/************************************************************************* * Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, * * Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. * * * * Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael * * Chastain, Michael Quan, and Mitchell Tse. * * * * In order to use any part of this Merc Diku Mud, you must comply with * * both the original Diku license in 'license.doc' as well the Merc * * license in 'license.txt'. In particular, you may not remove either of * * these copyright notices. * * * * Much time and thought has gone into this software and you are * * benefitting. We hope that you share your changes too. What goes * * around, comes around. * ***************************************************************************/ /*************************************************************************** * ROM 2.4 is copyright 1993-1996 Russ Taylor * * ROM has been brought to you by the ROM consortium * * Russ Taylor (rtaylor@efn.org) * * Gabrielle Taylor * * Brian Moore (zump@rom.org) * * By using this code, you have agreed to follow the terms of the * * ROM license, in the file Rom24/doc/rom.license * ***************************************************************************/ #if defined(macintosh) #include <types.h> #include <time.h> #else #include <sys/types.h> #include <sys/time.h> #endif #include <stdio.h> #include <string.h> #include <stdlib.h> #include "merc.h" #include "utils.h" /* command procedures needed */ DECLARE_DO_FUN(do_split); DECLARE_DO_FUN(do_yell); DECLARE_DO_FUN(do_say); DECLARE_DO_FUN(do_wake); DECLARE_DO_FUN(do_emote); DECLARE_DO_FUN(do_inventory); /* * Local functions. */ #define CD CHAR_DATA #define OD OBJ_DATA bool remove_obj args((CHAR_DATA * ch, int iWear, bool fReplace)); void wear_obj args((CHAR_DATA * ch, OBJ_DATA * obj, bool fReplace)); int get_cost args((CHAR_DATA * keeper, OBJ_DATA * obj, bool fBuy)); void obj_to_keeper args((OBJ_DATA * obj, CHAR_DATA * ch)); OD *get_obj_keeper args((CHAR_DATA * ch, CHAR_DATA * keeper, char *argument)); #undef OD #undef CD /* RT part of the corpse looting code */ bool can_loot(CHAR_DATA * ch, OBJ_DATA * obj) { CHAR_DATA *owner, *wch; if (IS_IMMORTAL(ch)) return TRUE; if (!obj->owner || obj->owner == NULL) return TRUE; owner = NULL; for (wch = char_list; wch != NULL; wch = wch->next) if (!str_cmp(wch->name, obj->owner)) owner = wch; if (owner == NULL) return TRUE; if (!str_cmp(ch->name, owner->name)) return TRUE; if (!IS_NPC(owner) && IS_SET(owner->act, PLR_CANLOOT)) return TRUE; if (is_same_group(ch, owner)) return TRUE; return FALSE; } void get_obj(CHAR_DATA * ch, OBJ_DATA * obj, OBJ_DATA * container) { /* variables for AUTOSPLIT */ CHAR_DATA *gch; int members; char buffer[100]; if (!CAN_WEAR(obj, ITEM_TAKE)) { send_to_char("You can't take that.\n\r", ch); return; } if (ch->carry_number + get_obj_number(obj) > can_carry_n(ch)) { act("$d: you can't carry that many items.", ch, NULL, obj->name, TO_CHAR); return; } if ((!obj->in_obj || obj->in_obj->carried_by != ch) && (get_carry_weight(ch) + get_obj_weight(obj) > can_carry_w(ch))) { act("$d: you can't carry that much weight.", ch, NULL, obj->name, TO_CHAR); return; } if (!can_loot(ch, obj)) { act("Corpse looting is not permitted.", ch, NULL, NULL, TO_CHAR); return; } if (obj->in_room != NULL) { for (gch = obj->in_room->people; gch != NULL; gch = gch->next_in_room) if (gch->on == obj) { act("$N appears to be using $p.", ch, obj, gch, TO_CHAR); return; } } if (container != NULL) { if (((container->pIndexData->vnum == OBJ_VNUM_MISC_PIT) || (container->pIndexData->vnum == OBJ_VNUM_WEAPON_PIT) || (container->pIndexData->vnum == OBJ_VNUM_ARMOR_PIT)) && get_trust(ch) < (obj->level - 5)) { send_to_char("You are not powerful enough to use it.\n\r", ch); return; } if (((container->pIndexData->vnum == OBJ_VNUM_MISC_PIT) || (container->pIndexData->vnum == OBJ_VNUM_WEAPON_PIT) || (container->pIndexData->vnum == OBJ_VNUM_ARMOR_PIT)) && !CAN_WEAR(container, ITEM_TAKE) && !IS_OBJ_STAT(obj, ITEM_HAD_TIMER)) obj->timer = 0; act("You get $p from $P.", ch, obj, container, TO_CHAR); act("$n gets $p from $P.", ch, obj, container, TO_ROOM); REMOVE_BIT(obj->extra_flags, ITEM_HAD_TIMER); obj_from_obj(obj); } else { act("You get $p.", ch, obj, container, TO_CHAR); act("$n gets $p.", ch, obj, container, TO_ROOM); obj_from_room(obj); } if (obj->item_type == ITEM_MONEY) { ch->gold += obj->value[1]; if (IS_SET(ch->act, PLR_AUTOSPLIT)) { /* AUTOSPLIT code */ members = 0; for (gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room) { if (!IS_AFFECTED(gch, AFF_CHARM) && is_same_group(gch, ch)) members++; } if (members > 1 && obj->value[1]) { sprintf(buffer, "%d", obj->value[1]); do_split(ch, buffer); } } extract_obj(obj); } else { obj_to_char(obj, ch); } 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; bool found; argument = one_argument(argument, arg1); argument = one_argument(argument, arg2); if (!str_cmp(arg2, "from")) argument = one_argument(argument, arg2); /* Get type. */ if (arg1[0] == '\0') { send_to_char("Get what?\n\r", ch); return; } if (arg2[0] == '\0') { if (str_cmp(arg1, "all") && str_prefix("all.", arg1)) { /* 'get obj' */ obj = get_obj_list(ch, arg1, ch->in_room->contents); if (obj == NULL) { act("I see no $T here.", ch, NULL, arg1, TO_CHAR); return; } get_obj(ch, obj, NULL); } else { /* 'get all' or 'get all.obj' */ found = FALSE; for (obj = ch->in_room->contents; obj != NULL; obj = obj_next) { obj_next = obj->next_content; if ((arg1[3] == '\0' || is_name(&arg1[4], obj->name)) && can_see_obj(ch, obj)) { found = TRUE; get_obj(ch, obj, NULL); } } if (!found) { if (arg1[3] == '\0') send_to_char("I see nothing here.\n\r", ch); else act("I see no $T here.", ch, NULL, &arg1[4], TO_CHAR); } } } else { /* 'get ... container' */ if (!str_cmp(arg2, "all") || !str_prefix("all.", arg2)) { send_to_char("You can't do that.\n\r", ch); return; } if ((container = get_obj_here(ch, arg2)) == NULL) { act("I see no $T here.", ch, NULL, arg2, TO_CHAR); return; } switch (container->item_type) { default: send_to_char("That's not a container.\n\r", ch); return; case ITEM_CONTAINER: case ITEM_CORPSE_NPC: case ITEM_CORPSE_PC: { if (!can_loot(ch, container)) { send_to_char("You can't do that.\n\r", ch); return; } } if (IS_SET(container->value[1], CONT_CLOSED)) { act("The $d is closed.", ch, NULL, container->name, TO_CHAR); return; } if (str_cmp(arg1, "all") && str_prefix("all.", arg1)) { /* 'get obj container' */ obj = get_obj_list(ch, arg1, container->contains); if (obj == NULL) { act("I see nothing like that in the $T.", ch, NULL, arg2, TO_CHAR); return; } get_obj(ch, obj, container); } else { /* 'get all container' or 'get all.obj container' */ found = FALSE; for (obj = container->contains; obj != NULL; obj = obj_next) { obj_next = obj->next_content; if ((arg1[3] == '\0' || is_name(&arg1[4], obj->name)) && can_see_obj(ch, obj)) { found = TRUE; if ( ((container-> pIndexData->vnum == OBJ_VNUM_MISC_PIT) || (container->pIndexData->vnum == OBJ_VNUM_WEAPON_PIT) || (container->pIndexData->vnum == OBJ_VNUM_ARMOR_PIT)) && !IS_IMMORTAL(ch)) { send_to_char("Don't be so greedy!\n\r", ch); return; } get_obj(ch, obj, container); } } if (!found) { if (arg1[3] == '\0') act("I see nothing in the $T.", ch, NULL, arg2, TO_CHAR); else act("I see nothing like that in the $T.", ch, NULL, arg2, TO_CHAR); } } } return; } } 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; argument = one_argument(argument, arg1); argument = one_argument(argument, arg2); if (!str_cmp(arg2, "in") || !str_cmp(arg2, "on")) argument = one_argument(argument, arg2); if (arg1[0] == '\0' || arg2[0] == '\0') { send_to_char("Put what in what?\n\r", ch); return; } if (!str_cmp(arg2, "all") || !str_prefix("all.", arg2)) { send_to_char("You can't do that.\n\r", ch); return; } if ((container = get_obj_here(ch, arg2)) == NULL) { act("I see no $T here.", ch, NULL, arg2, TO_CHAR); return; } if (container->item_type != ITEM_CONTAINER) { send_to_char("That's not a container.\n\r", ch); return; } if (IS_SET(container->value[1], CONT_CLOSED)) { act("The $d is closed.", ch, NULL, container->name, TO_CHAR); return; } if (str_cmp(arg1, "all") && str_prefix("all.", arg1)) { /* 'put obj container' */ if ((obj = get_obj_carry(ch, arg1, ch)) == NULL) { send_to_char("You do not have that item.\n\r", ch); return; } if (obj == container) { send_to_char("You can't fold it into itself.\n\r", ch); return; } if (!can_drop_obj(ch, obj)) { send_to_char("You can't let go of it.\n\r", ch); return; } if (WEIGHT_MULT(obj) != 100) { send_to_char ("You have a feeling that would be a bad idea.\n\r", ch); return; } if (get_obj_weight(obj) + get_true_weight(container) > (container->value[0] * 10) || get_obj_weight(obj) > (container->value[3] * 10)) { send_to_char("It won't fit.\n\r", ch); return; } if ((container->pIndexData->vnum == OBJ_VNUM_WEAPON_PIT) && (obj->item_type != ITEM_WEAPON)) { send_to_char("You may only place weapons in this pit.\n\r", ch); return; } if ((container->pIndexData->vnum == OBJ_VNUM_ARMOR_PIT) && (obj->item_type != ITEM_ARMOR)) { send_to_char("You may only place armor in this pit.