/* * RAM $Id: act_obj.c 67 2009-01-05 00:39:32Z quixadhal $ */ /*************************************************************************** * 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 1993-1998 Russ Taylor * * ROM has been brought to you by the ROM consortium * * Russ Taylor (rtaylor@hypercube.org) * * Gabrielle Taylor (gtaylor@hypercube.org) * * Brian Moore (zump@rom.org) * * By using this code, you have agreed to follow the terms of the * * ROM license, in the file Rom24/doc/rom.license * ***************************************************************************/ #include <sys/types.h> #include <sys/time.h> #include <stdio.h> #include <string.h> #include <stdlib.h> #include "merc.h" #include "strings.h" #include "random.h" #include "db.h" #include "interp.h" #include "magic.h" #include "tables.h" #include "act.h" /* RT part of the corpse looting code */ bool can_loot( CHAR_DATA *ch, OBJ_DATA *obj ) { CHAR_DATA *owner = NULL; CHAR_DATA *wch = NULL; 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 = NULL; int members = 0; char buffer[100] = "\0\0\0\0\0\0\0"; if ( !CAN_WEAR( obj, ITEM_TAKE ) ) { ch_printf( ch, "You can't take that.\r\n" ); 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_PIT && get_trust( ch ) < obj->level ) { ch_printf( ch, "You are not powerful enough to use it.\r\n" ); return; } if ( container->pIndexData->vnum == OBJ_VNUM_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->silver += obj->value[0]; ch->gold += obj->value[1]; if ( IS_SET( ch->act, PLR_AUTOSPLIT ) ) { /* AUTOSPLIT code */ for ( gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room ) { if ( !IS_AFFECTED( gch, AFF_CHARM ) && is_same_group( gch, ch ) ) members++; } if ( members > 1 && ( obj->value[0] > 1 || obj->value[1] ) ) { sprintf( buffer, "%d %d", obj->value[0], obj->value[1] ); do_function( ch, &do_split, buffer ); } } extract_obj( obj ); } else { obj_to_char( obj, ch ); } return; } void do_get( CHAR_DATA *ch, const char *argument ) { char arg1[MAX_INPUT_LENGTH] = "\0\0\0\0\0\0\0"; char arg2[MAX_INPUT_LENGTH] = "\0\0\0\0\0\0\0"; OBJ_DATA *obj = NULL; OBJ_DATA *obj_next = NULL; OBJ_DATA *container = NULL; bool found = false; 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' ) { ch_printf( ch, "Get what?\r\n" ); 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' ) ch_printf( ch, "I see nothing here.\r\n" ); 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 ) ) { ch_printf( ch, "You can't do that.\r\n" ); 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: ch_printf( ch, "That's not a container.\r\n" ); return; case ITEM_CONTAINER: case ITEM_CORPSE_NPC: break; case ITEM_CORPSE_PC: { if ( !can_loot( ch, container ) ) { ch_printf( ch, "You can't do that.\r\n" ); 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_PIT && !IS_IMMORTAL( ch ) ) { ch_printf( ch, "Don't be so greedy!\r\n" ); 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, const char *argument ) { char arg1[MAX_INPUT_LENGTH] = "\0\0\0\0\0\0\0"; char arg2[MAX_INPUT_LENGTH] = "\0\0\0\0\0\0\0"; OBJ_DATA *container = NULL; OBJ_DATA *obj = NULL; OBJ_DATA *obj_next = NULL; 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' ) { ch_printf( ch, "Put what in what?\r\n" ); return; } if ( !str_cmp( arg2, "all" ) || !str_prefix( "all.", arg2 ) ) { ch_printf( ch, "You can't do that.\r\n" ); 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 ) { ch_printf( ch, "That's not a container.\r\n" ); return; } if ( IS_SET( container->value[1], CONT_CLOSED ) ) { act( "The $d is closed.", ch, NULL, container->name, TO_CHAR ); return; } if ( str_cmp( arg1, "all" ) && str_prefix( "all.", arg1 ) ) { /* * 'put obj container' */ if ( ( obj = get_obj_carry( ch, arg1, ch ) ) == NULL ) { ch_printf( ch, "You do not have that item.\r\n" ); return; } if ( obj == container ) { ch_printf( ch, "You can't fold it into itself.\r\n" ); return; } if ( !can_drop_obj( ch, obj ) ) { ch_printf( ch, "You can't let go of it.\r\n" ); return; } if ( WEIGHT_MULT( obj ) != 100 ) { ch_printf( ch, "You have a feeling that would be a bad idea.\r\n" ); return; } if ( get_obj_weight( obj ) + get_true_weight( container ) > ( container->value[0] * 10 ) || get_obj_weight( obj ) > ( container->value[3] * 10 ) ) { ch_printf( ch, "It won't fit.\r\n" ); return; } if ( container->pIndexData->vnum == OBJ_VNUM_PIT && !CAN_WEAR( container, ITEM_TAKE ) ) { if ( obj->timer ) SET_BIT( obj->extra_flags, ITEM_HAD_TIMER ); else obj->timer = number_range( 100, 200 ); } obj_from_char( obj ); obj_to_obj( obj, container ); if ( IS_SET( container->value[1], CONT_PUT_ON ) ) { act( "$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 $P.", ch, obj, container, TO_CHAR ); } } else { /* * 'put all container' or 'put all.obj container' */ for ( obj = ch->carrying; obj != NULL; obj = obj_next ) { obj_next = obj->next_content; if ( ( arg1[3] == '\0' || is_name( &arg1[4], obj->name ) ) && can_see_obj( ch, obj ) && WEIGHT_MULT( obj ) == 100 && obj->wear_loc == WEAR_NONE && obj != container && can_drop_obj( ch, obj ) && get_obj_weight( obj ) + get_true_weight( container ) <= ( container->value[0] * 10 ) && get_obj_weight( obj ) <= ( container->value[3] * 10 ) ) { if ( container->pIndexData->vnum == OBJ_VNUM_PIT && !CAN_WEAR( obj, ITEM_TAKE ) ) { if ( obj->timer ) SET_BIT( obj->extra_flags, ITEM_HAD_TIMER ); else obj->timer = number_range( 100, 200 ); } obj_from_char( obj ); obj_to_obj( obj, container ); if ( IS_SET( container->value[1], CONT_PUT_ON ) ) { act( "$n puts $p on $P.", ch, obj, container, TO_ROOM ); act( "You put $p on $P.", ch, obj, container, TO_CHAR ); } else { act( "$n puts $p in $P.", ch, obj, container, TO_ROOM ); act( "You put $p in $P.", ch, obj, container, TO_CHAR ); } } } } return; } void do_drop( CHAR_DATA *ch, const char *argument ) { char arg[MAX_INPUT_LENGTH] = "\0\0\0\0\0\0\0"; OBJ_DATA *obj = NULL; OBJ_DATA *obj_next = NULL; bool found = false; argument = one_argument( argument, arg ); if ( arg[0] == '\0' ) { ch_printf( ch, "Drop what?