/**************************************************************************** * [S]imulated [M]edieval [A]dventure multi[U]ser [G]ame | \\._.// * * -----------------------------------------------------------| (0...0) * * SMAUG 1.0 (C) 1994, 1995, 1996 by Derek Snider | ).:.( * * -----------------------------------------------------------| {o o} * * SMAUG code team: Thoric, Altrag, Blodkai, Narn, Haus, | / ' ' \ * * Scryn, Rennard, Swordbearer, Gorog, Grishnakh and Tricops |~'~.VxvxV.~'~* * ------------------------------------------------------------------------ * * Merc 2.1 Diku Mud improvments copyright (C) 1992, 1993 by Michael * * Chastain, Michael Quan, and Mitchell Tse. * * Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, * * Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. * * ------------------------------------------------------------------------ * * Misc module for general commands: not skills or spells * **************************************************************************** * Note: Most of the stuff in here would go in act_obj.c, but act_obj was * * getting big. * ****************************************************************************/ #include <sys/types.h> #include <stdio.h> #include <string.h> #include <time.h> #include "mud.h" extern int top_exit; /* * Fill a container * Many enhancements added by Thoric (ie: filling non-drink containers) */ void do_fill( CHAR_DATA *ch, char *argument ) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; OBJ_DATA *obj; OBJ_DATA *source; sh_int dest_item, src_item1, src_item2, src_item3; int diff=0; bool all = FALSE; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); /* munch optional words */ if ( (!str_cmp( arg2, "from" ) || !str_cmp( arg2, "with" )) && argument[0] != '\0' ) argument = one_argument( argument, arg2 ); if ( arg1[0] == '\0' ) { send_to_char( "Fill what?\n\r", ch ); return; } if ( ms_find_obj(ch) ) return; if ( ( obj = get_obj_carry( ch, arg1 ) ) == NULL ) { send_to_char( "You do not have that item.\n\r", ch ); return; } else dest_item = obj->item_type; src_item1 = src_item2 = src_item3 = -1; switch( dest_item ) { default: act( AT_ACTION, "$n tries to fill $p... (Don't ask me how)", ch, obj, NULL, TO_ROOM ); send_to_char( "You cannot fill that.\n\r", ch ); return; /* place all fillable item types here */ case ITEM_DRINK_CON: src_item1 = ITEM_FOUNTAIN; src_item2 = ITEM_BLOOD; break; case ITEM_HERB_CON: src_item1 = ITEM_HERB; src_item2 = ITEM_HERB_CON; break; case ITEM_PIPE: src_item1 = ITEM_HERB; src_item2 = ITEM_HERB_CON; break; case ITEM_CONTAINER: src_item1 = ITEM_CONTAINER; src_item2 = ITEM_CORPSE_NPC; src_item3 = ITEM_CORPSE_PC; break; } if ( dest_item == ITEM_CONTAINER ) { send_to_char("Use the PUT Command.\n\r",ch ); return; if ( IS_SET(obj->value[1], CONT_CLOSED) ) { act( AT_PLAIN, "The $d is closed.", ch, NULL, obj->name, TO_CHAR ); return; } if ( get_obj_weight( obj ) / obj->count >= obj->value[0] ) { send_to_char( "It's already full as it can be.\n\r", ch ); return; } } else { diff = obj->value[0] - obj->value[1]; if ( diff < 1 || obj->value[1] >= obj->value[0] ) { send_to_char( "It's already full as it can be.\n\r", ch ); return; } } if ( dest_item == ITEM_PIPE && IS_SET( obj->value[3], PIPE_FULLOFASH ) ) { send_to_char( "It's full of ashes, and needs to be emptied first.\n\r", ch ); return; } if ( arg2[0] != '\0' ) { if ( dest_item == ITEM_CONTAINER && (!str_cmp( arg2, "all" ) || !str_prefix( "all.", arg2 )) ) { all = TRUE; source = NULL; } else /* This used to let you fill a pipe from an object on the ground. Seems to me you should be holding whatever you want to fill a pipe with. It's nitpicking, but I needed to change it to get a mobprog to work right. Check out Lord Fitzgibbon if you're curious. -Narn */ if ( dest_item == ITEM_PIPE ) { if ( ( source = get_obj_carry( ch, arg2 ) ) == NULL ) { send_to_char( "You don't have that item.\n\r", ch ); return; } if ( source->item_type != src_item1 && source->item_type != src_item2 && source->item_type != src_item3 ) { act( AT_PLAIN, "You cannot fill $p with $P!", ch, obj, source, TO_CHAR ); return; } } else { if ( ( source = get_obj_here( ch, arg2 ) ) == NULL ) { send_to_char( "You cannot find that item.\n\r", ch ); return; } } } else source = NULL; if ( !source && dest_item == ITEM_PIPE ) { send_to_char( "Fill it with what?\n\r", ch ); return; } if ( !source ) { bool found = FALSE; OBJ_DATA *src_next; found = FALSE; separate_obj( obj ); for ( source = ch->in_room->first_content; source; source = src_next ) { src_next = source->next_content; if (dest_item == ITEM_CONTAINER) { if ( !CAN_WEAR(source, ITEM_TAKE) || (IS_OBJ_STAT( source, ITEM_PROTOTYPE) && !can_take_proto(ch)) || ch->carry_weight + get_obj_weight(source) > can_carry_w(ch) || (get_obj_weight(source) + get_obj_weight(obj)/obj->count) > obj->value[0] ) continue; if ( all && arg2[3] == '.' && !nifty_is_name( &arg2[4], source->name ) ) continue; obj_from_room(source); if ( source->item_type == ITEM_MONEY ) { ch->gold += source->value[0]; extract_obj( source ); } else obj_to_obj(source, obj); found = TRUE; } else if (source->item_type == src_item1 || source->item_type == src_item2 || source->item_type == src_item3) { found = TRUE; break; } } if ( !found ) { switch( src_item1 ) { default: send_to_char( "There is nothing appropriate here!