\n\r", ch); return; } if (((container->pIndexData->vnum == OBJ_VNUM_ARMOR_PIT) || (container->pIndexData->vnum == OBJ_VNUM_WEAPON_PIT) || (container->pIndexData->vnum == OBJ_VNUM_MISC_PIT)) && (container->in_room->vnum == ROOM_VNUM_LOWBIE_ALTAR) && (obj->level > 30)) { send_to_char ("This pit is designed to hold items of a level lower than 30.\n\r", ch); return; } if (((container->pIndexData->vnum == OBJ_VNUM_ARMOR_PIT) || (container->pIndexData->vnum == OBJ_VNUM_WEAPON_PIT) || (container->pIndexData->vnum == OBJ_VNUM_MISC_PIT)) && (container->in_room->vnum == ROOM_VNUM_MIDBIE_ALTAR) && ((obj->level < 31) || (obj->level > 70))) { send_to_char ("This pit holds items between the levels of 31 and 70.\n\r", ch); return; } if (((container->pIndexData->vnum == OBJ_VNUM_ARMOR_PIT) || (container->pIndexData->vnum == OBJ_VNUM_WEAPON_PIT) || (container->pIndexData->vnum == OBJ_VNUM_MISC_PIT)) && (container->in_room->vnum == ROOM_VNUM_HIGHBIE_ALTAR) && (obj->level < 71)) { send_to_char ("This pit is designed to hold items of a level above 70.\n\r", ch); return; } if (((container->pIndexData->vnum == OBJ_VNUM_MISC_PIT) || (container->pIndexData->vnum == OBJ_VNUM_WEAPON_PIT) || (container->pIndexData->vnum == OBJ_VNUM_ARMOR_PIT)) && !CAN_WEAR(container, ITEM_TAKE)) { if (obj->timer) SET_BIT(obj->extra_flags, ITEM_HAD_TIMER); else obj->timer = number_range(100, 200); } obj_from_char(obj); obj_to_obj(obj, container); if (IS_SET(container->value[1], CONT_PUT_ON)) { act("$n puts $p on $P.", ch, obj, container, TO_ROOM); act("You put $p on $P.", ch, obj, container, TO_CHAR); } else { act("$n puts $p in $P.", ch, obj, container, TO_ROOM); act("You put $p in $P.", ch, obj, container, TO_CHAR); } } else { /* 'put all container' or 'put all.obj container' */ for (obj = ch->carrying; obj != NULL; obj = obj_next) { obj_next = obj->next_content; if ((arg1[3] == '\0' || is_name(&arg1[4], obj->name)) && can_see_obj(ch, obj) && WEIGHT_MULT(obj) == 100 && obj->wear_loc == WEAR_NONE && obj != container && can_drop_obj(ch, obj) && get_obj_weight(obj) + get_true_weight(container) <= (container->value[0] * 10) && get_obj_weight(obj) < (container->value[3] * 10)) { if (((container->pIndexData->vnum == OBJ_VNUM_MISC_PIT) || (container->pIndexData->vnum == OBJ_VNUM_WEAPON_PIT) || (container->pIndexData->vnum == OBJ_VNUM_ARMOR_PIT)) && !CAN_WEAR(obj, ITEM_TAKE)) { if (obj->timer) SET_BIT(obj->extra_flags, ITEM_HAD_TIMER); else obj->timer = number_range(100, 200); } obj_from_char(obj); obj_to_obj(obj, container); } } if (IS_SET(container->value[1], CONT_PUT_ON)) { act("$n empties $s inventory onto $P.", ch, obj, container, TO_ROOM); act("You empty your inventory into $P.", ch, obj, container, TO_CHAR); } else { act("$n empties $s inventory into $P.", ch, obj, container, TO_ROOM); act("You empty your inventory into $P.", ch, obj, container, TO_CHAR); } } return; } void do_drop(CHAR_DATA * ch, char *argument) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; OBJ_DATA *obj_next; bool found; argument = one_argument(argument, arg); if (arg[0] == '\0') { send_to_char("Drop what?\n\r", ch); return; } if (is_number(arg)) { /* 'drop NNNN coins' */ int amount, gold = 0; amount = atoi(arg); argument = one_argument(argument, arg); if (amount <= 0 || (str_cmp(arg, "coins") && str_cmp(arg, "coin") && str_cmp(arg, "gold"))) { send_to_char("Sorry, you can't do that.\n\r", ch); return; } else { if (ch->gold < amount) { send_to_char("You don't have that much gold.\n\r", ch); return; } ch->gold -= amount; gold = amount; } for (obj = ch->in_room->contents; obj != NULL; obj = obj_next) { obj_next = obj->next_content; switch (obj->pIndexData->vnum) { case OBJ_VNUM_GOLD_ONE: gold += 1; extract_obj(obj); break; case OBJ_VNUM_GOLD_SOME: gold += obj->value[1]; extract_obj(obj); break; } } obj_to_room(create_money(gold), ch->in_room); act("$n drops some coins.", ch, NULL, NULL, TO_ROOM); send_to_char("OK.\n\r", ch); return; } if (str_cmp(arg, "all") && str_prefix("all.", arg)) { /* 'drop obj' */ if ((obj = get_obj_carry(ch, arg, ch)) == NULL) { send_to_char("You do not have that item.\n\r", ch); return; } if (!can_drop_obj(ch, obj)) { send_to_char("You can't let go of it.\n\r", ch); return; } obj_from_char(obj); obj_to_room(obj, ch->in_room); act("$n drops $p.", ch, obj, NULL, TO_ROOM); act("You drop $p.", ch, obj, NULL, TO_CHAR); if (IS_OBJ_STAT(obj, ITEM_MELT_DROP)) { act("$p dissolves into smoke.", ch, obj, NULL, TO_ROOM); act("$p dissolves into smoke.", ch, obj, NULL, TO_CHAR); extract_obj(obj); } } else { /* 'drop all' or 'drop all.obj' */ found = FALSE; for (obj = ch->carrying; obj != NULL; obj = obj_next) { obj_next = obj->next_content; if ((arg[3] == '\0' || is_name(&arg[4], obj->name)) && can_see_obj(ch, obj) && obj->wear_loc == WEAR_NONE && can_drop_obj(ch, obj)) { found = TRUE; obj_from_char(obj); obj_to_room(obj, ch->in_room); if (IS_OBJ_STAT(obj, ITEM_MELT_DROP)) { act("$p dissolves into smoke.", ch, obj, NULL, TO_ROOM); act("$p dissolves into smoke.", ch, obj, NULL, TO_CHAR); extract_obj(obj); } } } act("$n empties $s inventory onto the floor.", ch, ch, NULL, TO_ROOM); act("You drop everything.", ch, NULL, NULL, TO_CHAR); if (!found) { if (arg[3] == '\0') act("You are not carrying anything.", ch, NULL, arg, TO_CHAR); else act("You are not carrying any $T.", ch, NULL, &arg[4], TO_CHAR); } } return; } void do_give(CHAR_DATA * ch, char *argument) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; CHAR_DATA *victim; OBJ_DATA *obj; argument = one_argument(argument, arg1); argument = one_argument(argument, arg2); if (arg1[0] == '\0' || arg2[0] == '\0') { send_to_char("Give what to whom?\n\r", ch); return; } if (is_number(arg1)) { /* 'give NNNN coins victim' */ int amount; amount = atoi(arg1); if (amount <= 0 || (str_cmp(arg2, "coins") && str_cmp(arg2, "coin") && str_cmp(arg2, "gold"))) { send_to_char("Sorry, you can't do that.\n\r", ch); return; } argument = one_argument(argument, arg2); if (arg2[0] == '\0') { send_to_char("Give what to whom?\n\r", ch); return; } if ((victim = get_char_room(ch, arg2)) == NULL) { send_to_char("They aren't here.\n\r", ch); return; } if (ch->gold < amount) { send_to_char("You haven't got that much.\n\r", ch); return; } ch->gold -= amount; victim->gold += amount; sprintf(buf, "$n gives you %d gold.", amount); act(buf, ch, NULL, victim, TO_VICT); act("$n gives $N some coins.", ch, NULL, victim, TO_NOTVICT); sprintf(buf, "You give $N %d gold.", amount); act(buf, ch, NULL, victim, TO_CHAR); /* * Bribe trigger */ if (IS_NPC(victim) && HAS_TRIGGER(victim, TRIG_BRIBE)) mp_bribe_trigger(victim, ch, amount); return; } if ((obj = get_obj_carry(ch, arg1, ch)) == NULL) { send_to_char("You do not have that item.\n\r", ch); return; } if (obj->wear_loc != WEAR_NONE) { send_to_char("You must remove it first.\n\r", ch); return; } if ((victim = get_char_room(ch, arg2)) == NULL) { send_to_char("They aren't here.\n\r", ch); return; } if (IS_NPC(victim) && victim->pIndexData->pShop != NULL) { act("$N tells you 'Sorry, you'll have to sell that.'", ch, NULL, victim, TO_CHAR); ch->reply = victim; return; } if (!can_drop_obj(ch, obj)) { send_to_char("You can't let go of it.\n\r", ch); return; } if (victim->carry_number + get_obj_number(obj) > can_carry_n(victim)) { act("$N has $S hands full.", ch, NULL, victim, TO_CHAR); return; } if (get_carry_weight(victim) + get_obj_weight(obj) > can_carry_w(victim)) { act("$N can't carry that much weight.", ch, NULL, victim, TO_CHAR); return; } if (!can_see_obj(victim, obj)) { act("$N can't see it.", ch, NULL, victim, TO_CHAR); return; } obj_from_char(obj); MOBtrigger = FALSE; obj_to_char(obj, victim); act("$n gives $p to $N.", ch, obj, victim, TO_NOTVICT); act("$n gives you $p.", ch, obj, victim, TO_VICT); act("You give $p to $N.", ch, obj, victim, TO_CHAR); MOBtrigger = TRUE; /* * Give trigger */ if (IS_NPC(victim) && HAS_TRIGGER(victim, TRIG_GIVE)) mp_give_trigger(victim, ch, obj); return; } /* for poisoning weapons and food/drink */ void do_envenom(CHAR_DATA * ch, char *argument) { OBJ_DATA *obj; AFFECT_DATA af; int percent, skill; /* find out what */ if (argument == '\0') { send_to_char("Envenom what item?\n\r", ch); return; } obj = get_obj_list(ch, argument, ch->carrying); if (obj == NULL) { send_to_char("You don't have that item.\n\r", ch); return; } if ((skill = get_skill(ch, gsn_envenom)) < 1) { send_to_char("Are you crazy? You'd poison yourself!\n\r", ch); return; } if (obj->item_type == ITEM_FOOD || obj->item_type == ITEM_DRINK_CON || obj->item_type == ITEM_BLOOD_CON) { if (IS_OBJ_STAT(obj, ITEM_BLESS) || IS_OBJ_STAT(obj, ITEM_BURN_PROOF)) { act("You fail to poison $p.", ch, obj, NULL, TO_CHAR); return; } if (number_percent() < skill) { /* success! */ act("$n treats $p with deadly poison.", ch, obj, NULL, TO_ROOM); act("You treat $p with deadly poison.", ch, obj, NULL, TO_CHAR); if (!obj->value[3]) { obj->value[3] = 1; check_improve(ch, gsn_envenom, TRUE, 4); } WAIT_STATE(ch, skill_table[gsn_envenom].beats); return; } act("You fail to poison $p.", ch, obj, NULL, TO_CHAR); if (!obj->value[3]) check_improve(ch, gsn_envenom, FALSE, 4); WAIT_STATE(ch, skill_table[gsn_envenom].beats); return; } if (obj->item_type == ITEM_WEAPON) { if (IS_WEAPON_STAT(obj, WEAPON_FLAMING) || IS_WEAPON_STAT(obj, WEAPON_FROST) || IS_WEAPON_STAT(obj, WEAPON_VAMPIRIC) || IS_WEAPON_STAT(obj, WEAPON_SHARP) || IS_WEAPON_STAT(obj, WEAPON_VORPAL) || IS_WEAPON_STAT(obj, WEAPON_SHOCKING) || IS_WEAPON_STAT(obj, WEAPON_HOLY) || IS_OBJ_STAT(obj, ITEM_BLESS) || IS_OBJ_STAT(obj, ITEM_BURN_PROOF)) { act("You can't seem to envenom $p.", ch, obj, NULL, TO_CHAR); return; } if (obj->value[3] < 0 || attack_table[obj->value[3]].damage == DAM_BASH) { send_to_char("You can only envenom edged weapons.