\r\n" ); return; } if ( is_number( arg ) ) { /* * 'drop NNNN coins' */ int amount = 0; int gold = 0; int silver = 0; amount = atoi( arg ); argument = one_argument( argument, arg ); if ( amount <= 0 || ( str_cmp( arg, "coins" ) && str_cmp( arg, "coin" ) && str_cmp( arg, "gold" ) && str_cmp( arg, "silver" ) ) ) { ch_printf( ch, "Sorry, you can't do that.\r\n" ); return; } if ( !str_cmp( arg, "coins" ) || !str_cmp( arg, "coin" ) || !str_cmp( arg, "silver" ) ) { if ( ch->silver < amount ) { ch_printf( ch, "You don't have that much silver.\r\n" ); return; } ch->silver -= amount; silver = amount; } else { if ( ch->gold < amount ) { ch_printf( ch, "You don't have that much gold.\r\n" ); return; } ch->gold -= amount; gold = amount; } for ( obj = ch->in_room->contents; obj != NULL; obj = obj_next ) { obj_next = obj->next_content; switch ( obj->pIndexData->vnum ) { case OBJ_VNUM_SILVER_ONE: silver += 1; extract_obj( obj ); break; case OBJ_VNUM_GOLD_ONE: gold += 1; extract_obj( obj ); break; case OBJ_VNUM_SILVER_SOME: silver += obj->value[0]; extract_obj( obj ); break; case OBJ_VNUM_GOLD_SOME: gold += obj->value[1]; extract_obj( obj ); break; case OBJ_VNUM_COINS: silver += obj->value[0]; gold += obj->value[1]; extract_obj( obj ); break; } } obj_to_room( create_money( gold, silver ), ch->in_room ); act( "$n drops some coins.", ch, NULL, NULL, TO_ROOM ); ch_printf( ch, "OK.\r\n" ); return; } if ( str_cmp( arg, "all" ) && str_prefix( "all.", arg ) ) { /* * 'drop obj' */ if ( ( obj = get_obj_carry( ch, arg, ch ) ) == NULL ) { ch_printf( ch, "You do not have that item.\r\n" ); return; } if ( !can_drop_obj( ch, obj ) ) { ch_printf( ch, "You can't let go of it.\r\n" ); 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( "$p dissolves into smoke.", ch, obj, NULL, TO_CHAR ); extract_obj( obj ); } } else { /* * 'drop all' or 'drop all.obj' */ found = false; for ( obj = ch->carrying; obj != NULL; obj = obj_next ) { obj_next = obj->next_content; if ( ( arg[3] == '\0' || is_name( &arg[4], obj->name ) ) && can_see_obj( ch, obj ) && obj->wear_loc == WEAR_NONE && can_drop_obj( ch, obj ) ) { found = true; obj_from_char( obj ); obj_to_room( obj, ch->in_room ); act( "$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 ); } } } if ( !found ) { if ( arg[3] == '\0' ) act( "You are not carrying anything.", ch, NULL, arg, TO_CHAR ); else act( "You are not carrying any $T.", ch, NULL, &arg[4], TO_CHAR ); } } return; } void do_give( CHAR_DATA *ch, const char *argument ) { char arg1[MAX_INPUT_LENGTH] = "\0\0\0\0\0\0\0"; char arg2[MAX_INPUT_LENGTH] = "\0\0\0\0\0\0\0"; char buf[MAX_STRING_LENGTH] = "\0\0\0\0\0\0\0"; CHAR_DATA *victim = NULL; OBJ_DATA *obj = NULL; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if ( arg1[0] == '\0' || arg2[0] == '\0' ) { ch_printf( ch, "Give what to whom?\r\n" ); return; } if ( is_number( arg1 ) ) { /* * 'give NNNN coins victim' */ int amount = 0; bool silver = false; amount = atoi( arg1 ); if ( amount <= 0 || ( str_cmp( arg2, "coins" ) && str_cmp( arg2, "coin" ) && str_cmp( arg2, "gold" ) && str_cmp( arg2, "silver" ) ) ) { ch_printf( ch, "Sorry, you can't do that.\r\n" ); return; } silver = str_cmp( arg2, "gold" ); argument = one_argument( argument, arg2 ); if ( arg2[0] == '\0' ) { ch_printf( ch, "Give what to whom?\r\n" ); return; } if ( ( victim = get_char_room( ch, arg2 ) ) == NULL ) { ch_printf( ch, "They aren't here.\r\n" ); return; } if ( ( !silver && ch->gold < amount ) || ( silver && ch->silver < amount ) ) { ch_printf( ch, "You haven't got that much.\r\n" ); return; } if ( silver ) { ch->silver -= amount; victim->silver += amount; } else { ch->gold -= amount; victim->gold += amount; } act_printf( "$n gives you %d %s.", ch, NULL, victim, TO_VICT, POS_RESTING, false, amount, silver ? "silver" : "gold" ); act( "$n gives $N some coins.", ch, NULL, victim, TO_NOTVICT ); act_printf( "You give $N %d %s.", ch, NULL, victim, TO_CHAR, POS_RESTING, false, amount, silver ? "silver" : "gold" ); /* * Bribe trigger */ if ( IS_NPC( victim ) && HAS_TRIGGER( victim, TRIG_BRIBE ) ) mp_bribe_trigger( victim, ch, silver ? amount : amount * 100 ); if ( IS_NPC( victim ) && IS_SET( victim->act, ACT_IS_CHANGER ) ) { int change = 0; change = ( silver ? 95 * amount / 100 / 100 : 95 * amount ); if ( !silver && change > victim->silver ) victim->silver += change; if ( silver && change > victim->gold ) victim->gold += change; if ( change < 1 && can_see( victim, ch ) ) { act( "$n tells you 'I'm sorry, you did not give me enough to change.'", victim, NULL, ch, TO_VICT ); ch->reply = victim; sprintf( buf, "%d %s %s", amount, silver ? "silver" : "gold", ch->name ); do_function( victim, &do_give, buf ); } else if ( can_see( victim, ch ) ) { sprintf( buf, "%d %s %s", change, silver ? "gold" : "silver", ch->name ); do_function( victim, &do_give, buf ); if ( silver ) { sprintf( buf, "%d silver %s", ( 95 * amount / 100 - change * 100 ), ch->name ); do_function( victim, &do_give, buf ); } act( "$n tells you 'Thank you, come again.'", victim, NULL, ch, TO_VICT ); ch->reply = victim; } } return; } if ( ( obj = get_obj_carry( ch, arg1, ch ) ) == NULL ) { ch_printf( ch, "You do not have that item.