\n\r", ch ); return; case ITEM_FOUNTAIN: send_to_char( "There is no fountain or pool here!\n\r", ch ); return; case ITEM_BLOOD: send_to_char( "There is no blood pool here!\n\r", ch ); return; case ITEM_HERB_CON: send_to_char( "There are no herbs here!\n\r", ch ); return; case ITEM_HERB: send_to_char( "You cannot find any smoking herbs.\n\r", ch ); return; } } if (dest_item == ITEM_CONTAINER) { act( AT_ACTION, "You fill $p.", ch, obj, NULL, TO_CHAR ); act( AT_ACTION, "$n fills $p.", ch, obj, NULL, TO_ROOM ); return; } } if (dest_item == ITEM_CONTAINER) { OBJ_DATA *otmp, *otmp_next; char name[MAX_INPUT_LENGTH]; CHAR_DATA *gch; char *pd; bool found = FALSE; if ( source == obj ) { send_to_char( "You can't fill something with itself!\n\r", ch ); return; } switch( source->item_type ) { default: /* put something in container */ if ( !source->in_room /* disallow inventory items */ || !CAN_WEAR(source, ITEM_TAKE) || (IS_OBJ_STAT( source, ITEM_PROTOTYPE) && !can_take_proto(ch)) || ch->carry_weight + get_obj_weight(source) > can_carry_w(ch) || (get_obj_weight(source) + get_obj_weight(obj)/obj->count) > obj->value[0] ) { send_to_char( "You can't do that.\n\r", ch ); return; } separate_obj( obj ); act( AT_ACTION, "You take $P and put it inside $p.", ch, obj, source, TO_CHAR ); act( AT_ACTION, "$n takes $P and puts it inside $p.", ch, obj, source, TO_ROOM ); obj_from_room(source); obj_to_obj(source, obj); break; case ITEM_MONEY: send_to_char( "You can't do that... yet.\n\r", ch ); break; case ITEM_CORPSE_PC: /* if ( IS_NPC(ch) ) {*/ send_to_char( "You can't do that.\n\r", ch ); return; /* }*/ if ( !IS_OBJ_STAT( source, ITEM_CLANCORPSE ) || !IS_SET( ch->pcdata->flags, PCFLAG_DEADLY ) ) { pd = source->short_descr; pd = one_argument( pd, name ); pd = one_argument( pd, name ); pd = one_argument( pd, name ); pd = one_argument( pd, name ); 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; } } } case ITEM_CONTAINER: if ( source->item_type == ITEM_CONTAINER /* don't remove */ && IS_SET(source->value[1], CONT_CLOSED) ) { act( AT_PLAIN, "The $d is closed.", ch, NULL, source->name, TO_CHAR ); return; } case ITEM_CORPSE_NPC: if ( (otmp=source->first_content) == NULL ) { send_to_char( "It's empty.\n\r", ch ); return; } separate_obj( obj ); for ( ; otmp; otmp = otmp_next ) { otmp_next = otmp->next_content; if ( !CAN_WEAR(otmp, ITEM_TAKE) || (IS_OBJ_STAT( otmp, ITEM_PROTOTYPE) && !can_take_proto(ch)) || ch->carry_number + otmp->count > can_carry_n(ch) || ch->carry_weight + get_obj_weight(otmp) > can_carry_w(ch) || (get_obj_weight(source) + get_obj_weight(obj)/obj->count) > obj->value[0] ) continue; obj_from_obj(otmp); obj_to_obj(otmp, obj); found = TRUE; } if ( found ) { act( AT_ACTION, "You fill $p from $P.", ch, obj, source, TO_CHAR ); act( AT_ACTION, "$n fills $p from $P.", ch, obj, source, TO_ROOM ); } else send_to_char( "There is nothing appropriate in there.\n\r", ch ); break; } return; } if ( source->value[1] < 1 ) { send_to_char( "There's none left!\n\r", ch ); return; } if ( source->count > 1 && source->item_type != ITEM_FOUNTAIN ) separate_obj( source ); separate_obj( obj ); switch( source->item_type ) { default: bug( "do_fill: got bad item type: %d", source->item_type ); send_to_char( "Something went wrong...\n\r", ch ); return; case ITEM_FOUNTAIN: if ( obj->value[1] != 0 && obj->value[2] != 0 ) { send_to_char( "There is already another liquid in it.\n\r", ch ); return; } obj->value[2] = 0; obj->value[1] = obj->value[0]; act( AT_ACTION, "You fill $p from $P.", ch, obj, source, TO_CHAR ); act( AT_ACTION, "$n fills $p from $P.", ch, obj, source, TO_ROOM ); return; case ITEM_BLOOD: if ( obj->value[1] != 0 && obj->value[2] != 13 ) { send_to_char( "There is already another liquid in it.\n\r", ch ); return; } obj->value[2] = 13; if ( source->value[1] < diff ) diff = source->value[1]; obj->value[1] += diff; act( AT_ACTION, "You fill $p from $P.", ch, obj, source, TO_CHAR ); act( AT_ACTION, "$n fills $p from $P.", ch, obj, source, TO_ROOM ); if ( (source->value[1] -= diff) < 1 ) { extract_obj( source ); make_bloodstain( ch ); } return; case ITEM_HERB: if ( obj->value[1] != 0 && obj->value[2] != source->value[2] ) { send_to_char( "There is already another type of herb in it.\n\r", ch ); return; } obj->value[2] = source->value[2]; if ( source->value[1] < diff ) diff = source->value[1]; obj->value[1] += diff; act( AT_ACTION, "You fill $p with $P.", ch, obj, source, TO_CHAR ); act( AT_ACTION, "$n fills $p with $P.", ch, obj, source, TO_ROOM ); if ( (source->value[1] -= diff) < 1 ) extract_obj( source ); return; case ITEM_HERB_CON: if ( obj->value[1] != 0 && obj->value[2] != source->value[2] ) { send_to_char( "There is already another type of herb in it.