\n\r", ch); return; } if (IS_WEAPON_STAT(obj, WEAPON_POISON)) { act("$p is already envenomed.", ch, obj, NULL, TO_CHAR); return; } percent = number_percent(); if (percent < skill) { af.where = TO_WEAPON; af.type = gsn_poison; af.level = ch->level * percent / 100; af.duration = ch->level / 2 * percent / 100; af.location = 0; af.modifier = 0; af.bitvector = WEAPON_POISON; affect_to_obj(obj, &af); act("$n coats $p with deadly venom.", ch, obj, NULL, TO_ROOM); act("You coat $p with venom.", ch, obj, NULL, TO_CHAR); check_improve(ch, gsn_envenom, TRUE, 3); WAIT_STATE(ch, skill_table[gsn_envenom].beats); return; } else { act("You fail to envenom $p.", ch, obj, NULL, TO_CHAR); check_improve(ch, gsn_envenom, FALSE, 3); WAIT_STATE(ch, skill_table[gsn_envenom].beats); return; } } act("You can't poison $p.", ch, obj, NULL, TO_CHAR); return; } void do_fill(CHAR_DATA * ch, char *argument) { char arg[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; OBJ_DATA *obj; OBJ_DATA *fountain; bool found; one_argument(argument, arg); if (arg[0] == '\0') { send_to_char("Fill what?\n\r", ch); return; } if ((obj = get_obj_carry(ch, arg, ch)) == NULL) { send_to_char("You do not have that item.\n\r", ch); return; } found = FALSE; for (fountain = ch->in_room->contents; fountain != NULL; fountain = fountain->next_content) { if (fountain->item_type == ITEM_FOUNTAIN) { found = TRUE; break; } } if (!found) { send_to_char("There is no fountain here!\n\r", ch); return; } if (!strcmp(liq_table[fountain->value[2]].liq_name, "blood") && (obj->item_type != ITEM_BLOOD_CON)) { send_to_char("You may only fill a blood flask here.", ch); return; } if ((obj->item_type != ITEM_DRINK_CON) && (obj->item_type != ITEM_BLOOD_CON)) { send_to_char("This is not a drink container.\n\r", ch); return; } if (obj->value[1] != 0 && obj->value[2] != fountain->value[2]) { send_to_char("There is already another liquid in it.\n\r", ch); return; } if (obj->value[1] >= obj->value[0]) { send_to_char("Your container is full.\n\r", ch); return; } sprintf(buf, "You fill $p with %s from $P.", liq_table[fountain->value[2]].liq_name); act(buf, ch, obj, fountain, TO_CHAR); sprintf(buf, "$n fills $p with %s from $P.", liq_table[fountain->value[2]].liq_name); act(buf, ch, obj, fountain, TO_ROOM); obj->value[2] = fountain->value[2]; obj->value[1] = obj->value[0]; return; } void do_pour(CHAR_DATA * ch, char *argument) { char arg[MAX_STRING_LENGTH], buf[MAX_STRING_LENGTH]; OBJ_DATA *out, *in; CHAR_DATA *vch = NULL; int amount; argument = one_argument(argument, arg); if (arg[0] == '\0' || argument[0] == '\0') { send_to_char("Pour what into what?\n\r", ch); return; } if ((out = get_obj_carry(ch, arg, ch)) == NULL) { send_to_char("You don't have that item.\n\r", ch); return; } if ((out->item_type != ITEM_DRINK_CON) && (out->item_type != ITEM_BLOOD_CON)) { send_to_char("That's not a drink container.\n\r", ch); return; } if (!str_cmp(argument, "out")) { if (out->value[1] == 0) { send_to_char("It's already empty.\n\r", ch); return; } out->value[1] = 0; out->value[3] = 0; sprintf(buf, "You invert $p, spilling %s all over the ground.", liq_table[out->value[2]].liq_name); act(buf, ch, out, NULL, TO_CHAR); sprintf(buf, "$n inverts $p, spilling %s all over the ground.", liq_table[out->value[2]].liq_name); act(buf, ch, out, NULL, TO_ROOM); return; } if ((in = get_obj_here(ch, argument)) == NULL) { vch = get_char_room(ch, argument); if (vch == NULL) { send_to_char("Pour into what?\n\r", ch); return; } in = get_eq_char(vch, WEAR_HOLD); if (in == NULL) { send_to_char("They aren't holding anything.", ch); return; } } if ((in->item_type != ITEM_DRINK_CON) && (in->item_type != ITEM_BLOOD_CON)) { send_to_char("You can only pour into other drink containers.\n\r", ch); return; } if ((out->item_type == ITEM_BLOOD_CON) || (in->item_type != ITEM_BLOOD_CON)) { send_to_char ("You can only transfer blood from one flask to another.\n\r", ch); return; } if (in == out) { send_to_char("You cannot change the laws of physics!\n\r", ch); return; } if (in->value[1] != 0 && in->value[2] != out->value[2]) { send_to_char("They don't hold the same liquid.\n\r", ch); return; } if (out->value[1] == 0) { act("There's nothing in $p to pour.", ch, out, NULL, TO_CHAR); return; } if (in->value[1] >= in->value[0]) { act("$p is already filled to the top.", ch, in, NULL, TO_CHAR); return; } amount = UMIN(out->value[1], in->value[0] - in->value[1]); in->value[1] += amount; out->value[1] -= amount; in->value[2] = out->value[2]; if (vch == NULL) { sprintf(buf, "You pour %s from $p into $P.", liq_table[out->value[2]].liq_name); act(buf, ch, out, in, TO_CHAR); sprintf(buf, "$n pours %s from $p into $P.", liq_table[out->value[2]].liq_name); act(buf, ch, out, in, TO_ROOM); } else { sprintf(buf, "You pour some %s for $N.", liq_table[out->value[2]].liq_name); act(buf, ch, NULL, vch, TO_CHAR); sprintf(buf, "$n pours you some %s.", liq_table[out->value[2]].liq_name); act(buf, ch, NULL, vch, TO_VICT); sprintf(buf, "$n pours some %s for $N.", liq_table[out->value[2]].liq_name); act(buf, ch, NULL, vch, TO_NOTVICT); } } void do_drink(CHAR_DATA * ch, char *argument) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; int amount; int liquid; one_argument(argument, arg); if (arg[0] == '\0') { for (obj = ch->in_room->contents; obj; obj = obj->next_content) { if (obj->item_type == ITEM_FOUNTAIN) break; } if (obj == NULL) { send_to_char("Drink what?\n\r", ch); return; } } else { if ((obj = get_obj_here(ch, arg)) == NULL) { send_to_char("You can't find it.\n\r", ch); return; } } switch (obj->item_type) { default: send_to_char("You can't drink from that.\n\r", ch); return; case ITEM_FOUNTAIN: if ((liquid = obj->value[2]) < 0) { bug("Do_drink: bad liquid number %d.", liquid); liquid = obj->value[2] = 0; } amount = liq_table[liquid].liq_affect[4] * 3; break; case ITEM_DRINK_CON: if (obj->value[1] <= 0) { send_to_char("It is already empty.\n\r", ch); return; } if ((liquid = obj->value[2]) < 0) { bug("Do_drink: bad liquid number %d.", liquid); liquid = obj->value[2] = 0; } amount = liq_table[liquid].liq_affect[4]; amount = UMIN(amount, obj->value[1]); //printf("act.obj.c: amount = %d\r\n", amount); break; case ITEM_BLOOD_CON: if (!IS_VAMPIRE(ch)) { send_to_char("Only vampires may drink from blood flasks.\n\r", ch); return; } else { if (obj->value[1] <= 0) { send_to_char("It is already empty.\n\r", ch); return; } if ((liquid = obj->value[2]) < 0) { bug("Do_drink: bad liquid number %d.", liquid); liquid = obj->value[2] = 0; } amount = liq_table[liquid].liq_affect[4]; amount = UMIN(amount, obj->value[1]); break; } case ITEM_BLOOD_POOL: if (!IS_VAMPIRE(ch)) { send_to_char("Only vampires can drink blood pools.\n\r", ch); return; } else { if (ch->position == POS_FIGHTING) { send_to_char ("You don't have time to drink from the pool!\n\r", ch); return; } else { if (strstr(obj->short_descr, ch->name) != NULL) { send_to_char ("You can't drink from your own blood!\n\r", ch); return; } act("$n drinks from $p.", ch, obj, NULL, TO_ROOM); act("You drink from $p.", ch, obj, NULL, TO_CHAR); ch->blood += 1; if (ch->blood > ch->max_blood) ch->blood = ch->max_blood; extract_obj(obj); } } return; } act("$n drinks $T from $p.", ch, obj, liq_table[liquid].liq_name, TO_ROOM); act("You drink $T from $p.", ch, obj, liq_table[liquid].liq_name, TO_CHAR); gain_condition(ch, COND_DRUNK, liq_table[liquid].liq_affect[COND_DRUNK]); gain_condition(ch, COND_THIRST, amount * liq_table[liquid].liq_affect[COND_THIRST]); gain_condition(ch, COND_HUNGER, amount * liq_table[liquid].liq_affect[COND_HUNGER]); if (!IS_NPC(ch) && ch->pcdata->condition[COND_DRUNK] > 10) send_to_char("You feel drunk.\n\r", ch); if (!IS_NPC(ch) && ch->pcdata->condition[COND_HUNGER] > 20) send_to_char("You are full.\n\r", ch); if (!IS_NPC(ch) && ch->pcdata->condition[COND_THIRST] > 20) send_to_char("Your thirst is quenched.\n\r", ch); if (obj->value[3] != 0) { /* The drink was poisoned ! */ AFFECT_DATA af; act("$n chokes and gags.", ch, NULL, NULL, TO_ROOM); send_to_char("You choke and gag.\n\r", ch); af.where = TO_AFFECTS; af.type = gsn_poison; af.level = number_fuzzy(amount); af.duration = 3 * amount; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_POISON; affect_join(ch, &af); } if (IS_VAMPIRE(ch) && !str_cmp(liq_table[liquid].liq_name, "blood")) { ch->blood += 5; if (ch->blood > ch->max_blood) ch->blood = ch->max_blood; } if (obj->value[0] > 0) obj->value[1] -= amount; return; } void do_feed(CHAR_DATA * ch, char *argument) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; char buf[MAX_STRING_LENGTH]; one_argument(argument, arg); if (ch->position == POS_FIGHTING) { send_to_char("You don't have time to feed from the corpse!