\r\n" ); return; } if ( obj->wear_loc != WEAR_NONE ) { ch_printf( ch, "You must remove it first.\r\n" ); return; } if ( ( victim = get_char_room( ch, arg2 ) ) == NULL ) { ch_printf( ch, "They aren't here.\r\n" ); return; } if ( IS_NPC( victim ) && victim->pIndexData->pShop != NULL ) { act( "$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 ) ) { ch_printf( ch, "You can't let go of it.\r\n" ); return; } if ( victim->carry_number + get_obj_number( obj ) > can_carry_n( victim ) ) { act( "$N has $S hands full.", ch, NULL, victim, TO_CHAR ); return; } if ( get_carry_weight( victim ) + get_obj_weight( obj ) > can_carry_w( victim ) ) { act( "$N can't carry that much weight.", ch, NULL, victim, TO_CHAR ); return; } if ( !can_see_obj( victim, obj ) ) { act( "$N can't see it.", ch, NULL, victim, TO_CHAR ); return; } obj_from_char( obj ); obj_to_char( obj, victim ); MOBtrigger = false; act( "$n gives $p to $N.", ch, obj, victim, TO_NOTVICT ); act( "$n gives you $p.", ch, obj, victim, TO_VICT ); act( "You give $p to $N.", ch, obj, victim, TO_CHAR ); MOBtrigger = true; /* * 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, const char *argument ) { OBJ_DATA *obj = NULL; AFFECT_DATA af; int percent = 0; int skill = 0; int sn = -1; /* * find out what */ if ( argument[0] == '\0' ) { ch_printf( ch, "Envenom what item?\r\n" ); return; } obj = get_obj_list( ch, argument, ch->carrying ); if ( obj == NULL ) { ch_printf( ch, "You don't have that item.\r\n" ); return; } if ( ( sn = skill_lookup( "envenom" ) ) == -1 ) { log_error( "Can't find the \"%s\" skill in %s?", "envenom", __FUNCTION__ ); return; } if ( ( skill = get_skill( ch, sn ) ) < 1 ) { ch_printf( ch, "Are you crazy? You'd poison yourself!\r\n" ); return; } if ( obj->item_type == ITEM_FOOD || obj->item_type == ITEM_DRINK_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, sn, true, 4 ); } WAIT_STATE( ch, skill_table[sn].beats ); return; } act( "You fail to poison $p.", ch, obj, NULL, TO_CHAR ); if ( !obj->value[3] ) check_improve( ch, sn, false, 4 ); WAIT_STATE( ch, skill_table[sn].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_OBJ_STAT( obj, ITEM_BLESS ) || IS_OBJ_STAT( obj, ITEM_BURN_PROOF ) ) { act( "You can't seem to envenom $p.", ch, obj, NULL, TO_CHAR ); return; } if ( obj->value[3] < 0 || attack_table[obj->value[3]].damage == DAM_BASH ) { ch_printf( ch, "You can only envenom edged weapons.\r\n" ); return; } if ( IS_WEAPON_STAT( obj, WEAPON_POISON ) ) { act( "$p is already envenomed.", ch, obj, NULL, TO_CHAR ); return; } percent = number_percent( ); if ( percent < skill ) { af.where = TO_WEAPON; af.type = skill_lookup( "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, sn, true, 3 ); WAIT_STATE( ch, skill_table[sn].beats ); return; } else { act( "You fail to envenom $p.", ch, obj, NULL, TO_CHAR ); check_improve( ch, sn, false, 3 ); WAIT_STATE( ch, skill_table[sn].beats ); return; } } act( "You can't poison $p.", ch, obj, NULL, TO_CHAR ); return; } void do_fill( CHAR_DATA *ch, const char *argument ) { char arg[MAX_INPUT_LENGTH] = "\0\0\0\0\0\0\0"; OBJ_DATA *obj = NULL; OBJ_DATA *fountain = NULL; bool found = false; one_argument( argument, arg ); if ( arg[0] == '\0' ) { ch_printf( ch, "Fill what?\r\n" ); return; } if ( ( obj = get_obj_carry( ch, arg, ch ) ) == NULL ) { ch_printf( ch, "You do not have that item.\r\n" ); 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 ) { ch_printf( ch, "There is no fountain here!\r\n" ); return; } if ( obj->item_type != ITEM_DRINK_CON ) { ch_printf( ch, "You can't fill that.\r\n" ); return; } if ( obj->value[1] != 0 && obj->value[2] != fountain->value[2] ) { ch_printf( ch, "There is already another liquid in it.\r\n" ); return; } if ( obj->value[1] >= obj->value[0] ) { ch_printf( ch, "Your container is full.\r\n" ); return; } act_printf( "You fill $p with %s from $P.", ch, obj, fountain, TO_CHAR, POS_RESTING, false, liq_table[fountain->value[2]].liq_name ); act_printf( "$n fills $p with %s from $P.", ch, obj, fountain, TO_ROOM, POS_RESTING, false, liq_table[fountain->value[2]].liq_name ); obj->value[2] = fountain->value[2]; obj->value[1] = obj->value[0]; return; } void do_pour( CHAR_DATA *ch, const char *argument ) { char arg[MAX_STRING_LENGTH] = "\0\0\0\0\0\0\0"; OBJ_DATA *out = NULL; OBJ_DATA *in = NULL; CHAR_DATA *vch = NULL; int amount = 0; argument = one_argument( argument, arg ); if ( arg[0] == '\0' || argument[0] == '\0' ) { ch_printf( ch, "Pour what into what?\r\n" ); return; } if ( ( out = get_obj_carry( ch, arg, ch ) ) == NULL ) { ch_printf( ch, "You don't have that item.\r\n" ); return; } if ( out->item_type != ITEM_DRINK_CON ) { ch_printf( ch, "That's not a drink container.\r\n" ); return; } if ( !str_cmp( argument, "out" ) ) { if ( out->value[1] == 0 ) { ch_printf( ch, "It's already empty.\r\n" ); return; } out->value[1] = 0; out->value[3] = 0; act_printf( "You invert $p, spilling %s all over the ground.", ch, out, NULL, TO_CHAR, POS_RESTING, false, liq_table[out->value[2]].liq_name ); act_printf( "$n inverts $p, spilling %s all over the ground.", ch, out, NULL, TO_ROOM, POS_RESTING, false, liq_table[out->value[2]].liq_name ); return; } if ( ( in = get_obj_here( ch, argument ) ) == NULL ) { vch = get_char_room( ch, argument ); if ( vch == NULL ) { ch_printf( ch, "Pour into what?\r\n" ); return; } in = get_eq_char( vch, WEAR_HOLD ); if ( in == NULL ) { ch_printf( ch, "They aren't holding anything." ); return; } } if ( in->item_type != ITEM_DRINK_CON ) { ch_printf( ch, "You can only pour into other drink containers.\r\n" ); return; } if ( in == out ) { ch_printf( ch, "You cannot change the laws of physics!