\n\r", ch ); return; } obj->value[2] = source->value[2]; if ( source->value[1] < diff ) diff = source->value[1]; obj->value[1] += diff; source->value[1] -= diff; act( AT_ACTION, "You fill $p from $P.", ch, obj, source, TO_CHAR ); act( AT_ACTION, "$n fills $p from $P.", ch, obj, source, TO_ROOM ); return; case ITEM_DRINK_CON: if ( obj->value[1] != 0 && obj->value[2] != source->value[2] ) { send_to_char( "There is already another liquid in it.\n\r", ch ); return; } obj->value[2] = source->value[2]; if ( source->value[1] < diff ) diff = source->value[1]; obj->value[1] += diff; source->value[1] -= diff; act( AT_ACTION, "You fill $p from $P.", ch, obj, source, TO_CHAR ); act( AT_ACTION, "$n fills $p from $P.", ch, obj, source, TO_ROOM ); return; } } void do_drink( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; int amount; int liquid; long maxnum; argument = one_argument( argument, arg ); /* munch optional words */ if ( !str_cmp( arg, "from" ) && argument[0] != '\0' ) argument = one_argument( argument, arg ); if ( arg[0] == '\0' ) { for ( obj = ch->in_room->first_content; obj; obj = obj->next_content ) if ( (obj->item_type == ITEM_FOUNTAIN) || (obj->item_type == ITEM_BLOOD) ) break; if ( !obj ) { send_to_char( "Drink what?\n\r", ch ); return; } } else { if ( ( obj = get_obj_here( ch, arg ) ) == NULL ) { send_to_char( "You can't find it.\n\r", ch ); return; } } if ( obj->count > 1 && obj->item_type != ITEM_FOUNTAIN ) separate_obj(obj); if ( !IS_NPC(ch) && ch->pcdata->condition[COND_DRUNK] > 40 ) { send_to_char( "You fail to reach your mouth. *Hic*\n\r", ch ); return; } switch ( obj->item_type ) { default: if ( obj->carried_by == ch ) { act( AT_ACTION, "$n lifts $p up to $s mouth and tries to drink from it...", ch, obj, NULL, TO_ROOM ); act( AT_ACTION, "You bring $p up to your mouth and try to drink from it...", ch, obj, NULL, TO_CHAR ); } else { act( AT_ACTION, "$n gets down and tries to drink from $p... (Is $e feeling ok?)", ch, obj, NULL, TO_ROOM ); act( AT_ACTION, "You get down on the ground and try to drink from $p...", ch, obj, NULL, TO_CHAR ); } break; case ITEM_POTION: if ( obj->carried_by == ch ) do_quaff( ch, obj->name ); else send_to_char( "You're not carrying that.\n\r", ch ); break; case ITEM_BLOOD: if ( IS_VAMPIRE(ch) && !IS_NPC(ch) ) { if ( obj->timer > 0 /* if timer, must be spilled blood */ && ch->level > 5 && ch->pcdata->condition[COND_BLOODTHIRST] > (5+ch->level/10) ) { send_to_char( "It is above you to stoop to drinking blood from the ground!\n\r", ch ); send_to_char( "Unless in dire need, you'd much rather have blood from a victim's neck!\n\r", ch ); return; } if ( ch->pcdata->condition[COND_BLOODTHIRST] < get_bloodthirst(ch) ) { if ( ch->pcdata->condition[COND_FULL] >= 48 || ch->pcdata->condition[COND_THIRST] >= 48 ) { send_to_char( "You are too full to drink any blood.\n\r", ch ); return; } if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) ) { act( AT_BLOOD, "$n drinks from the spilled blood.", ch, NULL, NULL, TO_ROOM ); set_char_color( AT_BLOOD, ch ); send_to_char( "You relish in the replenishment of this vital fluid...\n\r", ch ); if (obj->value[1] <=1) { set_char_color( AT_BLOOD, ch ); send_to_char( "You drink the last drop of blood from the spill.\n\r", ch); act( AT_BLOOD, "$n drinks the last drop of blood from the spill.", ch, NULL, NULL, TO_ROOM ); } } gain_condition(ch, COND_BLOODTHIRST, 1); gain_condition(ch, COND_FULL, 1); gain_condition(ch, COND_THIRST, 1); if (--obj->value[1] <=0) { if ( obj->serial == cur_obj ) global_objcode = rOBJ_DRUNK; extract_obj( obj ); make_bloodstain( ch ); } } else send_to_char( "Alas... you cannot consume any more blood.\n\r", ch ); } else send_to_char( "It is not in your nature to do such things.\n\r", ch ); break; case ITEM_FOUNTAIN: if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) ) { act( AT_ACTION, "$n drinks from the fountain.", ch, NULL, NULL, TO_ROOM ); send_to_char( "You take a long thirst quenching drink.\n\r", ch ); } if ( !IS_NPC(ch) ) ch->pcdata->condition[COND_THIRST] = 40; break; case ITEM_DRINK_CON: if ( obj->value[1] <= 0 ) { send_to_char( "It is already empty.\n\r", ch ); return; } if ( ( liquid = obj->value[2] ) >= LIQ_MAX ) { bug( "Do_drink: bad liquid number %d.", liquid ); liquid = obj->value[2] = 0; } if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) ) { act( AT_ACTION, "$n drinks $T from $p.", ch, obj, liq_table[liquid].liq_name, TO_ROOM ); act( AT_ACTION, "You drink $T from $p.", ch, obj, liq_table[liquid].liq_name, TO_CHAR ); } amount = 1; /* UMIN(amount, obj->value[1]); */ /* what was this? concentrated drinks? concentrated water too I suppose... sheesh! */ gain_condition( ch, COND_DRUNK, amount * liq_table[liquid].liq_affect[COND_DRUNK ] ); gain_condition( ch, COND_FULL, amount * liq_table[liquid].liq_affect[COND_FULL ] ); gain_condition( ch, COND_THIRST, amount * liq_table[liquid].liq_affect[COND_THIRST ] ); maxnum = ch->max_hit * 2; ch->hit += liq_table[liquid].liq_affect[3]; ch->mana += liq_table[liquid].liq_affect[4]; ch->move += liq_table[liquid].liq_affect[5]; if ( ch->hit > maxnum ) ch->hit = maxnum; if ( !IS_NPC(ch) ) { if ( ch->pcdata->condition[COND_DRUNK] > 24 ) send_to_char( "You feel quite sloshed.