\n\r", ch); return; } if ((!IS_VAMPIRE(ch)) && (ch->level <= LEVEL_IMMORTAL)) { send_to_char("Only vampires may feed from corpses.\r\n", ch); return; } if (arg[0] == '\0') { for (obj = ch->in_room->contents; obj; obj = obj->next_content) { if (obj->item_type == ITEM_CORPSE_PC || ITEM_CORPSE_NPC) break; } if (obj == NULL) { send_to_char("Feed from 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; } } switch (obj->item_type) { default: send_to_char("You can't feed from that.\n\r", ch); return; case ITEM_CORPSE_PC: if (IS_SET(obj->extra_flags, ITEM_BLOODLESS)) { send_to_char("The corpse has no blood left to drink.\n\r", ch); return; } else { SET_BIT(obj->extra_flags, ITEM_BLOODLESS); sprintf(buf, "The bloodless corpse of %s is laying here.", obj->owner); free_string(obj->description); obj->description = str_dup(buf); act("$n feeds from $p.", ch, obj, NULL, TO_ROOM); act("You feed from $p.", ch, obj, NULL, TO_CHAR); ch->blood += (obj->level / 2); if (ch->blood > ch->max_blood) ch->blood = ch->max_blood; } break; case ITEM_CORPSE_NPC: if (IS_SET(obj->extra_flags, ITEM_BLOODLESS)) { send_to_char("The corpse has no blood left to drink.\n\r", ch); return; } else { SET_BIT(obj->extra_flags, ITEM_BLOODLESS); act("$n feeds from $p.", ch, obj, NULL, TO_ROOM); act("You feed from $p.", ch, obj, NULL, TO_CHAR); ch->blood += (obj->level / 2); if (ch->blood > ch->max_blood) ch->blood = ch->max_blood; act("$p decomposes.", ch, obj, NULL, TO_ROOM); act("$p decomposes.", ch, obj, NULL, TO_CHAR); obj_from_room(obj); } break; return; } } void do_eat(CHAR_DATA * ch, char *argument) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; one_argument(argument, arg); if (arg[0] == '\0') { send_to_char("Eat what?\n\r", ch); return; } if ((obj = get_obj_carry(ch, arg, ch)) == NULL) { send_to_char("You do not have that item.\n\r", ch); return; } if (obj->level > ch->level) { send_to_char("You are not high enough level to eat that.", ch); return; } if (!IS_IMMORTAL(ch)) { if (obj->item_type != ITEM_FOOD && obj->item_type != ITEM_PILL) { send_to_char("That's not edible.\n\r", ch); return; } if (!IS_NPC(ch) && ch->pcdata->condition[COND_HUNGER] > 72) { send_to_char("You are too full to eat more.\n\r", ch); return; } } act("$n eats $p.", ch, obj, NULL, TO_ROOM); act("You eat $p.", ch, obj, NULL, TO_CHAR); switch (obj->item_type) { case ITEM_FOOD: if (!IS_NPC(ch)) { gain_condition(ch, COND_HUNGER, obj->value[0]); if (ch->pcdata->condition[COND_HUNGER] > 71) send_to_char("You are full.\n\r", ch); else if (ch->pcdata->condition[COND_HUNGER] > 60) send_to_char("You are no longer hungry.\n\r", ch); } if ((obj->value[3] != 0) && (!IS_SET(ch->imm_flags, IMM_POISON))) { /* The food was poisoned! */ AFFECT_DATA af; act("$n chokes and gags.", ch, 0, 0, TO_ROOM); send_to_char("You choke and gag.\n\r", ch); af.where = TO_AFFECTS; af.type = gsn_poison; af.level = number_fuzzy(obj->value[0]); af.duration = 2 * obj->value[0]; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_POISON; affect_join(ch, &af); } break; case ITEM_PILL: obj_cast_spell(obj->value[1], obj->value[0], ch, ch, NULL); obj_cast_spell(obj->value[2], obj->value[0], ch, ch, NULL); obj_cast_spell(obj->value[3], obj->value[0], ch, ch, NULL); obj_cast_spell(obj->value[4], obj->value[0], ch, ch, NULL); WAIT_STATE(ch, 10); break; } extract_obj(obj); return; } /* * Remove an object. */ bool remove_obj(CHAR_DATA * ch, int iWear, bool fReplace) { OBJ_DATA *obj; if ((obj = get_eq_char(ch, iWear)) == NULL) return TRUE; if (!fReplace) return FALSE; if (IS_SET(obj->extra_flags, ITEM_NOREMOVE)) { act("You can't remove $p.", ch, obj, NULL, TO_CHAR); return FALSE; } unequip_char(ch, obj); act("$n stops using $p.", ch, obj, NULL, TO_ROOM); act("You stop using $p.", ch, obj, NULL, TO_CHAR); return TRUE; } /* * Wear one object. * Optional replacement of existing objects. * Big repetitive code, ick. */ void wear_obj(CHAR_DATA * ch, OBJ_DATA * obj, bool fReplace) { char buf[MAX_STRING_LENGTH]; if (ch->level < obj->level) { sprintf(buf, "You must be level %d to use this object.\n\r", obj->level); send_to_char(buf, ch); act("$n tries to use $p, but is too inexperienced.", ch, obj, NULL, TO_ROOM); return; } if (obj->item_type == ITEM_LIGHT) { if (!remove_obj(ch, WEAR_LIGHT, fReplace)) return; act("$n lights $p and holds it.", ch, obj, NULL, TO_ROOM); act("You light $p and hold it.", ch, obj, NULL, TO_CHAR); equip_char(ch, obj, WEAR_LIGHT); return; } if (CAN_WEAR(obj, ITEM_WEAR_FINGER)) { if (get_eq_char(ch, WEAR_FINGER_L) != NULL && get_eq_char(ch, WEAR_FINGER_R) != NULL && !remove_obj(ch, WEAR_FINGER_L, fReplace) && !remove_obj(ch, WEAR_FINGER_R, fReplace)) return; if (get_eq_char(ch, WEAR_FINGER_L) == NULL) { act("$n wears $p on $s left finger.", ch, obj, NULL, TO_ROOM); act("You wear $p on your left finger.", ch, obj, NULL, TO_CHAR); equip_char(ch, obj, WEAR_FINGER_L); return; } if (get_eq_char(ch, WEAR_FINGER_R) == NULL) { act("$n wears $p on $s right finger.", ch, obj, NULL, TO_ROOM); act("You wear $p on your right finger.", ch, obj, NULL, TO_CHAR); equip_char(ch, obj, WEAR_FINGER_R); return; } bug("Wear_obj: no free finger.", 0); send_to_char("You already wear two rings.\n\r", ch); return; } if (CAN_WEAR(obj, ITEM_WEAR_NECK)) { if (get_eq_char(ch, WEAR_NECK_1) != NULL && get_eq_char(ch, WEAR_NECK_2) != NULL && !remove_obj(ch, WEAR_NECK_1, fReplace) && !remove_obj(ch, WEAR_NECK_2, fReplace)) return; if (get_eq_char(ch, WEAR_NECK_1) == NULL) { act("$n wears $p around $s neck.", ch, obj, NULL, TO_ROOM); act("You wear $p around your neck.", ch, obj, NULL, TO_CHAR); equip_char(ch, obj, WEAR_NECK_1); return; } if (get_eq_char(ch, WEAR_NECK_2) == NULL) { act("$n wears $p around $s neck.", ch, obj, NULL, TO_ROOM); act("You wear $p around your neck.", ch, obj, NULL, TO_CHAR); equip_char(ch, obj, WEAR_NECK_2); return; } bug("Wear_obj: no free neck.", 0); send_to_char("You already wear two neck items.\n\r", ch); return; } if (CAN_WEAR(obj, ITEM_WEAR_BODY)) { if (!remove_obj(ch, WEAR_BODY, fReplace)) return; act("$n wears $p on $s body.", ch, obj, NULL, TO_ROOM); act("You wear $p on your body.", ch, obj, NULL, TO_CHAR); equip_char(ch, obj, WEAR_BODY); return; } if (CAN_WEAR(obj, ITEM_WEAR_HEAD)) { if (!remove_obj(ch, WEAR_HEAD, fReplace)) return; act("$n wears $p on $s head.", ch, obj, NULL, TO_ROOM); act("You wear $p on your head.", ch, obj, NULL, TO_CHAR); equip_char(ch, obj, WEAR_HEAD); return; } if (CAN_WEAR(obj, ITEM_WEAR_LEGS)) { if (!remove_obj(ch, WEAR_LEGS, fReplace)) return; act("$n wears $p on $s legs.", ch, obj, NULL, TO_ROOM); act("You wear $p on your legs.", ch, obj, NULL, TO_CHAR); equip_char(ch, obj, WEAR_LEGS); return; } if (CAN_WEAR(obj, ITEM_WEAR_FEET)) { if (!remove_obj(ch, WEAR_FEET, fReplace)) return; act("$n wears $p on $s feet.", ch, obj, NULL, TO_ROOM); act("You wear $p on your feet.", ch, obj, NULL, TO_CHAR); equip_char(ch, obj, WEAR_FEET); return; } if (CAN_WEAR(obj, ITEM_WEAR_HANDS)) { if (!remove_obj(ch, WEAR_HANDS, fReplace)) return; act("$n wears $p on $s hands.", ch, obj, NULL, TO_ROOM); act("You wear $p on your hands.", ch, obj, NULL, TO_CHAR); equip_char(ch, obj, WEAR_HANDS); return; } if (CAN_WEAR(obj, ITEM_WEAR_ARMS)) { if (!remove_obj(ch, WEAR_ARMS, fReplace)) return; act("$n wears $p on $s arms.", ch, obj, NULL, TO_ROOM); act("You wear $p on your arms.", ch, obj, NULL, TO_CHAR); equip_char(ch, obj, WEAR_ARMS); return; } if (CAN_WEAR(obj, ITEM_WEAR_ABOUT)) { if (!remove_obj(ch, WEAR_ABOUT, fReplace)) return; act("$n wears $p about $s torso.", ch, obj, NULL, TO_ROOM); act("You wear $p about your torso.", ch, obj, NULL, TO_CHAR); equip_char(ch, obj, WEAR_ABOUT); return; } if (CAN_WEAR(obj, ITEM_WEAR_WAIST)) { if (!remove_obj(ch, WEAR_WAIST, fReplace)) return; act("$n wears $p about $s waist.", ch, obj, NULL, TO_ROOM); act("You wear $p about your waist.", ch, obj, NULL, TO_CHAR); equip_char(ch, obj, WEAR_WAIST); return; } if (CAN_WEAR(obj, ITEM_WEAR_WRIST)) { if (get_eq_char(ch, WEAR_WRIST_L) != NULL && get_eq_char(ch, WEAR_WRIST_R) != NULL && !remove_obj(ch, WEAR_WRIST_L, fReplace) && !remove_obj(ch, WEAR_WRIST_R, fReplace)) return; if (get_eq_char(ch, WEAR_WRIST_L) == NULL) { act("$n wears $p around $s left wrist.", ch, obj, NULL, TO_ROOM); act("You wear $p around your left wrist.", ch, obj, NULL, TO_CHAR); equip_char(ch, obj, WEAR_WRIST_L); return; } if (get_eq_char(ch, WEAR_WRIST_R) == NULL) { act("$n wears $p around $s right wrist.", ch, obj, NULL, TO_ROOM); act("You wear $p around your right wrist.", ch, obj, NULL, TO_CHAR); equip_char(ch, obj, WEAR_WRIST_R); return; } bug("Wear_obj: no free wrist.", 0); send_to_char("You already wear two wrist items.\n\r", ch); return; } if (CAN_WEAR(obj, ITEM_WEAR_SHIELD)) { OBJ_DATA *weapon; if (!remove_obj(ch, WEAR_SHIELD, fReplace)) return; weapon = get_eq_char(ch, WEAR_WIELD); if (weapon != NULL && ch->size < SIZE_LARGE && IS_WEAPON_STAT(weapon, WEAPON_TWO_HANDS)) { send_to_char("Your hands are tied up with your weapon!