\r\n" ); return; } if ( in->value[1] != 0 && in->value[2] != out->value[2] ) { ch_printf( ch, "They don't hold the same liquid.\r\n" ); 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 ) { act_printf( "You pour %s from $p into $P.", ch, out, in, TO_CHAR, POS_RESTING, false, liq_table[out->value[2]].liq_name ); act_printf( "$n pours %s from $p into $P.", ch, out, in, TO_ROOM, POS_RESTING, false, liq_table[out->value[2]].liq_name ); } else { act_printf( "You pour some %s for $N.", ch, NULL, vch, TO_CHAR, POS_RESTING, false, liq_table[out->value[2]].liq_name ); act_printf( "$n pours you some %s.", ch, NULL, vch, TO_VICT, POS_RESTING, false, liq_table[out->value[2]].liq_name ); act_printf( "$n pours some %s for $N.", ch, NULL, vch, TO_NOTVICT, POS_RESTING, false, liq_table[out->value[2]].liq_name ); } } void do_drink( CHAR_DATA *ch, const char *argument ) { char arg[MAX_INPUT_LENGTH] = "\0\0\0\0\0\0\0"; OBJ_DATA *obj = NULL; int amount = 0; int liquid = 0; one_argument( argument, arg ); if ( arg[0] == '\0' ) { for ( obj = ch->in_room->contents; obj; obj = obj->next_content ) { if ( obj->item_type == ITEM_FOUNTAIN ) break; } if ( obj == NULL ) { ch_printf( ch, "Drink what?\r\n" ); return; } } else { if ( ( obj = get_obj_here( ch, arg ) ) == NULL ) { ch_printf( ch, "You can't find it.\r\n" ); return; } } if ( !IS_NPC( ch ) && ch->pcdata->condition[COND_DRUNK] > 10 ) { ch_printf( ch, "You fail to reach your mouth. *Hic*\r\n" ); return; } switch ( obj->item_type ) { default: ch_printf( ch, "You can't drink from that.\r\n" ); return; case ITEM_FOUNTAIN: if ( ( liquid = obj->value[2] ) < 0 ) { log_error( "Bad liquid number %d", liquid ); liquid = obj->value[2] = 0; } amount = liq_table[liquid].liq_affect[4] * 3; break; case ITEM_DRINK_CON: if ( obj->value[1] <= 0 ) { ch_printf( ch, "It is already empty.\r\n" ); return; } if ( ( liquid = obj->value[2] ) < 0 ) { log_error( "Bad liquid number %d", liquid ); liquid = obj->value[2] = 0; } amount = liq_table[liquid].liq_affect[4]; amount = UMIN( amount, obj->value[1] ); break; case ITEM_POTION: do_quaff( ch, argument ); return; } if ( !IS_NPC( ch ) && !IS_IMMORTAL( ch ) && ch->pcdata->condition[COND_FULL] > 45 ) { ch_printf( ch, "You're too full to drink more.\r\n" ); return; } act( "$n drinks $T from $p.", ch, obj, liq_table[liquid].liq_name, TO_ROOM ); act( "You drink $T from $p.", ch, obj, liq_table[liquid].liq_name, TO_CHAR ); gain_condition( ch, COND_DRUNK, amount * liq_table[liquid].liq_affect[COND_DRUNK] / 36 ); gain_condition( ch, COND_FULL, amount * liq_table[liquid].liq_affect[COND_FULL] / 4 ); gain_condition( ch, COND_THIRST, amount * liq_table[liquid].liq_affect[COND_THIRST] / 10 ); gain_condition( ch, COND_HUNGER, amount * liq_table[liquid].liq_affect[COND_HUNGER] / 2 ); if ( !IS_NPC( ch ) && ch->pcdata->condition[COND_DRUNK] > 10 ) ch_printf( ch, "You feel drunk.\r\n" ); if ( !IS_NPC( ch ) && ch->pcdata->condition[COND_FULL] > 40 ) ch_printf( ch, "You are full.\r\n" ); if ( !IS_NPC( ch ) && ch->pcdata->condition[COND_THIRST] > 40 ) ch_printf( ch, "Your thirst is quenched.\r\n" ); if ( obj->value[3] != 0 ) { /* * The drink was poisoned ! */ AFFECT_DATA af; act( "$n chokes and gags.", ch, NULL, NULL, TO_ROOM ); ch_printf( ch, "You choke and gag.\r\n" ); af.where = TO_AFFECTS; af.type = skill_lookup( "poison" ); af.level = number_fuzzy( amount ); af.duration = 3 * amount; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_POISON; affect_join( ch, &af ); } if ( obj->value[0] > 0 ) obj->value[1] -= amount; return; } void do_eat( CHAR_DATA *ch, const char *argument ) { char arg[MAX_INPUT_LENGTH] = "\0\0\0\0\0\0\0"; OBJ_DATA *obj = NULL; one_argument( argument, arg ); if ( arg[0] == '\0' ) { ch_printf( ch, "Eat what?\r\n" ); return; } if ( ( obj = get_obj_carry( ch, arg, ch ) ) == NULL ) { ch_printf( ch, "You do not have that item.\r\n" ); return; } if ( !IS_IMMORTAL( ch ) ) { if ( obj->item_type != ITEM_FOOD && obj->item_type != ITEM_PILL ) { ch_printf( ch, "That's not edible.\r\n" ); return; } if ( !IS_NPC( ch ) && ch->pcdata->condition[COND_FULL] > 40 ) { ch_printf( ch, "You are too full to eat more.\r\n" ); return; } } act( "$n eats $p.", ch, obj, NULL, TO_ROOM ); act( "You eat $p.", ch, obj, NULL, TO_CHAR ); switch ( obj->item_type ) { case ITEM_FOOD: if ( !IS_NPC( ch ) ) { int condition = 0; condition = ch->pcdata->condition[COND_HUNGER]; gain_condition( ch, COND_FULL, obj->value[0] ); gain_condition( ch, COND_HUNGER, obj->value[1] ); if ( condition == 0 && ch->pcdata->condition[COND_HUNGER] > 0 ) ch_printf( ch, "You are no longer hungry.\r\n" ); else if ( ch->pcdata->condition[COND_FULL] > 40 ) ch_printf( ch, "You are full.\r\n" ); } if ( obj->value[3] != 0 ) { /* * The food was poisoned! */ AFFECT_DATA af; act( "$n chokes and gags.", ch, 0, 0, TO_ROOM ); ch_printf( ch, "You choke and gag.\r\n" ); af.where = TO_AFFECTS; af.type = skill_lookup( "poison" ); af.level = number_fuzzy( obj->value[0] ); af.duration = 2 * obj->value[0]; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_POISON; affect_join( ch, &af ); } break; case ITEM_PILL: obj_cast_spell( obj->value[1], obj->value[0], ch, ch, NULL ); obj_cast_spell( obj->value[2], obj->value[0], ch, ch, NULL ); obj_cast_spell( obj->value[3], obj->value[0], ch, ch, NULL ); break; } extract_obj( obj ); return; } /* * Remove an object. */ bool remove_obj( CHAR_DATA *ch, int iWear, bool fReplace ) { OBJ_DATA *obj = NULL; 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 $p.", ch, obj, NULL, TO_CHAR ); return true; } /* * Wear one object. * Optional replacement of existing objects. * Big repetitive code, ick. */ void wear_obj( CHAR_DATA *ch, OBJ_DATA *obj, bool fReplace ) { if ( ch->level < obj->level ) { ch_printf( ch, "You must be level %d to use this object.