\n\r", ch ); else if ( ch->pcdata->condition[COND_DRUNK] > 18 ) send_to_char( "You feel very drunk.\n\r", ch ); else if ( ch->pcdata->condition[COND_DRUNK] > 12 ) send_to_char( "You feel drunk.\n\r", ch ); else if ( ch->pcdata->condition[COND_DRUNK] > 8 ) send_to_char( "You feel a little drunk.\n\r", ch ); else if ( ch->pcdata->condition[COND_DRUNK] > 5 ) send_to_char( "You feel light headed.\n\r", ch ); if ( ch->pcdata->condition[COND_FULL] > 40 ) send_to_char( "You are full.\n\r", ch ); if ( ch->pcdata->condition[COND_THIRST] > 40 ) send_to_char( "You feel bloated.\n\r", ch ); else if ( ch->pcdata->condition[COND_THIRST] > 36 ) send_to_char( "Your stomach is sloshing around.\n\r", ch ); else if ( ch->pcdata->condition[COND_THIRST] > 30 ) send_to_char( "You do not feel thirsty.\n\r", ch ); } if ( obj->value[3] ) { /* The drink was poisoned! */ AFFECT_DATA af; act( AT_POISON, "$n sputters and gags.", ch, NULL, NULL, TO_ROOM ); act( AT_POISON, "You sputter and gag.", ch, NULL, NULL, TO_CHAR ); ch->mental_state = URANGE( 20, ch->mental_state + 5, 100 ); af.type = gsn_poison; af.duration = 3 * obj->value[3]; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = meb(AFF_POISON); affect_join( ch, &af ); } obj->value[1] -= amount; if ( obj->value[1] <= 0 ) { send_to_char( "The empty container vanishes.\n\r", ch ); if ( cur_obj == obj->serial ) global_objcode = rOBJ_DRUNK; extract_obj( obj ); } break; } WAIT_STATE(ch, PULSE_PER_SECOND ); return; } void do_eat( CHAR_DATA *ch, char *argument ) { OBJ_DATA *obj; ch_ret retcode; int foodcond; if ( argument[0] == '\0' ) { send_to_char( "Eat what?\n\r", ch ); return; } if ( ch->substate > SUB_NONE ) { send_to_char("Um... No.. doing that right now would crash the mud!\n\r",ch); return; } if ( IS_NPC(ch) || ch->pcdata->condition[COND_FULL] > 5 ) if ( ms_find_obj(ch) ) return; if ( (obj = find_obj(ch, argument, TRUE)) == NULL ) return; if ( !IS_IMMORTAL(ch) ) { if ( obj->item_type != ITEM_FOOD && obj->item_type != ITEM_PILL ) { act( AT_ACTION, "$n starts to nibble on $p... ($e must really be hungry)", ch, obj, NULL, TO_ROOM ); act( AT_ACTION, "You try to nibble on $p...", ch, obj, NULL, TO_CHAR ); return; } if ( !IS_NPC(ch) && ch->pcdata->condition[COND_FULL] > 40 ) { send_to_char( "You are too full to eat more.\n\r", ch ); return; } } /* required due to object grouping */ separate_obj( obj ); if IS_PKILL( ch ) WAIT_STATE( ch, PULSE_PER_SECOND/4 ); else WAIT_STATE( ch, PULSE_PER_SECOND/2 ); if ( obj->in_obj ) { act( AT_PLAIN, "You take $p from $P.", ch, obj, obj->in_obj, TO_CHAR ); act( AT_PLAIN, "$n takes $p from $P.", ch, obj, obj->in_obj, TO_ROOM ); } if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) ) { if ( !obj->action_desc || obj->action_desc[0]=='\0' ) { act( AT_ACTION, "$n eats $p.", ch, obj, NULL, TO_ROOM ); act( AT_ACTION, "You eat $p.", ch, obj, NULL, TO_CHAR ); } else actiondesc( ch, obj, NULL ); } switch ( obj->item_type ) { case ITEM_FOOD: if ( obj->timer > 0 && obj->value[1] > 0 ) foodcond = (obj->timer * 10) / obj->value[1]; else foodcond = 10; if ( !IS_NPC(ch) ) { int condition; condition = ch->pcdata->condition[COND_FULL]; gain_condition( ch, COND_FULL, (obj->value[0] * foodcond) / 10 ); if ( condition <= 1 && ch->pcdata->condition[COND_FULL] > 1 ) send_to_char( "You are no longer hungry.\n\r", ch ); else if ( ch->pcdata->condition[COND_FULL] > 40 ) send_to_char( "You are full.\n\r", ch ); } if ( obj->value[3] != 0 || (foodcond < 4 && number_range( 0, foodcond + 1 ) == 0) ) { /* The food was poisoned! */ AFFECT_DATA af; if ( obj->value[3] != 0 ) { act( AT_POISON, "$n chokes and gags.", ch, NULL, NULL, TO_ROOM ); act( AT_POISON, "You choke and gag.", ch, NULL, NULL, TO_CHAR ); ch->mental_state = URANGE( 20, ch->mental_state + 5, 100 ); } else { act( AT_POISON, "$n gags on $p.", ch, obj, NULL, TO_ROOM ); act( AT_POISON, "You gag on $p.", ch, obj, NULL, TO_CHAR ); ch->mental_state = URANGE( 15, ch->mental_state + 5, 100 ); } af.type = gsn_poison; af.duration = 2 * obj->value[0] * (obj->value[3] > 0 ? obj->value[3] : 1); af.location = APPLY_NONE; af.modifier = 0; af.bitvector = meb(AFF_POISON); affect_join( ch, &af ); } break; case ITEM_PILL: /* allow pills to fill you, if so desired */ if ( !IS_NPC(ch) && obj->value[4] ) { int condition; condition = ch->pcdata->condition[COND_FULL]; gain_condition( ch, COND_FULL, obj->value[4] ); if ( condition <= 1 && ch->pcdata->condition[COND_FULL] > 1 ) send_to_char( "You are no longer hungry.\n\r", ch ); else if ( ch->pcdata->condition[COND_FULL] > 40 ) send_to_char( "You are full.\n\r", ch ); } retcode = obj_cast_spell( obj->value[1], obj->value[0], ch, ch, NULL ); if ( retcode == rNONE ) retcode = obj_cast_spell( obj->value[2], obj->value[0], ch, ch, NULL ); if ( retcode == rNONE ) retcode = obj_cast_spell( obj->value[3], obj->value[0], ch, ch, NULL ); break; } if ( obj->serial == cur_obj ) global_objcode = rOBJ_EATEN; extract_obj( obj ); return; } void do_quaff( CHAR_DATA *ch, char *argument ) { OBJ_DATA *obj; ch_ret retcode; if ( argument[0] == '\0' || !str_cmp(argument, "") ) { send_to_char( "Quaff what?