\n\r", ch); return; } act("$n wears $p as a shield.", ch, obj, NULL, TO_ROOM); act("You wear $p as a shield.", ch, obj, NULL, TO_CHAR); equip_char(ch, obj, WEAR_SHIELD); return; } if (CAN_WEAR(obj, ITEM_WIELD)) { int sn, skill; if (!remove_obj(ch, WEAR_WIELD, fReplace)) return; if (!IS_NPC(ch) && get_obj_weight(obj) > (str_app[get_curr_stat(ch, STAT_STR)].wield * 10)) { send_to_char("It is too heavy for you to wield.\n\r", ch); return; } if (!IS_NPC(ch) && ch->size < SIZE_LARGE && IS_WEAPON_STAT(obj, WEAPON_TWO_HANDS) && get_eq_char(ch, WEAR_SHIELD) != NULL) { send_to_char("You need two hands free for that weapon.\n\r", ch); return; } act("$n wields $p.", ch, obj, NULL, TO_ROOM); act("You wield $p.", ch, obj, NULL, TO_CHAR); equip_char(ch, obj, WEAR_WIELD); sn = get_weapon_sn(ch); if (sn == gsn_hand_to_hand) return; skill = get_weapon_skill(ch, sn); if (skill >= 100) act("$p feels like a part of you!", ch, obj, NULL, TO_CHAR); else if (skill > 85) act("You feel quite confident with $p.", ch, obj, NULL, TO_CHAR); else if (skill > 70) act("You are skilled with $p.", ch, obj, NULL, TO_CHAR); else if (skill > 50) act("Your skill with $p is adequate.", ch, obj, NULL, TO_CHAR); else if (skill > 25) act("$p feels a little clumsy in your hands.", ch, obj, NULL, TO_CHAR); else if (skill > 1) act("You fumble and almost drop $p.", ch, obj, NULL, TO_CHAR); else act("You don't even know which end is up on $p.", ch, obj, NULL, TO_CHAR); return; } if (CAN_WEAR(obj, ITEM_HOLD)) { if (!remove_obj(ch, WEAR_HOLD, fReplace)) return; act("$n holds $p in $s hand.", ch, obj, NULL, TO_ROOM); act("You hold $p in your hand.", ch, obj, NULL, TO_CHAR); equip_char(ch, obj, WEAR_HOLD); return; } if (CAN_WEAR(obj, ITEM_WEAR_FLOAT)) { if (!remove_obj(ch, WEAR_FLOAT, fReplace)) return; act("$n releases $p to float next to $m.", ch, obj, NULL, TO_ROOM); act("You release $p and it floats next to you.", ch, obj, NULL, TO_CHAR); equip_char(ch, obj, WEAR_FLOAT); return; } if (CAN_WEAR(obj, ITEM_WEAR_FACE)) { if (!remove_obj(ch, WEAR_FACE, fReplace)) return; act("$n puts $p on $s face.", ch, obj, NULL, TO_ROOM); act("You put $p on your face.", ch, obj, NULL, TO_CHAR); equip_char(ch, obj, WEAR_FACE); return; } if (CAN_WEAR(obj, ITEM_WEAR_EAR)) { if (get_eq_char(ch, WEAR_EAR_L) != NULL && get_eq_char(ch, WEAR_EAR_R) != NULL && !remove_obj(ch, WEAR_EAR_L, fReplace) && !remove_obj(ch, WEAR_EAR_R, fReplace)) return; if (get_eq_char(ch, WEAR_EAR_L) == NULL) { act("$n wears $p in $s left ear.", ch, obj, NULL, TO_ROOM); act("You wear $p in your left ear.", ch, obj, NULL, TO_CHAR); equip_char(ch, obj, WEAR_EAR_L); return; } if (get_eq_char(ch, WEAR_EAR_R) == NULL) { act("$n wears $p in $s right ear.", ch, obj, NULL, TO_ROOM); act("You wear $p in your right ear.", ch, obj, NULL, TO_CHAR); equip_char(ch, obj, WEAR_EAR_R); return; } bug("Wear_obj: no free ear.", 0); send_to_char("You already wear two ear items.\n\r", ch); return; } if (CAN_WEAR(obj, ITEM_WEAR_SHOULDERS)) { if (!remove_obj(ch, WEAR_SHOULDERS, fReplace)) return; act("$n wears $p on $s shoulders.", ch, obj, NULL, TO_ROOM); act("You wear $p on your shoulders.", ch, obj, NULL, TO_CHAR); equip_char(ch, obj, WEAR_SHOULDERS); return; } if (fReplace) send_to_char("You can't wear, wield, or hold that.\n\r", ch); return; } void do_wear(CHAR_DATA * ch, char *argument) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; one_argument(argument, arg); if (arg[0] == '\0') { send_to_char("Wear, wield, or hold what?\n\r", ch); return; } if (!str_cmp(arg, "all")) { OBJ_DATA *obj_next; for (obj = ch->carrying; obj != NULL; obj = obj_next) { obj_next = obj->next_content; if (obj->wear_loc == WEAR_NONE && can_see_obj(ch, obj)) wear_obj(ch, obj, FALSE); } return; } else { if ((obj = get_obj_carry(ch, arg, ch)) == NULL) { send_to_char("You do not have that item.\n\r", ch); return; } wear_obj(ch, obj, TRUE); } return; } void do_remove(CHAR_DATA * ch, char *argument) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; one_argument(argument, arg); if (arg[0] == '\0') { send_to_char("Remove what?\n\r", ch); return; } if (!str_cmp(arg, "all")) { OBJ_DATA *obj_next; for (obj = ch->carrying; obj != NULL; obj = obj_next) { obj_next = obj->next_content; if (obj->wear_loc == WEAR_NONE || !can_see_obj(ch, obj)) continue; remove_obj(ch, obj->wear_loc, TRUE); } return; } if ((obj = get_obj_wear(ch, arg)) == NULL) { send_to_char("You do not have that item.\n\r", ch); return; } remove_obj(ch, obj->wear_loc, TRUE); return; } void do_sacrifice(CHAR_DATA * ch, char *argument) { char arg[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; OBJ_DATA *obj; int gold = 0; /* variables for AUTOSPLIT */ CHAR_DATA *gch; int members; char buffer[100]; one_argument(argument, arg); if (arg[0] == '\0' || !str_cmp(arg, ch->name)) { act("$n offers $mself to Y'golan, who graciously declines.", ch, NULL, NULL, TO_ROOM); send_to_char ("Y'golan appreciates your offer and may accept it later.\n\r", ch); return; } if (!str_cmp(arg, "all")) { OBJ_DATA *obj_next; int total_gold = 0; bool found = FALSE; if (!ch->in_room->contents) { send_to_char("There's nothing in the room you can sacrifice.\n\r", ch); return; } for (obj = ch->in_room->contents; obj != NULL; obj = obj_next) { obj_next = obj->next_content; if( !can_see_obj(ch, obj) ) continue; if ((obj->item_type == ITEM_CORPSE_PC && obj->contains) || !CAN_WEAR(obj, ITEM_TAKE) || CAN_WEAR(obj, ITEM_NO_SAC)) continue; if (obj->in_room != NULL) { for (gch = obj->in_room->people; gch != NULL; gch = gch->next_in_room) if (gch->on == obj) continue; } gold = UMAX(1, obj->level * 3); found = TRUE; if (obj->item_type != ITEM_CORPSE_NPC && obj->item_type != ITEM_CORPSE_PC) gold = UMIN(gold, obj->cost); total_gold += gold; extract_obj(obj); } if (total_gold >= 2) { sprintf(buf, "Y'golan gives you %d gold coins for your sacrifice.\n\r", total_gold); send_to_char(buf, ch); } else if (total_gold >= 1) send_to_char ("Y'golan gives you one gold coin for your sacrifice.\n\r", ch); else if (found) send_to_char("Y'golan gives you nothing for your sacrifice.\n\r", ch); ch->gold += total_gold; if (IS_SET(ch->act, PLR_AUTOSPLIT)) { members = 0; for (gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room) { if (is_same_group(gch, ch)) members++; } if (members > 1 && total_gold > 1) { sprintf(buffer, "%d", total_gold); do_split(ch, buffer); } } if (found) { act("$n sacrifices everything in the room to Y'golan.", ch, obj, NULL, TO_ROOM); return; } send_to_char("There's nothing in the room you can sacrifice.\n\r", ch); return; } obj = get_obj_list(ch, arg, ch->in_room->contents); if (obj == NULL) { send_to_char("You can't find it.\n\r", ch); return; } if (obj->item_type == ITEM_CORPSE_PC) { if (obj->contains) { send_to_char("Y'golan wouldn't like that.\n\r", ch); return; } } if (!CAN_WEAR(obj, ITEM_TAKE) || CAN_WEAR(obj, ITEM_NO_SAC)) { act("$p is not an acceptable sacrifice.", ch, obj, 0, TO_CHAR); return; } if (obj->in_room != NULL) { for (gch = obj->in_room->people; gch != NULL; gch = gch->next_in_room) if (gch->on == obj) { act("$N appears to be using $p.", ch, obj, gch, TO_CHAR); return; } } gold = UMAX(1, obj->level * 3); if (obj->item_type != ITEM_CORPSE_NPC && obj->item_type != ITEM_CORPSE_PC) gold = UMIN(gold, obj->cost); if (gold == 1) send_to_char ("Y'golan gives you one measly gold coin for your sacrifice.\n\r", ch); else if (gold == 0) send_to_char ("Y'golan is insulted by your pathetic sacrifice, and doesn't give you anything!\n\r", ch); else { sprintf(buf, "Y'golan gives you %d gold coins for your sacrifice.\n\r", gold); send_to_char(buf, ch); } ch->gold += gold; if (IS_SET(ch->act, PLR_AUTOSPLIT)) { /* AUTOSPLIT code */ members = 0; for (gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room) { if (is_same_group(gch, ch)) members++; } if (members > 1 && gold > 1) { sprintf(buffer, "%d", gold); do_split(ch, buffer); } } act("$n sacrifices $p to Y'golan.", ch, obj, NULL, TO_ROOM); wiznet("$N sends up $p as a burnt offering.", ch, obj, WIZ_SACCING, 0, 0); extract_obj(obj); return; } void do_quaff(CHAR_DATA * ch, char *argument) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; one_argument(argument, arg); if (arg[0] == '\0') { send_to_char("Quaff what?\n\r", ch); return; } if ((obj = get_obj_carry(ch, arg, ch)) == NULL) { send_to_char("You do not have that potion.\n\r", ch); return; } if (obj->item_type != ITEM_POTION) { send_to_char("You can quaff only potions.\n\r", ch); return; } if (ch->level < obj->level) { send_to_char("This liquid is too powerful for you to drink.\n\r", ch); return; } act("$n quaffs $p.", ch, obj, NULL, TO_ROOM); act("You quaff $p.", ch, obj, NULL, TO_CHAR); WAIT_STATE(ch, 10); obj_cast_spell(obj->value[1], obj->value[0], ch, ch, NULL); obj_cast_spell(obj->value[2], obj->value[0], ch, ch, NULL); obj_cast_spell(obj->value[3], obj->value[0], ch, ch, NULL); extract_obj(obj); return; } void do_recite(CHAR_DATA * ch, char *argument) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; CHAR_DATA *victim; OBJ_DATA *scroll; OBJ_DATA *obj; argument = one_argument(argument, arg1); argument = one_argument(argument, arg2); if ((scroll = get_obj_carry(ch, arg1, ch)) == NULL) { send_to_char("You do not have that scroll.