\r\n", obj->level ); act( "$n tries to use $p, but is too inexperienced.", ch, obj, NULL, TO_ROOM ); return; } if ( obj->item_type == ITEM_LIGHT ) { if ( !remove_obj( ch, WEAR_LIGHT, fReplace ) ) return; act( "$n lights $p and holds it.", ch, obj, NULL, TO_ROOM ); act( "You light $p and hold it.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_LIGHT ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_FINGER ) ) { if ( get_eq_char( ch, WEAR_FINGER_L ) != NULL && get_eq_char( ch, WEAR_FINGER_R ) != NULL && !remove_obj( ch, WEAR_FINGER_L, fReplace ) && !remove_obj( ch, WEAR_FINGER_R, fReplace ) ) return; if ( get_eq_char( ch, WEAR_FINGER_L ) == NULL ) { act( "$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 $p on your right finger.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_FINGER_R ); return; } log_error( "%s attempting to wear a ring, but has no free finger slot", NAME( ch ) ); ch_printf( ch, "You already wear two rings.\r\n" ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_NECK ) ) { if ( get_eq_char( ch, WEAR_NECK_1 ) != NULL && get_eq_char( ch, WEAR_NECK_2 ) != NULL && !remove_obj( ch, WEAR_NECK_1, fReplace ) && !remove_obj( ch, WEAR_NECK_2, fReplace ) ) return; if ( get_eq_char( ch, WEAR_NECK_1 ) == NULL ) { act( "$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 $p around your neck.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_NECK_2 ); return; } log_error( "%s attempting to wear a necklace, but has no free neck slot", NAME( ch ) ); ch_printf( ch, "You already wear two neck items.\r\n" ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_BODY ) ) { if ( !remove_obj( ch, WEAR_BODY, fReplace ) ) return; act( "$n wears $p on $s torso.", ch, obj, NULL, TO_ROOM ); act( "You wear $p on your torso.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_BODY ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_HEAD ) ) { if ( !remove_obj( ch, WEAR_HEAD, fReplace ) ) return; act( "$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 $p around your right wrist.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_WRIST_R ); return; } log_error( "%s attempting to wear a bracelet, but has no free wrist slot", NAME( ch ) ); ch_printf( ch, "You already wear two wrist items.\r\n" ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_SHIELD ) ) { OBJ_DATA *weapon; if ( !remove_obj( ch, WEAR_SHIELD, fReplace ) ) return; weapon = get_eq_char( ch, WEAR_WIELD ); if ( weapon != NULL && ch->size < SIZE_LARGE && IS_WEAPON_STAT( weapon, WEAPON_TWO_HANDS ) ) { ch_printf( ch, "Your hands are tied up with your weapon!\r\n" ); return; } act( "$n wears $p as a shield.", ch, obj, NULL, TO_ROOM ); act( "You wear $p as a shield.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_SHIELD ); return; } if ( CAN_WEAR( obj, ITEM_WIELD ) ) { int sn = -1; int skill = 0; if ( !remove_obj( ch, WEAR_WIELD, fReplace ) ) return; if ( !IS_NPC( ch ) && get_obj_weight( obj ) > ( str_app[get_curr_stat( ch, STAT_STR )].wield * 10 ) ) { ch_printf( ch, "It is too heavy for you to wield.\r\n" ); return; } if ( !IS_NPC( ch ) && ch->size < SIZE_LARGE && IS_WEAPON_STAT( obj, WEAPON_TWO_HANDS ) && get_eq_char( ch, WEAR_SHIELD ) != NULL ) { ch_printf( ch, "You need two hands free for that weapon.\r\n" ); return; } act( "$n wields $p.", ch, obj, NULL, TO_ROOM ); act( "You wield $p.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_WIELD ); sn = get_weapon_sn( ch ); if ( sn == skill_lookup( "hand to hand" ) ) return; skill = get_weapon_skill( ch, sn ); if ( skill >= 100 ) act( "$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 $p and it floats next to you.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_FLOAT ); return; } if ( fReplace ) ch_printf( ch, "You can't wear, wield, or hold that.\r\n" ); return; } void do_wear( CHAR_DATA *ch, const char *argument ) { char arg[MAX_INPUT_LENGTH] = "\0\0\0\0\0\0\0"; OBJ_DATA *obj = NULL; one_argument( argument, arg ); if ( arg[0] == '\0' ) { ch_printf( ch, "Wear, wield, or hold what?\r\n" ); return; } if ( !str_cmp( arg, "all" ) ) { OBJ_DATA *obj_next = NULL; for ( obj = ch->carrying; obj != NULL; obj = obj_next ) { obj_next = obj->next_content; if ( obj->wear_loc == WEAR_NONE && can_see_obj( ch, obj ) ) wear_obj( ch, obj, false ); } return; } else { if ( ( obj = get_obj_carry( ch, arg, ch ) ) == NULL ) { ch_printf( ch, "You do not have that item.\r\n" ); return; } wear_obj( ch, obj, true ); } return; } void do_remove( CHAR_DATA *ch, const char *argument ) { char arg[MAX_INPUT_LENGTH] = "\0\0\0\0\0\0\0"; OBJ_DATA *obj = NULL; one_argument( argument, arg ); if ( arg[0] == '\0' ) { ch_printf( ch, "Remove what?\r\n" ); return; } if ( ( obj = get_obj_wear( ch, arg ) ) == NULL ) { ch_printf( ch, "You do not have that item.\r\n" ); return; } remove_obj( ch, obj->wear_loc, true ); return; } void do_sacrifice( CHAR_DATA *ch, const char *argument ) { char arg[MAX_INPUT_LENGTH] = "\0\0\0\0\0\0\0"; OBJ_DATA *obj = NULL; int silver = 0; /* * variables for AUTOSPLIT */ CHAR_DATA *gch = NULL; int members = 0; char buffer[100] = "\0\0\0\0\0\0\0"; one_argument( argument, arg ); if ( arg[0] == '\0' || !str_cmp( arg, ch->name ) ) { act( "$n offers $mself to Mota, who graciously declines.", ch, NULL, NULL, TO_ROOM ); ch_printf( ch, "Mota appreciates your offer and may accept it later.