\n\r", ch ); return; } if ( (obj = find_obj(ch, argument, TRUE)) == NULL ) return; if ( obj->item_type != ITEM_POTION ) { if ( obj->item_type == ITEM_DRINK_CON ) do_drink( ch, obj->name ); else { act( AT_ACTION, "$n lifts $p up to $s mouth and tries to drink from it...", ch, obj, NULL, TO_ROOM ); act( AT_ACTION, "You bring $p up to your mouth and try to drink from it...", ch, obj, NULL, TO_CHAR ); } return; } /* * Fullness checking -Thoric */ /* This SUX! --GW if ( !IS_NPC(ch) && ( ch->pcdata->condition[COND_FULL] >= 48 || ch->pcdata->condition[COND_THIRST] >= 48 ) ) { send_to_char( "Your stomach cannot contain any more.\n\r", ch ); return; } */ separate_obj( obj ); if ( obj->in_obj ) { act( AT_PLAIN, "You take $p from $P.", ch, obj, obj->in_obj, TO_CHAR ); act( AT_PLAIN, "$n takes $p from $P.", ch, obj, obj->in_obj, TO_ROOM ); } /* * If fighting, chance of dropping potion -Thoric */ /* Nah --GW if ( ch->fighting && number_percent( ) > (get_curr_dex(ch) * 2 + 48) ) { act( AT_MAGIC, "$n accidentally drops $p and it smashes into a thousand fragments.", ch, obj, NULL, TO_ROOM ); act( AT_MAGIC, "Oops... $p gets knocked from your hands and smashes into pieces!", ch, obj, NULL ,TO_CHAR ); } else { */ if ( IS_SET( ch->in_room->room_flags, ROOM_NO_MAGIC ) ) { set_char_color( AT_MAGIC, ch ); act(AT_MAGIC,"$n tries to quaff $p, but it tastes like water!",ch,obj,NULL,TO_ROOM); act(AT_MAGIC,"You try to quaff $p, but it tastes like water!",ch,obj,NULL,TO_CHAR); return; } if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) ) { act( AT_ACTION, "$n quaffs $p.", ch, obj, NULL, TO_ROOM ); act( AT_ACTION, "You quaff $p.", ch, obj, NULL, TO_CHAR ); } if IS_PKILL( ch ) WAIT_STATE( ch, PULSE_PER_SECOND/4 ); else WAIT_STATE( ch, PULSE_PER_SECOND/2 ); /* gain_condition( ch, COND_THIRST, 1 );*/ retcode = obj_cast_spell( obj->value[1], obj->value[0], ch, ch, NULL ); if ( retcode == rNONE ) retcode = obj_cast_spell( obj->value[2], obj->value[0], ch, ch, NULL ); if ( retcode == rNONE ) retcode = obj_cast_spell( obj->value[3], obj->value[0], ch, ch, NULL ); // } if ( cur_obj == obj->serial ) global_objcode = rOBJ_QUAFFED; extract_obj( obj ); return; } void do_recite( CHAR_DATA *ch, char *argument ) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; CHAR_DATA *victim; OBJ_DATA *scroll; OBJ_DATA *obj; ch_ret retcode; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if ( arg1[0] == '\0' ) { send_to_char( "Recite what?\n\r", ch ); return; } if ( ms_find_obj(ch) ) return; if ( ( scroll = get_obj_carry( ch, arg1 ) ) == NULL ) { send_to_char( "You do not have that scroll.\n\r", ch ); return; } if ( scroll->item_type != ITEM_SCROLL ) { act( AT_ACTION, "$n holds up $p as if to recite something from it...", ch, scroll, NULL, TO_ROOM ); act( AT_ACTION, "You hold up $p and stand there with your mouth open. (Now what?)", ch, scroll, NULL, TO_CHAR ); return; } if ( IS_NPC(ch) && (scroll->pIndexData->vnum == OBJ_VNUM_SCROLL_SCRIBING) ) { send_to_char( "As a mob, this dialect is foreign to you.\n\r", ch ); return; } if( ( scroll->pIndexData->vnum == OBJ_VNUM_SCROLL_SCRIBING) &&(ch->level + 10 < scroll->value[0])) { send_to_char( "This scroll is too complex for you to understand.\n\r", ch); return; } obj = NULL; if ( arg2[0] == '\0' ) victim = ch; else { if ( ( victim = get_char_room ( ch, arg2 ) ) == NULL && ( obj = get_obj_here ( ch, arg2 ) ) == NULL ) { send_to_char( "You can't find it.\n\r", ch ); return; } } separate_obj( scroll ); act( AT_MAGIC, "$n recites $p.", ch, scroll, NULL, TO_ROOM ); act( AT_MAGIC, "You recite $p.", ch, scroll, NULL, TO_CHAR ); if ( victim != ch ) WAIT_STATE( ch, 2 * PULSE_VIOLENCE ); else if IS_PKILL( ch ) WAIT_STATE( ch, PULSE_PER_SECOND/4 ); else WAIT_STATE( ch, PULSE_PER_SECOND/2 ); retcode = obj_cast_spell( scroll->value[1], scroll->value[0], ch, victim, obj ); if ( retcode == rNONE ) retcode = obj_cast_spell( scroll->value[2], scroll->value[0], ch, victim, obj ); if ( retcode == rNONE ) retcode = obj_cast_spell( scroll->value[3], scroll->value[0], ch, victim, obj ); if ( scroll->serial == cur_obj ) global_objcode = rOBJ_USED; extract_obj( scroll ); return; } /* * Function to handle the state changing of a triggerobject (lever) -Thoric */ void pullorpush( CHAR_DATA *ch, OBJ_DATA *obj, bool pull ) { char buf[MAX_STRING_LENGTH]; CHAR_DATA *rch; bool isup; ROOM_INDEX_DATA *room, *to_room=NULL; EXIT_DATA *pexit, *pexit_rev; int edir; char *txt; int zone; zone = (int)ch->in_room->area->zone->number; if ( IS_SET( obj->value[0], TRIG_UP ) ) isup = TRUE; else isup = FALSE; switch( obj->item_type ) { default: sprintf( buf, "You can't %s that!\n\r", pull ? "pull" : "push" ); send_to_char( buf, ch ); return; break; case ITEM_SWITCH: case ITEM_LEVER: case ITEM_PULLCHAIN: if ( (!pull && isup) || (pull && !isup) ) { sprintf( buf, "It is already %s.\n\r", isup ? "up" : "down" ); send_to_char( buf, ch ); return; } case ITEM_BUTTON: if ( (!pull && isup) || (pull & !isup) ) { sprintf( buf, "It is already %s.