\n\r", ch); return; } if (scroll->item_type != ITEM_SCROLL) { send_to_char("You can recite only scrolls.\n\r", ch); return; } if (ch->level < scroll->level) { send_to_char ("This scroll is too complex for you to comprehend.\n\r", ch); return; } obj = NULL; if (arg2[0] == '\0') { victim = ch; } else { if ((victim = get_char_room(ch, arg2)) == NULL && (obj = get_obj_here(ch, arg2)) == NULL) { send_to_char("You can't find it.\n\r", ch); return; } } act("$n recites $p.", ch, scroll, NULL, TO_ROOM); act("You recite $p.", ch, scroll, NULL, TO_CHAR); WAIT_STATE(ch, 10); if (number_percent() >= 20 + get_skill(ch, gsn_scrolls) * 4 / 5) { send_to_char("You mispronounce a syllable.\n\r", ch); check_improve(ch, gsn_scrolls, FALSE, 2); } else { obj_cast_spell(scroll->value[1], scroll->value[0], ch, victim, obj); obj_cast_spell(scroll->value[2], scroll->value[0], ch, victim, obj); obj_cast_spell(scroll->value[3], scroll->value[0], ch, victim, obj); obj_cast_spell(scroll->value[4], scroll->value[0], ch, victim, obj); check_improve(ch, gsn_scrolls, TRUE, 2); } extract_obj(scroll); return; } void do_brandish(CHAR_DATA * ch, char *argument) { CHAR_DATA *vch; CHAR_DATA *vch_next; OBJ_DATA *staff; int sn; if ((staff = get_eq_char(ch, WEAR_HOLD)) == NULL) { send_to_char("You hold nothing in your hand.\n\r", ch); return; } if (staff->item_type != ITEM_STAFF) { send_to_char("You can brandish only with a staff.\n\r", ch); return; } if ((sn = staff->value[3]) < 0 || sn >= MAX_SKILL || skill_table[sn].spell_fun == 0) { bug("Do_brandish: bad sn %d.", sn); return; } WAIT_STATE(ch, 28); if (staff->value[2] > 0) { act("$n brandishes $p.", ch, staff, NULL, TO_ROOM); act("You brandish $p.", ch, staff, NULL, TO_CHAR); if (ch->level < staff->level || number_percent() >= 20 + get_skill(ch, gsn_staves) * 4 / 5) { act("You fail to invoke $p.", ch, staff, NULL, TO_CHAR); act("...and nothing happens.", ch, NULL, NULL, TO_ROOM); check_improve(ch, gsn_staves, FALSE, 2); } else for (vch = ch->in_room->people; vch; vch = vch_next) { vch_next = vch->next_in_room; switch (skill_table[sn].target) { default: bug("Do_brandish: bad target for sn %d.", sn); return; case TAR_IGNORE: if (vch != ch) continue; break; case TAR_CHAR_OFFENSIVE: if (IS_NPC(ch) ? IS_NPC(vch) : !IS_NPC(vch)) continue; break; case TAR_CHAR_DEFENSIVE: if (IS_NPC(ch) ? !IS_NPC(vch) : IS_NPC(vch)) continue; break; case TAR_CHAR_SELF: if (vch != ch) continue; break; } obj_cast_spell(staff->value[3], staff->value[0], ch, vch, NULL); check_improve(ch, gsn_staves, TRUE, 2); } } if (--staff->value[2] <= 0) { act("$n's $p blazes bright and is gone.", ch, staff, NULL, TO_ROOM); act("Your $p blazes bright and is gone.", ch, staff, NULL, TO_CHAR); extract_obj(staff); } return; } void do_zap(CHAR_DATA * ch, char *argument) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; OBJ_DATA *wand; OBJ_DATA *obj; one_argument(argument, arg); if (arg[0] == '\0' && ch->fighting == NULL) { send_to_char("Zap whom or what?\n\r", ch); return; } if ((wand = get_eq_char(ch, WEAR_HOLD)) == NULL) { send_to_char("You hold nothing in your hand.\n\r", ch); return; } if (wand->item_type != ITEM_WAND) { send_to_char("You can zap only with a wand.\n\r", ch); return; } obj = NULL; if (arg[0] == '\0') { if (ch->fighting != NULL) { victim = ch->fighting; } else { send_to_char("Zap whom or what?\n\r", ch); return; } } else { if ((victim = get_char_room(ch, arg)) == NULL && (obj = get_obj_here(ch, arg)) == NULL) { send_to_char("You can't find it.\n\r", ch); return; } } WAIT_STATE(ch, 28); if (wand->value[2] > 0) { if (victim != NULL) { act("$n zaps $N with $p.", ch, wand, victim, TO_NOTVICT); act("You zap $N with $p.", ch, wand, victim, TO_CHAR); act("$n zaps you with $p.", ch, wand, victim, TO_VICT); } else { act("$n zaps $P with $p.", ch, wand, obj, TO_ROOM); act("You zap $P with $p.", ch, wand, obj, TO_CHAR); } if (ch->level < wand->level || number_percent() >= 20 + get_skill(ch, gsn_wands) * 4 / 5) { act("Your efforts with $p produce only smoke and sparks.", ch, wand, NULL, TO_CHAR); act("$n's efforts with $p produce only smoke and sparks.", ch, wand, NULL, TO_ROOM); check_improve(ch, gsn_wands, FALSE, 2); } else { obj_cast_spell(wand->value[3], wand->value[0], ch, victim, obj); check_improve(ch, gsn_wands, TRUE, 2); } } if (--wand->value[2] <= 0) { act("$n's $p explodes into fragments.", ch, wand, NULL, TO_ROOM); act("Your $p explodes into fragments.", ch, wand, NULL, TO_CHAR); extract_obj(wand); } return; } void do_steal(CHAR_DATA * ch, char *argument) { char buf[MAX_STRING_LENGTH]; char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; CHAR_DATA *victim; OBJ_DATA *obj; int percent; bool displaced = FALSE;//displace spell argument = one_argument(argument, arg1); argument = one_argument(argument, arg2); if (arg1[0] == '\0' || arg2[0] == '\0') { send_to_char("Steal what from whom?\n\r", ch); return; } if ((victim = get_char_room(ch, arg2)) == NULL) { send_to_char("They aren't here.\n\r", ch); return; } if (victim == ch) { send_to_char("That's pointless.\n\r", ch); return; } if (is_safe(ch, victim)) { send_to_char("you can't steal on safe places.\n\r", ch); return; } if (victim->fighting != NULL && !is_same_group(ch, victim->fighting)) { send_to_char("Kill stealing is not permitted.\n\r", ch); return; } if (IS_NPC(victim) && victim->position == POS_FIGHTING) { send_to_char("Kill stealing is not permitted.\n\r" "You'd better not -- you might get hit.\n\r", ch); return; } //Check if displaced if(is_affected(victim, skill_lookup("displace"))) { if(displace_new_effect(ch, (void *) victim, 0, 0, 0)) { //You're stealing from the displaced version send_to_char("You work your hands to the purse... and go right through it...\n\r", ch); displaced = TRUE; } else //Picked the right version displaced = FALSE; } else //Victim isn't affected by displace spell displaced = FALSE; check_killer(ch, victim); WAIT_STATE(ch, skill_table[gsn_steal].beats); percent = number_percent(); if (!IS_AWAKE(victim)) percent -= 15; else if (!can_see(victim, ch)) percent += 20; else percent += 40; if ( ((!IS_NPC(victim) && (!IS_PKILL(victim) || !IS_PKILL(ch))) && !IS_NPC(ch)) || (!IS_NPC(ch) && percent > get_skill(ch, gsn_steal)) || displaced == TRUE) { /* * Failure. */ send_to_char("Oops.\n\r", ch); affect_strip(ch, gsn_sneak); REMOVE_BIT(ch->affected_by, AFF_SNEAK); act("$n tried to steal from you.\n\r", ch, NULL, victim, TO_VICT); act("$n tried to steal from $N.\n\r", ch, NULL, victim, TO_NOTVICT); switch (number_range(0, 3)) { case 0: sprintf(buf, "%s is a lousy thief!", ch->name); break; case 1: sprintf(buf, "%s couldn't rob %s way out of a paper bag!", ch->name, (ch->sex == 2) ? "her" : "his"); break; case 2: sprintf(buf, "%s tried to rob me!", ch->name); break; case 3: sprintf(buf, "Keep your hands out of there, %s!", ch->name); break; } if (!IS_AWAKE(victim)) do_wake(victim, ""); if (IS_AWAKE(victim)) do_yell(victim, buf); if (!IS_NPC(ch)) { if (IS_NPC(victim)) { check_improve(ch, gsn_steal, FALSE, 2); multi_hit(victim, ch, TYPE_UNDEFINED); } else { sprintf(buf, "$N tried to steal from %s.", victim->name); wiznet(buf, ch, NULL, WIZ_FLAGS, 0, 0); if (!IS_SET(ch->act, PLR_THIEF)) { SET_BIT(ch->act, PLR_THIEF); send_to_char ("{r*** {RYou are now a THIEF!! {r***{x\n\r", ch); save_char_obj(ch); } } } return; } if (!str_cmp(arg1, "coin") || !str_cmp(arg1, "coins") || !str_cmp(arg1, "gold")) { int gold; gold = victim->gold * number_range(1, ch->level) / 60; if (gold <= 0) { send_to_char("You couldn't get any coins.\n\r", ch); return; } /*If victim's gold becomes negative */ if (victim->gold - gold <= 0) { send_to_char("Have pity on the poor soul!\n\r", ch); gold = victim->gold; ch->gold += gold; victim->gold -= gold; return; } ch->gold += gold; victim->gold -= gold; if (victim->gold < 0) { victim->gold = 0; } sprintf(buf, "Bingo! You got %d gold coins.\n\r", gold); send_to_char(buf, ch); check_improve(ch, gsn_steal, TRUE, 2); return; } if ((obj = get_obj_carry(victim, arg1, ch)) == NULL) { send_to_char("You can't find it.\n\r", ch); return; } if (!can_drop_obj(ch, obj) || IS_SET(obj->extra_flags, ITEM_INVENTORY) || obj->level > ch->level) { send_to_char("You can't pry it away.\n\r", ch); return; } if (ch->carry_number + get_obj_number(obj) > can_carry_n(ch)) { send_to_char("You have your hands full.\n\r", ch); return; } if (ch->carry_weight + get_obj_weight(obj) > can_carry_w(ch)) { send_to_char("You can't carry that much weight.\n\r", ch); return; } obj_from_char(obj); obj_to_char(obj, ch); act("You pocket $p.", ch, obj, NULL, TO_CHAR); check_improve(ch, gsn_steal, TRUE, 2); send_to_char("Got it!\n\r", ch); return; } /* * Shopping commands. */ CHAR_DATA *find_keeper(CHAR_DATA * ch) { CHAR_DATA *keeper; SHOP_DATA *pShop; pShop = NULL; for (keeper = ch->in_room->people; keeper; keeper = keeper->next_in_room) { if (IS_NPC(keeper) && (pShop = keeper->pIndexData->pShop) != NULL) break; } if (pShop == NULL) { send_to_char("You can't do that here.