\r\n" ); return; } obj = get_obj_list( ch, arg, ch->in_room->contents ); if ( obj == NULL ) { ch_printf( ch, "You can't find it.\r\n" ); return; } if ( obj->item_type == ITEM_CORPSE_PC ) { if ( obj->contains ) { ch_printf( ch, "Mota wouldn't like that.\r\n" ); return; } } if ( !CAN_WEAR( obj, ITEM_TAKE ) || CAN_WEAR( obj, ITEM_NO_SAC ) ) { act( "$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 $p.", ch, obj, gch, TO_CHAR ); return; } } silver = UMAX( 1, obj->level * 3 ); if ( obj->item_type != ITEM_CORPSE_NPC && obj->item_type != ITEM_CORPSE_PC ) silver = UMIN( silver, obj->cost ); if ( silver == 1 ) ch_printf( ch, "Mota gives you one silver coin for your sacrifice.\r\n" ); else { ch_printf( ch, "Mota gives you %d silver coins for your sacrifice.\r\n", silver ); } ch->silver += silver; if ( IS_SET( ch->act, PLR_AUTOSPLIT ) ) { /* AUTOSPLIT code */ members = 0; for ( gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room ) { if ( is_same_group( gch, ch ) ) members++; } if ( members > 1 && silver > 1 ) { sprintf( buffer, "%d", silver ); do_function( ch, &do_split, buffer ); } } act( "$n sacrifices $p to Mota.", ch, obj, NULL, TO_ROOM ); wiznet( "$N sends up $p as a burnt offering.", ch, obj, WIZ_SACCING, 0, 0 ); extract_obj( obj ); return; } void do_quaff( CHAR_DATA *ch, const char *argument ) { char arg[MAX_INPUT_LENGTH] = "\0\0\0\0\0\0\0"; OBJ_DATA *obj = NULL; one_argument( argument, arg ); if ( arg[0] == '\0' ) { ch_printf( ch, "Quaff what?\r\n" ); return; } if ( ( obj = get_obj_carry( ch, arg, ch ) ) == NULL ) { ch_printf( ch, "You do not have that potion.\r\n" ); return; } if ( obj->item_type != ITEM_POTION ) { ch_printf( ch, "You can quaff only potions.\r\n" ); return; } if ( ch->level < obj->level ) { ch_printf( ch, "This liquid is too powerful for you to drink.\r\n" ); return; } act( "$n quaffs $p.", ch, obj, NULL, TO_ROOM ); act( "You quaff $p.", ch, obj, NULL, TO_CHAR ); obj_cast_spell( obj->value[1], obj->value[0], ch, ch, NULL ); obj_cast_spell( obj->value[2], obj->value[0], ch, ch, NULL ); obj_cast_spell( obj->value[3], obj->value[0], ch, ch, NULL ); extract_obj( obj ); return; } void do_recite( CHAR_DATA *ch, const char *argument ) { char arg1[MAX_INPUT_LENGTH] = "\0\0\0\0\0\0\0"; char arg2[MAX_INPUT_LENGTH] = "\0\0\0\0\0\0\0"; CHAR_DATA *victim = NULL; OBJ_DATA *scroll = NULL; OBJ_DATA *obj = NULL; int sn = -1; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if ( ( scroll = get_obj_carry( ch, arg1, ch ) ) == NULL ) { ch_printf( ch, "You do not have that scroll.\r\n" ); return; } if ( scroll->item_type != ITEM_SCROLL ) { ch_printf( ch, "You can recite only scrolls.\r\n" ); return; } if ( ch->level < scroll->level ) { ch_printf( ch, "This scroll is too complex for you to comprehend.\r\n" ); return; } obj = NULL; if ( arg2[0] == '\0' ) { victim = ch; } else { if ( ( victim = get_char_room( ch, arg2 ) ) == NULL && ( obj = get_obj_here( ch, arg2 ) ) == NULL ) { ch_printf( ch, "You can't find it.\r\n" ); return; } } if ( ( sn = skill_lookup( "scrolls" ) ) == -1 ) { log_error( "Can't find the \"%s\" skill in %s?", "scrolls", __FUNCTION__ ); return; } act( "$n recites $p.", ch, scroll, NULL, TO_ROOM ); act( "You recite $p.", ch, scroll, NULL, TO_CHAR ); if ( number_percent( ) >= 20 + get_skill( ch, sn ) * 4 / 5 ) { ch_printf( ch, "You mispronounce a syllable.\r\n" ); check_improve( ch, sn, false, 2 ); } else { obj_cast_spell( scroll->value[1], scroll->value[0], ch, victim, obj ); obj_cast_spell( scroll->value[2], scroll->value[0], ch, victim, obj ); obj_cast_spell( scroll->value[3], scroll->value[0], ch, victim, obj ); check_improve( ch, sn, true, 2 ); } extract_obj( scroll ); return; } void do_brandish( CHAR_DATA *ch, const char *argument ) { CHAR_DATA *vch = NULL; CHAR_DATA *vch_next = NULL; OBJ_DATA *staff = NULL; int sn = -1; int staff_sn = -1; if ( ( staff = get_eq_char( ch, WEAR_HOLD ) ) == NULL ) { ch_printf( ch, "You hold nothing in your hand.\r\n" ); return; } if ( staff->item_type != ITEM_STAFF ) { ch_printf( ch, "You can brandish only with a staff.\r\n" ); return; } if ( ( sn = staff->value[3] ) < 0 || sn >= MAX_SKILL || skill_table[sn].spell_fun == 0 ) { log_error( "Bad skill number %d", sn ); return; } if ( ( staff_sn = skill_lookup( "staves" ) ) == -1 ) { log_error( "Can't find the \"%s\" skill in %s?", "staves", __FUNCTION__ ); return; } WAIT_STATE( ch, 2 * PULSE_VIOLENCE ); if ( staff->value[2] > 0 ) { act( "$n brandishes $p.", ch, staff, NULL, TO_ROOM ); act( "You brandish $p.", ch, staff, NULL, TO_CHAR ); if ( ch->level < staff->level || number_percent( ) >= 20 + get_skill( ch, staff_sn ) * 4 / 5 ) { act( "You fail to invoke $p.", ch, staff, NULL, TO_CHAR ); act( "...and nothing happens.", ch, NULL, NULL, TO_ROOM ); check_improve( ch, staff_sn, false, 2 ); } else for ( vch = ch->in_room->people; vch; vch = vch_next ) { vch_next = vch->next_in_room; switch ( skill_table[sn].target ) { default: log_error( "Bad target entry for skill number %d", sn ); return; case TAR_IGNORE: if ( vch != ch ) continue; break; case TAR_CHAR_OFFENSIVE: if ( IS_NPC( ch ) ? IS_NPC( vch ) : !IS_NPC( vch ) ) continue; break; case TAR_CHAR_DEFENSIVE: if ( IS_NPC( ch ) ? !IS_NPC( vch ) : IS_NPC( vch ) ) continue; break; case TAR_CHAR_SELF: if ( vch != ch ) continue; break; } obj_cast_spell( staff->value[3], staff->value[0], ch, vch, NULL ); check_improve( ch, staff_sn, true, 2 ); } } if ( --staff->value[2] <= 0 ) { act( "$n's $p blazes bright and is gone.", ch, staff, NULL, TO_ROOM ); act( "Your $p blazes bright and is gone.", ch, staff, NULL, TO_CHAR ); extract_obj( staff ); } return; } void do_zap( CHAR_DATA *ch, const char *argument ) { char arg[MAX_INPUT_LENGTH] = "\0\0\0\0\0\0\0"; CHAR_DATA *victim = NULL; OBJ_DATA *wand = NULL; OBJ_DATA *obj = NULL; int wand_sn = -1; one_argument( argument, arg ); if ( arg[0] == '\0' && ch->fighting == NULL ) { ch_printf( ch, "Zap whom or what?