\n\r", isup ? "in" : "out" ); send_to_char( buf, ch ); return; } break; } if( (pull) && IS_SET(obj->pIndexData->progtypes,PULL_PROG) ) { if ( !IS_SET(obj->value[0], TRIG_AUTORETURN ) ) REMOVE_BIT( obj->value[0], TRIG_UP ); oprog_pull_trigger( ch, obj ); return; } if( (!pull) && IS_SET(obj->pIndexData->progtypes,PUSH_PROG) ) { if ( !IS_SET(obj->value[0], TRIG_AUTORETURN ) ) SET_BIT( obj->value[0], TRIG_UP ); oprog_push_trigger( ch, obj ); return; } if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) ) { sprintf( buf, "$n %s $p.", pull ? "pulls" : "pushes" ); act( AT_ACTION, buf, ch, obj, NULL, TO_ROOM ); sprintf( buf, "You %s $p.", pull ? "pull" : "push" ); act( AT_ACTION, buf, ch, obj, NULL, TO_CHAR ); } if ( !IS_SET(obj->value[0], TRIG_AUTORETURN ) ) { if ( pull ) REMOVE_BIT( obj->value[0], TRIG_UP ); else SET_BIT( obj->value[0], TRIG_UP ); } if ( IS_SET( obj->value[0], TRIG_TELEPORT ) || IS_SET( obj->value[0], TRIG_TELEPORTALL ) || IS_SET( obj->value[0], TRIG_TELEPORTPLUS ) ) { int flags; if ( ( room = get_room_index( obj->value[1],zone ) ) == NULL ) { bug( "PullOrPush: obj points to invalid room %d", obj->value[1] ); return; } flags = 0; if ( IS_SET( obj->value[0], TRIG_SHOWROOMDESC ) ) SET_BIT( flags, TELE_SHOWDESC ); if ( IS_SET( obj->value[0], TRIG_TELEPORTALL ) ) SET_BIT( flags, TELE_TRANSALL ); if ( IS_SET( obj->value[0], TRIG_TELEPORTPLUS ) ) SET_BIT( flags, TELE_TRANSALLPLUS ); teleport( ch, obj->value[1], flags ); return; } if ( IS_SET( obj->value[0], TRIG_RAND4 ) || IS_SET( obj->value[0], TRIG_RAND6 ) ) { int maxd; if ( ( room = get_room_index( obj->value[1],zone ) ) == NULL ) { bug( "PullOrPush: obj points to invalid room %d", obj->value[1] ); return; } if ( IS_SET( obj->value[0], TRIG_RAND4 ) ) maxd = 3; else maxd = 5; randomize_exits( room, maxd ); for ( rch = room->first_person; rch; rch = rch->next_in_room ) { send_to_char( "You hear a loud rumbling sound.\n\r", rch ); send_to_char( "Something seems different...\n\r", rch ); } } if ( IS_SET( obj->value[0], TRIG_DOOR ) ) { room = get_room_index( obj->value[1],zone ); if ( !room ) room = obj->in_room; if ( !room ) { bug( "PullOrPush: obj points to invalid room %d", obj->value[1] ); return; } if ( IS_SET( obj->value[0], TRIG_D_NORTH ) ) { edir = DIR_NORTH; txt = "to the north"; } else if ( IS_SET( obj->value[0], TRIG_D_SOUTH ) ) { edir = DIR_SOUTH; txt = "to the south"; } else if ( IS_SET( obj->value[0], TRIG_D_EAST ) ) { edir = DIR_EAST; txt = "to the east"; } else if ( IS_SET( obj->value[0], TRIG_D_WEST ) ) { edir = DIR_WEST; txt = "to the west"; } else if ( IS_SET( obj->value[0], TRIG_D_UP ) ) { edir = DIR_UP; txt = "from above"; } else if ( IS_SET( obj->value[0], TRIG_D_DOWN ) ) { edir = DIR_DOWN; txt = "from below"; } else { bug( "PullOrPush: door: no direction flag set.", 0 ); return; } pexit = get_exit( room, edir ); if ( !pexit ) { if ( !IS_SET( obj->value[0], TRIG_PASSAGE ) ) { bug( "PullOrPush: obj points to non-exit %d", obj->value[1] ); return; } to_room = get_room_index( obj->value[2],zone ); if ( !to_room ) { bug( "PullOrPush: dest points to invalid room %d", obj->value[2] ); return; } pexit = make_exit( room, to_room, edir ); pexit->keyword = STRALLOC( "" ); pexit->description = STRALLOC( "" ); pexit->key = -1; pexit->exit_info = 0; top_exit++; act( AT_PLAIN, "A passage opens!", ch, NULL, NULL, TO_CHAR ); act( AT_PLAIN, "A passage opens!", ch, NULL, NULL, TO_ROOM ); return; } if ( IS_SET( obj->value[0], TRIG_UNLOCK ) && IS_SET( pexit->exit_info, EX_LOCKED) ) { REMOVE_BIT(pexit->exit_info, EX_LOCKED); act( AT_PLAIN, "You hear a faint click $T.", ch, NULL, txt, TO_CHAR ); act( AT_PLAIN, "You hear a faint click $T.", ch, NULL, txt, TO_ROOM ); if ( ( pexit_rev = pexit->rexit ) != NULL && pexit_rev->to_room == ch->in_room ) REMOVE_BIT( pexit_rev->exit_info, EX_LOCKED ); return; } if ( IS_SET( obj->value[0], TRIG_LOCK ) && !IS_SET( pexit->exit_info, EX_LOCKED) ) { SET_BIT(pexit->exit_info, EX_LOCKED); act( AT_PLAIN, "You hear a faint click $T.", ch, NULL, txt, TO_CHAR ); act( AT_PLAIN, "You hear a faint click $T.", ch, NULL, txt, TO_ROOM ); if ( ( pexit_rev = pexit->rexit ) != NULL && pexit_rev->to_room == ch->in_room ) SET_BIT( pexit_rev->exit_info, EX_LOCKED ); return; } if ( IS_SET( obj->value[0], TRIG_OPEN ) && IS_SET( pexit->exit_info, EX_CLOSED) ) { REMOVE_BIT(pexit->exit_info, EX_CLOSED); for ( rch = room->first_person; rch; rch = rch->next_in_room ) act( AT_ACTION, "The $d opens.", rch, NULL, pexit->keyword, TO_CHAR ); if ( ( pexit_rev = pexit->rexit ) != NULL && pexit_rev->to_room == ch->in_room ) { REMOVE_BIT( pexit_rev->exit_info, EX_CLOSED ); for ( rch = to_room->first_person; rch; rch = rch->next_in_room ) act( AT_ACTION, "The $d opens.", rch, NULL, pexit_rev->keyword, TO_CHAR ); } check_room_for_traps( ch, trap_door[edir]); return; } if ( IS_SET( obj->value[0], TRIG_CLOSE ) && !IS_SET( pexit->exit_info, EX_CLOSED) ) { SET_BIT(pexit->exit_info, EX_CLOSED); for ( rch = room->first_person; rch; rch = rch->next_in_room ) act( AT_ACTION, "The $d closes.", rch, NULL, pexit->keyword, TO_CHAR ); if ( ( pexit_rev = pexit->rexit ) != NULL && pexit_rev->to_room == ch->in_room ) { SET_BIT( pexit_rev->exit_info, EX_CLOSED ); for ( rch = to_room->first_person; rch; rch = rch->next_in_room ) act( AT_ACTION, "The $d closes.", rch, NULL, pexit_rev->keyword, TO_CHAR ); } check_room_for_traps( ch, trap_door[edir]); return; } } } void do_pull( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Pull what?