\n\r", ch); return NULL; } /* * Shop hours. */ if (time_info.hour < pShop->open_hour) { do_say(keeper, "Sorry, I am closed. Come back later."); return NULL; } if (time_info.hour > pShop->close_hour) { do_say(keeper, "Sorry, I am closed. Come back tomorrow."); return NULL; } /* * Invisible or hidden people. */ if (!can_see(keeper, ch)) { do_say(keeper, "I don't trade with folks I can't see."); return NULL; } return keeper; } /* insert an object at the right spot for the keeper */ void obj_to_keeper(OBJ_DATA * obj, CHAR_DATA * ch) { OBJ_DATA *t_obj, *t_obj_next; /* see if any duplicates are found */ for (t_obj = ch->carrying; t_obj != NULL; t_obj = t_obj_next) { t_obj_next = t_obj->next_content; if (obj->pIndexData == t_obj->pIndexData && !str_cmp(obj->short_descr, t_obj->short_descr)) { /* if this is an unlimited item, destroy the new one */ if (IS_OBJ_STAT(t_obj, ITEM_INVENTORY)) { extract_obj(obj); return; } obj->cost = t_obj->cost; /* keep it standard */ break; } } if (t_obj == NULL) { obj->next_content = ch->carrying; ch->carrying = obj; } else { obj->next_content = t_obj->next_content; t_obj->next_content = obj; } obj->carried_by = ch; obj->in_room = NULL; obj->in_obj = NULL; ch->carry_number += get_obj_number(obj); ch->carry_weight += get_obj_weight(obj); } /* get an object from a shopkeeper's list */ OBJ_DATA *get_obj_keeper(CHAR_DATA * ch, CHAR_DATA * keeper, char *argument) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; int number; int count; number = number_argument(argument, arg); count = 0; for (obj = keeper->carrying; obj != NULL; obj = obj->next_content) { if (obj->wear_loc == WEAR_NONE && can_see_obj(keeper, obj) && can_see_obj(ch, obj) && is_name(arg, obj->name)) { if (++count == number) return obj; /* skip other objects of the same name */ while (obj->next_content != NULL && obj->pIndexData == obj->next_content->pIndexData && !str_cmp(obj->short_descr, obj->next_content->short_descr)) obj = obj->next_content; } } return NULL; } int get_cost(CHAR_DATA * keeper, OBJ_DATA * obj, bool fBuy) { SHOP_DATA *pShop; int cost; if (obj == NULL || (pShop = keeper->pIndexData->pShop) == NULL) return 0; if (fBuy) { cost = obj->cost * pShop->profit_buy / 100; } else { OBJ_DATA *obj2; int itype; cost = 0; for (itype = 0; itype < MAX_TRADE; itype++) { if (obj->item_type == pShop->buy_type[itype]) { cost = obj->cost * pShop->profit_sell / 100; break; } } if (!IS_OBJ_STAT(obj, ITEM_SELL_EXTRACT)) for (obj2 = keeper->carrying; obj2; obj2 = obj2->next_content) { if (obj->pIndexData == obj2->pIndexData && !str_cmp(obj->short_descr, obj2->short_descr)) { if (IS_OBJ_STAT(obj2, ITEM_INVENTORY)) cost /= 2; else cost = cost * 3 / 4; } } } if (obj->item_type == ITEM_STAFF || obj->item_type == ITEM_WAND) { if (obj->value[1] == 0) cost /= 4; else cost = cost * obj->value[2] / obj->value[1]; } return cost; } void do_buy(CHAR_DATA * ch, char *argument) { char buf[MAX_STRING_LENGTH]; int cost, roll; if (argument[0] == '\0') { send_to_char("Buy what?\n\r", ch); return; } if (IS_SET(ch->in_room->room_flags, ROOM_PET_SHOP)) { char arg[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; CHAR_DATA *pet; ROOM_INDEX_DATA *pRoomIndexNext; ROOM_INDEX_DATA *in_room; smash_tilde(argument); if (IS_NPC(ch)) return; argument = one_argument(argument, arg); /* hack to make new thalos pets work */ if (ch->in_room->vnum == 9621) pRoomIndexNext = get_room_index(9706); else pRoomIndexNext = get_room_index(ch->in_room->vnum + 1); if (pRoomIndexNext == NULL) { bug("Do_buy: bad pet shop at vnum %d.", ch->in_room->vnum); send_to_char("Sorry, you can't buy that here.\n\r", ch); return; } in_room = ch->in_room; ch->in_room = pRoomIndexNext; pet = get_char_room(ch, arg); ch->in_room = in_room; if (pet == NULL || !IS_SET(pet->act, ACT_PET)) { send_to_char("Sorry, you can't buy that here.\n\r", ch); return; } if (ch->pet != NULL) { send_to_char("You already own a pet.\n\r", ch); return; } cost = 2 * pet->level * pet->level; if (ch->gold < cost) { send_to_char("You can't afford it.\n\r", ch); return; } if (ch->level < pet->level) { send_to_char ("You're not powerful enough to master this pet.\n\r", ch); return; } /* haggle */ if (ch->in_room->vnum != ROOM_VNUM_JEWELER) { roll = number_percent(); if (roll < get_skill(ch, gsn_haggle)) { cost -= cost / 2 * roll / 100; sprintf(buf, "You haggle the price down to %d coins.\n\r", cost); send_to_char(buf, ch); check_improve(ch, gsn_haggle, TRUE, 4); } } deduct_cost(ch, cost); pet = create_mobile(pet->pIndexData); SET_BIT(pet->act, ACT_PET); SET_BIT(pet->affected_by, AFF_CHARM); pet->comm = COMM_NOTELL | COMM_NOSHOUT | COMM_NOCHANNELS; pet->no_exp = TRUE; argument = one_argument(argument, arg); if (arg[0] != '\0') { sprintf(buf, "%s %s", pet->name, arg); free_string(pet->name); pet->name = str_dup(buf); } sprintf(buf, "%sA neck tag says 'I belong to %s'.\n\r", pet->description, ch->name); free_string(pet->description); pet->description = str_dup(buf); char_to_room(pet, ch->in_room); add_follower(pet, ch); pet->leader = ch; ch->pet = pet; send_to_char("Enjoy your pet.\n\r", ch); act("$n bought $N as a pet.", ch, NULL, pet, TO_ROOM); return; } else { CHAR_DATA *keeper; OBJ_DATA *obj, *t_obj; char arg[MAX_INPUT_LENGTH]; int number, count = 1; if ((keeper = find_keeper(ch)) == NULL) return; if(!can_see(ch, keeper)) { send_to_char("You can't buy anything here.\n\r", ch); return; } number = mult_argument(argument, arg); obj = get_obj_keeper(ch, keeper, arg); cost = get_cost(keeper, obj, TRUE); if (number < 1) { act("$n tells you 'Get real!", keeper, NULL, ch, TO_VICT); return; } if (number > 100) { sprintf(buf, "%s attempted the shopkeep HACK. *BUG*", ch->name); log_string(buf); act("$n tells you 'Get real!", keeper, NULL, ch, TO_VICT); return; } if (cost <= 0 || !can_see_obj(ch, obj)) { act("$n tells you 'I don't sell that -- try 'list''.", keeper, NULL, ch, TO_VICT); ch->reply = keeper; return; } if (!IS_OBJ_STAT(obj, ITEM_INVENTORY)) { for (t_obj = obj->next_content; count < number && t_obj != NULL; t_obj = t_obj->next_content) { if (t_obj->pIndexData == obj->pIndexData && !str_cmp(t_obj->short_descr, obj->short_descr)) count++; else break; } if (count < number) { act("$n tells you 'I don't have that many in stock.", keeper, NULL, ch, TO_VICT); ch->reply = keeper; return; } } if (ch->gold < cost * number) { if (number > 1) act("$n tells you 'You can't afford to buy that many.", keeper, obj, ch, TO_VICT); else act("$n tells you 'You can't afford to buy $p'.", keeper, obj, ch, TO_VICT); ch->reply = keeper; return; } if (obj->level > ch->level) { act("$n tells you 'You can't use $p yet'.", keeper, obj, ch, TO_VICT); ch->reply = keeper; return; } if (ch->carry_number + number * get_obj_number(obj) > can_carry_n(ch)) { send_to_char("You can't carry that many items.\n\r", ch); return; } if (ch->carry_weight + number * get_obj_weight(obj) > can_carry_w(ch)) { send_to_char("You can't carry that much weight.\n\r", ch); return; } /* haggle */ if (ch->in_room->vnum != ROOM_VNUM_JEWELER) { roll = number_percent(); if (!IS_OBJ_STAT(obj, ITEM_SELL_EXTRACT) && roll < get_skill(ch, gsn_haggle)) { cost -= obj->cost / 2 * roll / 100; act("You haggle with $N.", ch, NULL, keeper, TO_CHAR); check_improve(ch, gsn_haggle, TRUE, 4); } } if (number > 1) { sprintf(buf, "$n buys $p[%d].", number); act(buf, ch, obj, NULL, TO_ROOM); sprintf(buf, "You buy $p[%d] for %d gold.", number, cost * number); act(buf, ch, obj, NULL, TO_CHAR); } else { act("$n buys $p.", ch, obj, NULL, TO_ROOM); sprintf(buf, "You buy $p for %d gold.", cost); act(buf, ch, obj, NULL, TO_CHAR); } deduct_cost(ch, cost * number); keeper->gold += cost * number; for (count = 0; count < number; count++) { if (IS_SET(obj->extra_flags, ITEM_INVENTORY)) t_obj = create_object(obj->pIndexData, obj->level); else { t_obj = obj; obj = obj->next_content; obj_from_char(t_obj); } if (t_obj->timer > 0 && !IS_OBJ_STAT(t_obj, ITEM_HAD_TIMER)) t_obj->timer = 0; REMOVE_BIT(t_obj->extra_flags, ITEM_HAD_TIMER); obj_to_char(t_obj, ch); if (cost < t_obj->cost) t_obj->cost = cost; } } } void do_list(CHAR_DATA * ch, char *argument) { char buf[MAX_STRING_LENGTH]; if (IS_SET(ch->in_room->room_flags, ROOM_PET_SHOP)) { ROOM_INDEX_DATA *pRoomIndexNext; CHAR_DATA *pet; bool found; /* hack to make new thalos pets work */ if (ch->in_room->vnum == 9621) pRoomIndexNext = get_room_index(9706); else pRoomIndexNext = get_room_index(ch->in_room->vnum + 1); if (pRoomIndexNext == NULL) { bug("Do_list: bad pet shop at vnum %d.", ch->in_room->vnum); send_to_char("You can't do that here.\n\r", ch); return; } found = FALSE; for (pet = pRoomIndexNext->people; pet; pet = pet->next_in_room) { if (IS_SET(pet->act, ACT_PET)) { if (!found) { found = TRUE; send_to_char("Pets for sale:\n\r", ch); } sprintf(buf, "[%2d] %8d - %s\n\r", pet->level, 2 * pet->level * pet->level, pet->short_descr); send_to_char(buf, ch); } } if (!found) send_to_char("Sorry, we're out of pets right now.\n\r", ch); return; } else { CHAR_DATA *keeper; OBJ_DATA *obj; int cost, count; bool found; char arg[MAX_INPUT_LENGTH]; if ((keeper = find_keeper(ch)) == NULL) return; if(!can_see(ch, keeper)) { send_to_char("You can't buy anything here.