\r\n" ); return; } if ( ( wand = get_eq_char( ch, WEAR_HOLD ) ) == NULL ) { ch_printf( ch, "You hold nothing in your hand.\r\n" ); return; } if ( wand->item_type != ITEM_WAND ) { ch_printf( ch, "You can zap only with a wand.\r\n" ); return; } obj = NULL; if ( arg[0] == '\0' ) { if ( ch->fighting != NULL ) { victim = ch->fighting; } else { ch_printf( ch, "Zap whom or what?\r\n" ); return; } } else { if ( ( victim = get_char_room( ch, arg ) ) == NULL && ( obj = get_obj_here( ch, arg ) ) == NULL ) { ch_printf( ch, "You can't find it.\r\n" ); return; } } if ( ( wand_sn = skill_lookup( "wands" ) ) == -1 ) { log_error( "Can't find the \"%s\" skill in %s?", "wands", __FUNCTION__ ); return; } WAIT_STATE( ch, 2 * PULSE_VIOLENCE ); if ( wand->value[2] > 0 ) { if ( victim != NULL ) { act( "$n zaps $N with $p.", ch, wand, victim, TO_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, wand_sn ) * 4 / 5 ) { act( "Your efforts with $p produce only smoke and sparks.", ch, wand, NULL, TO_CHAR ); act( "$n's efforts with $p produce only smoke and sparks.", ch, wand, NULL, TO_ROOM ); check_improve( ch, wand_sn, false, 2 ); } else { obj_cast_spell( wand->value[3], wand->value[0], ch, victim, obj ); check_improve( ch, wand_sn, true, 2 ); } } if ( --wand->value[2] <= 0 ) { act( "$n's $p explodes into fragments.", ch, wand, NULL, TO_ROOM ); act( "Your $p explodes into fragments.", ch, wand, NULL, TO_CHAR ); extract_obj( wand ); } return; } void do_steal( CHAR_DATA *ch, const char *argument ) { char buf[MAX_STRING_LENGTH] = "\0\0\0\0\0\0\0"; char arg1[MAX_INPUT_LENGTH] = "\0\0\0\0\0\0\0"; char arg2[MAX_INPUT_LENGTH] = "\0\0\0\0\0\0\0"; CHAR_DATA *victim = NULL; OBJ_DATA *obj = NULL; int percent = 0; int sn = -1; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if ( arg1[0] == '\0' || arg2[0] == '\0' ) { ch_printf( ch, "Steal what from whom?\r\n" ); return; } if ( ( victim = get_char_room( ch, arg2 ) ) == NULL ) { ch_printf( ch, "They aren't here.\r\n" ); return; } if ( victim == ch ) { ch_printf( ch, "That's pointless.\r\n" ); return; } if ( is_safe( ch, victim ) ) return; if ( IS_NPC( victim ) && victim->position == POS_FIGHTING ) { ch_printf( ch, "Kill stealing is not permitted.\r\n" "You'd better not -- you might get hit.\r\n" ); return; } if ( ( sn = skill_lookup( "steal" ) ) == -1 ) { log_error( "Can't find the \"%s\" skill in %s?", "steal", __FUNCTION__ ); return; } WAIT_STATE( ch, skill_table[sn].beats ); percent = number_percent( ); if ( IS_AWAKE( victim ) ) percent -= 10; else if ( !can_see( victim, ch ) ) percent += 25; else percent += 50; if ( ( ( ch->level + 7 < victim->level || ch->level - 7 > victim->level ) && !IS_NPC( victim ) && !IS_NPC( ch ) ) || ( !IS_NPC( ch ) && percent > get_skill( ch, sn ) ) || ( !IS_NPC( victim ) && !is_clan( ch ) ) ) { /* * Failure. */ ch_printf( ch, "Oops.\r\n" ); affect_strip( ch, skill_lookup( "sneak" ) ); REMOVE_BIT( ch->affected_by, AFF_SNEAK ); act_printf( "%s tried to steal from you.\r\n", ch, NULL, victim, TO_VICT, POS_RESTING, false, PERS( ch, victim ) ); act_printf( "$n tried to steal from $N.\r\n", ch, NULL, victim, TO_NOTVICT, POS_RESTING, true ); switch ( number_range( 0, 3 ) ) { case 0: sprintf( buf, "%s is a lousy thief!", PERS( ch, victim ) ); break; case 1: sprintf( buf, "%s couldn't rob %s way out of a paper bag!", PERS( ch, victim ), HISHER( ch ) ); break; case 2: sprintf( buf, "%s tried to rob me!", PERS( ch, victim ) ); break; case 3: sprintf( buf, "Keep your hands out of there, %s!", PERS( ch, victim ) ); break; } if ( !IS_AWAKE( victim ) ) do_function( victim, &do_wake, "" ); if ( IS_AWAKE( victim ) ) do_function( victim, &do_yell, buf ); if ( !IS_NPC( ch ) ) { if ( IS_NPC( victim ) ) { check_improve( ch, sn, false, 2 ); multi_hit( victim, ch, TYPE_UNDEFINED ); } else { wiz_printf( ch, NULL, WIZ_FLAGS, 0, 0, "$N tried to steal from %s.", NAME( victim ) ); if ( !IS_SET( ch->act, PLR_THIEF ) ) { SET_BIT( ch->act, PLR_THIEF ); ch_printf( ch, "*** You are now a THIEF!! ***\r\n" ); save_char_obj( ch ); } } } return; } if ( !str_cmp( arg1, "coin" ) || !str_cmp( arg1, "coins" ) || !str_cmp( arg1, "gold" ) || !str_cmp( arg1, "silver" ) ) { int gold = 0; int silver = 0; gold = victim->gold * number_range( 1, ch->level ) / MAX_LEVEL; silver = victim->silver * number_range( 1, ch->level ) / MAX_LEVEL; if ( gold <= 0 && silver <= 0 ) { ch_printf( ch, "You couldn't get any coins.\r\n" ); return; } ch->gold += gold; ch->silver += silver; victim->silver -= silver; victim->gold -= gold; if ( silver <= 0 ) ch_printf( ch, "Bingo! You got %d gold coins.\r\n", gold ); else if ( gold <= 0 ) ch_printf( ch, "Bingo! You got %d silver coins.\r\n", silver ); else ch_printf( ch, "Bingo! You got %d silver and %d gold coins.\r\n", silver, gold ); check_improve( ch, sn, true, 2 ); return; } if ( ( obj = get_obj_carry( victim, arg1, ch ) ) == NULL ) { ch_printf( ch, "You can't find it.\r\n" ); return; } if ( !can_drop_obj( ch, obj ) || IS_SET( obj->extra_flags, ITEM_INVENTORY ) || obj->level > ch->level ) { ch_printf( ch, "You can't pry it away.\r\n" ); return; } if ( ch->carry_number + get_obj_number( obj ) > can_carry_n( ch ) ) { ch_printf( ch, "You have your hands full.\r\n" ); return; } if ( ch->carry_weight + get_obj_weight( obj ) > can_carry_w( ch ) ) { ch_printf( ch, "You can't carry that much weight.