\n\r", ch ); return; } if ( ms_find_obj(ch) ) return; if ( ( obj = get_obj_here( ch, arg ) ) == NULL ) { act( AT_PLAIN, "I see no $T here.", ch, NULL, arg, TO_CHAR ); return; } pullorpush( ch, obj, TRUE ); } void do_push( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Push what?\n\r", ch ); return; } if ( ms_find_obj(ch) ) return; if ( ( obj = get_obj_here( ch, arg ) ) == NULL ) { act( AT_PLAIN, "I see no $T here.", ch, NULL, arg, TO_CHAR ); return; } pullorpush( ch, obj, FALSE ); } /* pipe commands (light, tamp, smoke) by Thoric */ void do_tamp( CHAR_DATA *ch, char *argument ) { OBJ_DATA *pipe; char arg[MAX_INPUT_LENGTH]; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Tamp what?\n\r", ch ); return; } if ( ms_find_obj(ch) ) return; if ( (pipe = get_obj_carry( ch, arg )) == NULL ) { send_to_char( "You aren't carrying that.\n\r", ch ); return; } if ( pipe->item_type != ITEM_PIPE ) { send_to_char( "You can't tamp that.\n\r", ch ); return; } if ( !IS_SET( pipe->value[3], PIPE_TAMPED ) ) { act( AT_ACTION, "You gently tamp $p.", ch, pipe, NULL, TO_CHAR ); act( AT_ACTION, "$n gently tamps $p.", ch, pipe, NULL, TO_ROOM ); SET_BIT( pipe->value[3], PIPE_TAMPED ); return; } send_to_char( "It doesn't need tamping.\n\r", ch ); } void do_smoke( CHAR_DATA *ch, char *argument ) { OBJ_DATA *pipe; char arg[MAX_INPUT_LENGTH]; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Smoke what?\n\r", ch ); return; } if ( ms_find_obj(ch) ) return; if ( (pipe = get_obj_carry( ch, arg )) == NULL ) { send_to_char( "You aren't carrying that.\n\r", ch ); return; } if ( pipe->item_type != ITEM_PIPE ) { act( AT_ACTION, "You try to smoke $p... but it doesn't seem to work.", ch, pipe, NULL, TO_CHAR ); act( AT_ACTION, "$n tries to smoke $p... (I wonder what $e's been putting his $s pipe?)", ch, pipe, NULL, TO_ROOM ); return; } if ( !IS_SET( pipe->value[3], PIPE_LIT ) ) { act( AT_ACTION, "You try to smoke $p, but it's not lit.", ch, pipe, NULL, TO_CHAR ); act( AT_ACTION, "$n tries to smoke $p, but it's not lit.", ch, pipe, NULL, TO_ROOM ); return; } if ( pipe->value[1] > 0 ) { if ( !oprog_use_trigger( ch, pipe, NULL, NULL, NULL ) ) { act( AT_ACTION, "You draw thoughtfully from $p.", ch, pipe, NULL, TO_CHAR ); act( AT_ACTION, "$n draws thoughtfully from $p.", ch, pipe, NULL, TO_ROOM ); } if ( IS_VALID_HERB( pipe->value[2] ) && pipe->value[2] < top_herb ) { int sn = pipe->value[2] + TYPE_HERB; SKILLTYPE *skill = get_skilltype( sn ); WAIT_STATE( ch, skill->beats ); if ( skill->spell_fun ) obj_cast_spell( sn, UMIN(skill->min_level, ch->level), ch, ch, NULL ); if ( obj_extracted( pipe ) ) return; } else bug( "do_smoke: bad herb type %d", pipe->value[2] ); SET_BIT( pipe->value[3], PIPE_HOT ); if ( --pipe->value[1] < 1 ) { REMOVE_BIT( pipe->value[3], PIPE_LIT ); SET_BIT( pipe->value[3], PIPE_DIRTY ); SET_BIT( pipe->value[3], PIPE_FULLOFASH ); } } } void do_light( CHAR_DATA *ch, char *argument ) { OBJ_DATA *pipe; char arg[MAX_INPUT_LENGTH]; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Light what?\n\r", ch ); return; } if ( ms_find_obj(ch) ) return; if ( (pipe = get_obj_carry( ch, arg )) == NULL ) { send_to_char( "You aren't carrying that.\n\r", ch ); return; } if ( pipe->item_type != ITEM_PIPE ) { send_to_char( "You can't light that.\n\r", ch ); return; } if ( !IS_SET( pipe->value[3], PIPE_LIT ) ) { if ( pipe->value[1] < 1 ) { act( AT_ACTION, "You try to light $p, but it's empty.", ch, pipe, NULL, TO_CHAR ); act( AT_ACTION, "$n tries to light $p, but it's empty.", ch, pipe, NULL, TO_ROOM ); return; } act( AT_ACTION, "You carefully light $p.", ch, pipe, NULL, TO_CHAR ); act( AT_ACTION, "$n carefully lights $p.", ch, pipe, NULL, TO_ROOM ); SET_BIT( pipe->value[3], PIPE_LIT ); return; } send_to_char( "It's already lit.\n\r", ch ); } void do_empty( CHAR_DATA *ch, char *argument ) { OBJ_DATA *obj; char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if ( !str_cmp( arg2, "into" ) && argument[0] != '\0' ) argument = one_argument( argument, arg2 ); if ( arg1[0] == '\0' ) { send_to_char( "Empty what?\n\r", ch ); return; } if ( ms_find_obj(ch) ) return; if ( (obj = get_obj_carry( ch, arg1 )) == NULL ) { send_to_char( "You aren't carrying that.\n\r", ch ); return; } if ( obj->count > 1 ) separate_obj(obj); switch( obj->item_type ) { default: act( AT_ACTION, "You shake $p in an attempt to empty it...", ch, obj, NULL, TO_CHAR ); act( AT_ACTION, "$n begins to shake $p in an attempt to empty it...", ch, obj, NULL, TO_ROOM ); return; case ITEM_PIPE: act( AT_ACTION, "You gently tap $p and empty it out.", ch, obj, NULL, TO_CHAR ); act( AT_ACTION, "$n gently taps $p and empties it out.", ch, obj, NULL, TO_ROOM ); REMOVE_BIT( obj->value[3], PIPE_FULLOFASH ); REMOVE_BIT( obj->value[3], PIPE_LIT ); obj->value[1] = 0; return; case ITEM_DRINK_CON: if ( obj->value[1] < 1 ) { send_to_char( "It's already empty.