\n\r", ch); return; } one_argument(argument, arg); found = FALSE; for (obj = keeper->carrying; obj; obj = obj->next_content) { if (obj->wear_loc == WEAR_NONE && can_see_obj(ch, obj) && (cost = get_cost(keeper, obj, TRUE)) > 0 && (arg[0] == '\0' || is_name(arg, obj->name))) { if (!found) { found = TRUE; send_to_char("[Lv Price Qty] Item\n\r", ch); } if (IS_OBJ_STAT(obj, ITEM_INVENTORY)) sprintf(buf, "[%2d %5d -- ] %s\n\r", obj->level, cost, obj->short_descr); else { count = 1; while (obj->next_content != NULL && obj->pIndexData == obj->next_content->pIndexData && !str_cmp(obj->short_descr, obj->next_content->short_descr)) { obj = obj->next_content; count++; } sprintf(buf, "[%2d %5d %2d ] %s\n\r", obj->level, cost, count, obj->short_descr); } send_to_char(buf, ch); } } if (!found) send_to_char("You can't buy anything here.\n\r", ch); return; } } void do_sell(CHAR_DATA * ch, char *argument) { char buf[MAX_STRING_LENGTH]; char arg[MAX_INPUT_LENGTH]; CHAR_DATA *keeper; OBJ_DATA *obj; OBJ_DATA *obj_next; int cost, roll, tcost = 0, count = 0; one_argument(argument, arg); if (arg[0] == '\0') { send_to_char("Sell what?\n\r", ch); return; } if ((keeper = find_keeper(ch)) == NULL) return; if(!can_see(ch, keeper)) { send_to_char("You can't buy anything here.\n\r", ch); return; } /* if (!str_cmp(arg, "all")) { for (obj = ch->carrying; obj != NULL; obj = obj_next) { obj_next = obj->next_content; if (can_drop_obj(ch, obj) && obj->wear_loc == WEAR_NONE && can_see_obj(keeper, obj) && ((cost = get_cost(keeper, obj, FALSE)) > 0) && (cost < keeper->gold)) tcost += cost; count++; ch->gold += cost; deduct_cost(keeper, cost); if (keeper->gold < 0) keeper->gold = 0; if (obj->item_type == ITEM_TRASH || IS_OBJ_STAT(obj, ITEM_SELL_EXTRACT)) { extract_obj(obj); } else { obj_from_char(obj); if (obj->timer) SET_BIT(obj->extra_flags, ITEM_HAD_TIMER); else obj->timer = number_range(50, 100); obj_to_keeper(obj, keeper); } } // salable item ifcheck } // for loop sprintf(buf, "You sell %d items for %d gold.\r\n", count, tcost); send_to_char(buf, ch); return; } // 'all' if check */ if (!str_cmp(arg, "all")) { for (obj = ch->carrying; obj != NULL; obj = obj_next) { obj_next = obj->next_content; if (can_drop_obj(ch, obj) && obj->wear_loc == WEAR_NONE && can_see_obj(keeper, obj) && ((cost = get_cost(keeper, obj, FALSE)) > 0) && (cost < keeper->gold)) { tcost += cost; count++; ch->gold += cost; deduct_cost(keeper, cost); if (keeper->gold < 0) keeper->gold = 0; if (obj->item_type == ITEM_TRASH || IS_OBJ_STAT(obj, ITEM_SELL_EXTRACT)) { extract_obj(obj); } else { obj_from_char(obj); if (obj->timer) SET_BIT(obj->extra_flags, ITEM_HAD_TIMER); else obj->timer = number_range(50, 100); obj_to_keeper(obj, keeper); } } // salable item ifcheck } // for loop sprintf(buf, "You sell %d items for %d gold.\r\n", count, tcost); send_to_char(buf, ch); return; } // 'all' if check if ((obj = get_obj_carry(ch, arg, ch)) == NULL) { act("$n tells you 'You don't have that item'.", keeper, NULL, ch, TO_VICT); ch->reply = keeper; return; } if (!can_drop_obj(ch, obj)) { send_to_char("You can't let go of it.\n\r", ch); return; } if (!can_see_obj(keeper, obj)) { act("$n doesn't see what you are offering.", keeper, NULL, ch, TO_VICT); return; } if ((cost = get_cost(keeper, obj, FALSE)) <= 0) { act("$n looks uninterested in $p.", keeper, obj, ch, TO_VICT); return; } if (cost > keeper->gold) { act ("$n tells you 'I'm afraid I don't have enough wealth to buy $p.", keeper, obj, ch, TO_VICT); return; } act("$n sells $p.", ch, obj, NULL, TO_ROOM); /* haggle */ roll = number_percent(); if (!IS_OBJ_STAT(obj, ITEM_SELL_EXTRACT) && roll < get_skill(ch, gsn_haggle)) { send_to_char("You haggle with the shopkeeper.\n\r", ch); cost += obj->cost / 2 * roll / 100; cost = UMIN(cost, 95 * get_cost(keeper, obj, TRUE) / 100); cost = UMIN(cost, keeper->gold); check_improve(ch, gsn_haggle, TRUE, 4); } sprintf(buf, "You sell $p for %d gold piece%s.", cost, cost == 1 ? "" : "s"); act(buf, ch, obj, NULL, TO_CHAR); ch->gold += cost; deduct_cost(keeper, cost); if (keeper->gold < 0) keeper->gold = 0; if (obj->item_type == ITEM_TRASH || IS_OBJ_STAT(obj, ITEM_SELL_EXTRACT)) { extract_obj(obj); } else { obj_from_char(obj); if (obj->timer) SET_BIT(obj->extra_flags, ITEM_HAD_TIMER); else obj->timer = number_range(50, 100); obj_to_keeper(obj, keeper); } return; } void do_value(CHAR_DATA * ch, char *argument) { char buf[MAX_STRING_LENGTH]; char arg[MAX_INPUT_LENGTH]; CHAR_DATA *keeper; OBJ_DATA *obj; int cost; one_argument(argument, arg); if (arg[0] == '\0') { send_to_char("Value what?\n\r", ch); return; } if ((keeper = find_keeper(ch)) == NULL) return; if(!can_see(ch, keeper)) { send_to_char("You can't buy anything here.\n\r", ch); return; } if ((obj = get_obj_carry(ch, arg, ch)) == NULL) { act("$n tells you 'You don't have that item'.", keeper, NULL, ch, TO_VICT); ch->reply = keeper; return; } if (!can_see_obj(keeper, obj)) { act("$n doesn't see what you are offering.", keeper, NULL, ch, TO_VICT); return; } if (!can_drop_obj(ch, obj)) { send_to_char("You can't let go of it.\n\r", ch); return; } if ((cost = get_cost(keeper, obj, FALSE)) <= 0) { act("$n looks uninterested in $p.", keeper, obj, ch, TO_VICT); return; } sprintf(buf, "$n tells you 'I'll give you %d gold coins for $p'.", cost); act(buf, keeper, obj, ch, TO_VICT); ch->reply = keeper; return; } void do_donate(CHAR_DATA * ch, char *argument) { char arg[MAX_INPUT_LENGTH]; char buf[MAX_INPUT_LENGTH]; CHAR_DATA *donwiz; OBJ_DATA *container; OBJ_DATA *obj; one_argument(argument, arg); if (arg[0] == '\0') { send_to_char("Donate what?\n\r", ch); return; } if ((obj = get_obj_carry(ch, arg, ch)) == NULL) { send_to_char("You aren't carrying that item.\n\r", ch); return; } if (!can_drop_obj(ch, obj)) { send_to_char("You can't let go of it.\n\r", ch); return; } if ((donwiz = get_char_world(ch, "bedweezle")) == NULL) { send_to_char("No wizard is available to retrieve your item.\n\r", ch); return; } if (ch->in_room != donwiz->in_room) { act ("With a gentle *pop*, $n disappears from the room.", donwiz, NULL, NULL, TO_ROOM); char_from_room(donwiz); char_to_room(donwiz, ch->in_room); act("With a gentle *pop*, $n appears in the room.", donwiz, NULL, NULL, TO_ROOM); } /* give obj to wizard */ if (((obj->item_type != ITEM_CONTAINER) && (can_see_obj(donwiz, obj) && (obj->level >= 2)))) { /* message to room */ sprintf(buf, "$n takes $p from $N."); act(buf, donwiz, obj, ch, TO_NOTVICT); /* do the deed */ if (can_drop_obj(ch, obj)) { obj_from_char(obj); obj_to_char(obj, donwiz); do_say(donwiz, "Thank you!"); } else { do_say(donwiz, "I don't want that!"); } /* no can put in pit, no can take */ } else { do_say(donwiz, "I can't put that in the pit, sorry."); sprintf(buf, "With a gentle *pop*, $n disappears."); act(buf, donwiz, NULL, NULL, TO_ROOM); char_from_room(donwiz); char_to_room(donwiz, get_room_index(ROOM_VNUM_HIGHBIE_ALTAR)); act("$N appears in the room!", donwiz, NULL, NULL, TO_ROOM); return; } if (obj->level < 30) { if (donwiz->in_room->vnum != ROOM_VNUM_LOWBIE_ALTAR) { sprintf(buf, "With a gentle *pop*, %s disappears.\r\n", PERS(ch, donwiz)); send_to_char(buf, ch); sprintf(buf, "With a gentle *pop*, %s disappears.", PERS(ch, donwiz)); act(buf, ch, NULL, NULL, TO_ROOM); char_from_room(donwiz); char_to_room(donwiz, get_room_index(ROOM_VNUM_LOWBIE_ALTAR)); act("$n appears in the room!", donwiz, NULL, NULL, TO_ROOM); } } else if ((obj->level > 29) && (obj->level < 70)) { if (donwiz->in_room->vnum != ROOM_VNUM_MIDBIE_ALTAR) { sprintf(buf, "With a gentle *pop*, %s disappears.\r\n", PERS(ch, donwiz)); send_to_char(buf, ch); sprintf(buf, "With a gentle *pop*, %s disappears.", PERS(ch, donwiz)); act(buf, ch, NULL, NULL, TO_ROOM); char_from_room(donwiz); char_to_room(donwiz, get_room_index(ROOM_VNUM_MIDBIE_ALTAR)); act("$n appears in the room!", donwiz, NULL, NULL, TO_ROOM); } } else { if (donwiz->in_room->vnum != ROOM_VNUM_HIGHBIE_ALTAR) { sprintf(buf, "With a gentle *pop*, %s disappears.\r\n", PERS(ch, donwiz)); send_to_char(buf, ch); sprintf(buf, "With a gentle *pop*, %s disappears.", PERS(ch, donwiz)); act(buf, ch, NULL, NULL, TO_ROOM); char_from_room(donwiz); char_to_room(donwiz, get_room_index(ROOM_VNUM_HIGHBIE_ALTAR)); act("$n appears in the room!", donwiz, NULL, NULL, TO_ROOM); } } if (obj->item_type == ITEM_WEAPON) { sprintf(buf, "$n tosses $p into the weapon pit."); act(buf, donwiz, obj, NULL, TO_ROOM); container = get_obj_here(donwiz, "weapon"); obj_from_char(obj); if (container != NULL) obj_to_obj(obj, container); } else if (obj->item_type == ITEM_ARMOR) { sprintf(buf, "%s tosses %s into the armor pit.", PERS(ch, donwiz), OBJS(ch, obj)); act(buf, donwiz, NULL, NULL, TO_ROOM); container = get_obj_here(donwiz, "armor"); obj_from_char(obj); if (container != NULL) obj_to_obj(obj, container); } else { act("$n tosses $p into the miscellaneous pit.", donwiz, obj, NULL, TO_ROOM); container = get_obj_here(donwiz, "misc"); obj_from_char(obj); if (container != NULL) obj_to_obj(obj, container); } return; }