_CHAR ); } if (!IS_SET( obj->in_room->room_flags, ROOM_NOFLOOR ) && through ) { /* int dam = (int)9.81*sqrt(fall_count*2/9.81)*obj->weight/2; */ int dam = fall_count*obj->weight/2; /* Damage players */ if ( obj->in_room->first_person && number_percent() > 15 ) { CHAR_DATA *rch; CHAR_DATA *vch = NULL; int chcnt = 0; for ( rch = obj->in_room->first_person; rch; rch = rch->next_in_room, chcnt++ ) if ( number_range( 0, chcnt ) == 0 ) vch = rch; act( AT_WHITE, "$p falls on $n!", vch, obj, NULL, TO_ROOM ); act( AT_WHITE, "$p falls on you!", vch, obj, NULL, TO_CHAR ); damage( vch, vch, dam*vch->level, TYPE_UNDEFINED ); } /* Damage objects */ switch( obj->item_type ) { case ITEM_WEAPON: case ITEM_ARMOR: if ( (obj->value[0] - dam) <= 0 ) { if (obj->in_room->first_person) { act( AT_PLAIN, "$p is destroyed by the fall!", obj->in_room->first_person, obj, NULL, TO_ROOM ); act( AT_PLAIN, "$p is destroyed by the fall!", obj->in_room->first_person, obj, NULL, TO_CHAR ); } make_scraps(obj); } else obj->value[0] -= dam; break; default: if ( ( (dam*15) > get_obj_resistance(obj)) && ( obj->item_type != ITEM_CONTAINER ) ) { if (obj->in_room->first_person) { act( AT_PLAIN, "$p is destroyed by the fall!", obj->in_room->first_person, obj, NULL, TO_ROOM ); act( AT_PLAIN, "$p is destroyed by the fall!", obj->in_room->first_person, obj, NULL, TO_CHAR ); } make_scraps(obj); } break; } } obj_fall( obj, TRUE ); } return; } /* Make IDENTIFY like the Auction stat - by popular request --GW */ void ident_obj_mortal( CHAR_DATA *ch, OBJ_DATA *obj ) { AFFECT_DATA *paf; char buf[MSL]; char buf2[MSL]; char lvl_name[MSL]; char level_buf[MSL]; if ( obj->item_type == ITEM_WEAPON ) sprintf(buf2," [TYPE: %s] ", attack_table[obj->value[3]] != NULL ? capitalize(attack_table[obj->value[3]]) : "INVALID! Report to a God!"); sprintf( buf, "NAME: [%s]\n\rITEM TYPE: [%s]%s\n\rFLAGS: [%s %s %s]\n\rWEIGHT: [%d Pounds]\n\rVALUE: [%d]\n\r", obj->name, capitalize(item_type_name( obj )), obj->item_type == ITEM_WEAPON ? buf2 : "", extra_bit_name( obj->extra_flags ), extra_bit_name2( obj->second_flags ), magic_bit_name( obj->magic_flags ), obj->weight, obj->cost); set_char_color( AT_LBLUE, ch ); send_to_char( buf, ch ); /* Show Minlevel Stuff on Auc --GW */ if ( IS_SET( obj->pIndexData->second_flags, ITEM2_DUAL_ONLY ) ) strcpy( lvl_name, "DUAL Class" ); else if ( IS_SET( obj->pIndexData->second_flags, ITEM2_ADVANCED_ONLY ) ) strcpy( lvl_name, "ADVANCED Class" ); else if ( IS_SET( obj->pIndexData->second_flags, ITEM2_DUAL_ADV_ONLY ) ) strcpy( lvl_name, "DUAL ADVANCED Class" ); else strcpy( lvl_name, "SINGLE Class" ); sprintf( level_buf,"%d %s", obj->pIndexData->minlevel, lvl_name ); ch_printf( ch, "MIN LEVEL: [%s]\n\rEGO: [%d]\n\r",level_buf,obj->ego); sprintf( buf, "WEAR FLAGS: [%s]\n\r", capitalize(flag_string(obj->wear_flags -1, w_flags ))); send_to_char( buf, ch ); set_char_color( AT_BLUE, ch ); switch ( obj->item_type ) { case ITEM_PILL: case ITEM_SCROLL: case ITEM_POTION: sprintf( buf, "Level %d spells of:", obj->value[0] ); send_to_char( buf, ch ); if ( obj->value[1] >= 0 && obj->value[1] < top_sn ) { send_to_char( " '", ch ); send_to_char( skill_table[obj->value[1]]->name, ch ); send_to_char( "'", ch ); } if ( obj->value[2] >= 0 && obj->value[2] < top_sn ) { send_to_char( " '", ch ); send_to_char( skill_table[obj->value[2]]->name, ch ); send_to_char( "'", ch ); } if ( obj->value[3] >= 0 && obj->value[3] < top_sn ) { send_to_char( " '", ch ); send_to_char( skill_table[obj->value[3]]->name, ch ); send_to_char( "'", ch ); } send_to_char( ".\n\r", ch ); break; case ITEM_WAND: case ITEM_STAFF: sprintf( buf, "Has %d(%d) charges of level %d", obj->value[1], obj->value[2], obj->value[0] ); send_to_char( buf, ch ); if ( obj->value[3] >= 0 && obj->value[3] < top_sn ) { send_to_char( " '", ch ); send_to_char( skill_table[obj->value[3]]->name, ch ); send_to_char( "'", ch ); } send_to_char( ".\n\r", ch ); break; case ITEM_WEAPON: set_char_color( AT_LBLUE, ch ); sprintf( buf, "DAMAGE: [%d to %d] [AVG: %d]\n\r", obj->value[1], obj->value[2], ( obj->value[1] + obj->value[2] ) / 2 ); send_to_char( buf, ch ); set_char_color( AT_BLUE, ch ); break; case ITEM_ARMOR: set_char_color( AT_LBLUE, ch ); sprintf( buf, "AC: [%d]\n\r",obj->value[0] ); send_to_char( buf, ch ); sprintf( buf, "MAC: [%d]\n\r",obj->value[2] ); send_to_char( buf, ch ); set_char_color( AT_BLUE, ch ); break; } if ( IS_SET(obj->magic_flags, ITEM_UPSTATED) ) { sprintf(buf, "UPSTAT Stats:\n\r +Hit: %d +Dam: %d -AC: %d -MAC: %d\n\r\n\r", obj->hit_bonus,obj->dam_bonus,obj->ac_bonus,obj->mac_bonus); send_to_char( buf,ch); } for ( paf = obj->pIndexData->first_affect; paf; paf = paf->next ) showaffect( ch, paf ); for ( paf = obj->first_affect; paf; paf = paf->next ) showaffect( ch, paf ); if ( ( obj->item_type == ITEM_CONTAINER || obj->item_type == ITEM_QUIVER ) && ( obj->first_content ) ) { set_char_color( AT_OBJECT, ch ); send_to_char( "Contents:\n\r", ch ); show_list_to_char( obj->first_content, ch, TRUE, FALSE ); } return; }