\n\r", ch ); return; } act( AT_ACTION, "You empty $p.", ch, obj, NULL, TO_CHAR ); act( AT_ACTION, "$n empties $p.", ch, obj, NULL, TO_ROOM ); obj->value[1] = 0; return; case ITEM_CONTAINER: case ITEM_QUIVER: send_to_char("Use the PUT Command.\n\r",ch); return; if ( IS_SET(obj->value[1], CONT_CLOSED) ) { act( AT_PLAIN, "The $d is closed.", ch, NULL, obj->name, TO_CHAR ); return; } if ( !obj->first_content ) { send_to_char( "It's already empty.\n\r", ch ); return; } if ( arg2[0] == '\0' ) { 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 ( 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; } if ( empty_obj( obj, NULL, ch->in_room ) ) { act( AT_ACTION, "You empty $p.", ch, obj, NULL, TO_CHAR ); act( AT_ACTION, "$n empties $p.", ch, obj, NULL, TO_ROOM ); if ( IS_SET( sysdata.save_flags, SV_DROP ) ) save_char_obj( ch ); } else send_to_char( "Hmmm... didn't work.\n\r", ch ); } else { OBJ_DATA *dest = get_obj_here( ch, arg2 ); if ( !dest ) { send_to_char( "You can't find it.\n\r", ch ); return; } if ( dest == obj ) { send_to_char( "You can't empty something into itself!\n\r", ch ); return; } if ( dest->item_type != ITEM_CONTAINER && dest->item_type != ITEM_QUIVER ) { send_to_char( "That's not a container!\n\r", ch ); return; } if ( IS_SET(dest->value[1], CONT_CLOSED) ) { act( AT_PLAIN, "The $d is closed.", ch, NULL, dest->name, TO_CHAR ); return; } separate_obj( dest ); if ( empty_obj( obj, dest, NULL ) ) { act( AT_ACTION, "You empty $p into $P.", ch, obj, dest, TO_CHAR ); act( AT_ACTION, "$n empties $p into $P.", ch, obj, dest, TO_ROOM ); if ( !dest->carried_by && IS_SET( sysdata.save_flags, SV_PUT ) ) save_char_obj( ch ); } else act( AT_ACTION, "$P is too full.", ch, obj, dest, TO_CHAR ); } return; } } /* * Apply a salve/ointment -Thoric */ void do_apply( CHAR_DATA *ch, char *argument ) { OBJ_DATA *obj; ch_ret retcode; if ( argument[0] == '\0' ) { send_to_char( "Apply what?\n\r", ch ); return; } if ( ms_find_obj(ch) ) return; if ( ( obj = get_obj_carry( ch, argument ) ) == NULL ) { send_to_char( "You do not have that.\n\r", ch ); return; } if ( obj->item_type != ITEM_SALVE ) { act( AT_ACTION, "$n starts to rub $p on $mself...", ch, obj, NULL, TO_ROOM ); act( AT_ACTION, "You try to rub $p on yourself...", ch, obj, NULL, TO_CHAR ); return; } separate_obj( obj ); --obj->value[1]; if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) ) { if ( !obj->action_desc || obj->action_desc[0]=='\0' ) { act( AT_ACTION, "$n rubs $p onto $s body.", ch, obj, NULL, TO_ROOM ); if ( obj->value[1] <= 0 ) act( AT_ACTION, "You apply the last of $p onto your body.", ch, obj, NULL, TO_CHAR ); else act( AT_ACTION, "You apply $p onto your body.", ch, obj, NULL, TO_CHAR ); } else actiondesc( ch, obj, NULL ); } WAIT_STATE( ch, obj->value[2] ); retcode = obj_cast_spell( obj->value[4], obj->value[0], ch, ch, NULL ); if ( retcode == rNONE ) retcode = obj_cast_spell( obj->value[5], obj->value[0], ch, ch, NULL ); if ( !obj_extracted(obj) && obj->value[1] <= 0 ) extract_obj( obj ); return; } void actiondesc( CHAR_DATA *ch, OBJ_DATA *obj, void *vo ) { char charbuf[MAX_STRING_LENGTH]; char roombuf[MAX_STRING_LENGTH]; char *srcptr = obj->action_desc; char *charptr = charbuf; char *roomptr = roombuf; const char *ichar=NULL; const char *iroom=NULL; while ( *srcptr != '\0' ) { if ( *srcptr == '$' ) { srcptr++; switch ( *srcptr ) { case 'e': ichar = "you"; iroom = "$e"; break; case 'm': ichar = "you"; iroom = "$m"; break; case 'n': ichar = "you"; iroom = "$n"; break; case 's': ichar = "your"; iroom = "$s"; break; /*case 'q': iroom = "s"; break;*/ default: srcptr--; *charptr++ = *srcptr; *roomptr++ = *srcptr; break; } } else if ( *srcptr == '%' && *++srcptr == 's' ) { ichar = "You"; iroom = IS_NPC( ch ) ? ch->short_descr : ch->name; } else { *charptr++ = *srcptr; *roomptr++ = *srcptr; srcptr++; continue; } while ( ( *charptr = *ichar ) != '\0' ) { charptr++; ichar++; } while ( ( *roomptr = *iroom ) != '\0' ) { roomptr++; iroom++; } srcptr++; } *charptr = '\0'; *roomptr = '\0'; /* sprintf( buf, "Charbuf: %s", charbuf ); log_string_plus( buf, LOG_HIGH, LEVEL_LESSER ); sprintf( buf, "Roombuf: %s", roombuf ); log_string_plus( buf, LOG_HIGH, LEVEL_LESSER ); */ switch( obj->item_type ) { case ITEM_BLOOD: case ITEM_FOUNTAIN: act( AT_ACTION, charbuf, ch, obj, ch, TO_CHAR ); act( AT_ACTION, roombuf, ch, obj, ch, TO_ROOM ); return; case ITEM_DRINK_CON: act( AT_ACTION, charbuf, ch, obj, liq_table[obj->value[2]].liq_name, TO_CHAR ); act( AT_ACTION, roombuf, ch, obj, liq_table[obj->value[2]].liq_name, TO_ROOM ); return; case ITEM_PIPE: return; case ITEM_ARMOR: case ITEM_WEAPON: case ITEM_LIGHT: return; case ITEM_FOOD: case ITEM_PILL: act( AT_ACTION, charbuf, ch, obj, ch, TO_CHAR ); act( AT_ACTION, roombuf, ch, obj, ch, TO_ROOM ); return; default: return; } return; }