\r\n" ); return; } obj_from_char( obj ); obj_to_char( obj, ch ); act( "You pocket $p.", ch, obj, NULL, TO_CHAR ); check_improve( ch, sn, true, 2 ); ch_printf( ch, "Got it!\r\n" ); return; } /* * Shopping commands. */ CHAR_DATA *find_keeper( CHAR_DATA *ch ) { CHAR_DATA *keeper = NULL; SHOP_DATA *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 ) { ch_printf( ch, "You can't do that here.\r\n" ); return NULL; } /* * Undesirables. * if ( !IS_NPC(ch) && IS_SET(ch->act, PLR_KILLER) ) { do_function(keeper, &do_say, "Killers are not welcome!"); sprintf(buf, "%s the KILLER is over here!\r\n", ch->name); do_function(keeper, &do_yell, buf ); return NULL; } if ( !IS_NPC(ch) && IS_SET(ch->act, PLR_THIEF) ) { do_function(keeper, &do_say, "Thieves are not welcome!"); sprintf(buf, "%s the THIEF is over here!\r\n", ch->name); do_function(keeper, &do_yell, buf ); return NULL; } */ /* * Shop hours. */ if ( time_info.hour < pShop->open_hour ) { do_function( keeper, &do_say, "Sorry, I am closed. Come back later." ); return NULL; } if ( time_info.hour > pShop->close_hour ) { do_function( keeper, &do_say, "Sorry, I am closed. Come back tomorrow." ); return NULL; } /* * Invisible or hidden people. */ if ( !can_see( keeper, ch ) ) { do_function( keeper, &do_say, "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 = NULL; OBJ_DATA *t_obj_next = NULL; /* * 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] = "\0\0\0\0\0\0\0"; OBJ_DATA *obj = NULL; int number = 0; int count = 0; number = number_argument( argument, arg ); 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 = NULL; int cost = 0; if ( obj == NULL || ( pShop = keeper->pIndexData->pShop ) == NULL ) return 0; if ( fBuy ) { cost = obj->cost * pShop->profit_buy / 100; } else { OBJ_DATA *obj2 = NULL; int itype = 0; 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, const char *argument ) { char arg[MAX_INPUT_LENGTH] = "\0\0\0\0\0\0\0"; char buf[MAX_STRING_LENGTH] = "\0\0\0\0\0\0\0"; int cost = 0; int roll = 0; int sn = -1; if ( argument[0] == '\0' ) { ch_printf( ch, "Buy what?\r\n" ); return; } if ( ( sn = skill_lookup( "haggle" ) ) == -1 ) { log_error( "Can't find the \"%s\" skill in %s?", "haggle", __FUNCTION__ ); return; } if ( IS_SET( ch->in_room->room_flags, ROOM_PET_SHOP ) ) { CHAR_DATA *pet = NULL; ROOM_INDEX_DATA *pRoomIndexNext = NULL; ROOM_INDEX_DATA *in_room = NULL; char local_argument[MAX_INPUT_LENGTH] = "\0\0\0\0\0\0\0"; const char *lap = local_argument; strcpy( local_argument, argument ); smash_tilde( local_argument ); if ( IS_NPC( ch ) ) return; lap = one_argument( local_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 ) { log_error( "Bad pet shop at vnum %d", ch->in_room->vnum ); ch_printf( ch, "Sorry, you can't buy that here.\r\n" ); 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 ) ) { ch_printf( ch, "Sorry, you can't buy that here.\r\n" ); return; } if ( ch->pet != NULL ) { ch_printf( ch, "You already own a pet.\r\n" ); return; } cost = 10 * pet->level * pet->level; if ( ( ch->silver + 100 * ch->gold ) < cost ) { ch_printf( ch, "You can't afford it.\r\n" ); return; } if ( ch->level < pet->level ) { ch_printf( ch, "You're not powerful enough to master this pet.\r\n" ); return; } /* * haggle */ roll = number_percent( ); if ( roll < get_skill( ch, sn ) ) { cost -= cost / 2 * roll / 100; ch_printf( ch, "You haggle the price down to %d coins.\r\n", cost ); check_improve( ch, sn, 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; lap = one_argument( lap, 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'.\r\n", 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; ch_printf( ch, "Enjoy your pet.\r\n" ); act( "$n bought $N as a pet.", ch, NULL, pet, TO_ROOM ); return; } else { CHAR_DATA *keeper = NULL; OBJ_DATA *obj = NULL; OBJ_DATA *t_obj = NULL; int number = 0; int count = 1; if ( ( keeper = find_keeper( ch ) ) == NULL ) return; number = mult_argument( argument, arg ); obj = get_obj_keeper( ch, keeper, arg ); cost = get_cost( keeper, obj, true ); if ( number < 1 || number > 99 ) { act( "$n tells you 'Get real!", keeper, NULL, ch, TO_VICT ); return; } if ( cost <= 0 || !can_see_obj( ch, obj ) ) { act( "$n tells you 'I don't sell that -- try 'list''.", keeper, NULL, ch, TO_VICT ); ch->reply = keeper; return; } if ( !IS_OBJ_STAT( obj, ITEM_INVENTORY ) ) { for ( t_obj = obj->next_content; count < number && t_obj != NULL; t_obj = t_obj->next_content ) { if ( t_obj->pIndexData == obj->pIndexData && !str_cmp( t_obj->short_descr, obj->short_descr ) ) count++; else break; } if ( count < number ) { act( "$n tells you 'I don't have that many in stock.", keeper, NULL, ch, TO_VICT ); ch->reply = keeper; return; } } if ( ( ch->silver + ch->gold * 100 ) < 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 ) ) { ch_printf( ch, "You can't carry that many items.\r\n" ); return; } if ( ch->carry_weight + number * get_obj_weight( obj ) > can_carry_w( ch ) ) { ch_printf( ch, "You can't carry that much weight.\r\n" ); return; } /* * haggle */ roll = number_percent( ); if ( !IS_OBJ_STAT( obj, ITEM_SELL_EXTRACT ) && roll < get_skill( ch, sn ) ) { cost -= obj->cost / 2 * roll / 100; act( "You haggle with $N.", ch, NULL, keeper, TO_CHAR ); check_improve( ch, sn, true, 4 ); } if ( number > 1 ) { act_printf( "$n buys $p[%d].", ch, obj, NULL, TO_ROOM, POS_RESTING, false, number ); act_printf( "You buy $p[%d] for %d silver.", ch, obj, NULL, TO_CHAR, POS_RESTING, false, number, cost * number ); } else { act( "$n buys $p.", ch, obj, NULL, TO_ROOM ); act_printf( "You buy $p for %d silver.", ch, obj, NULL, TO_CHAR, POS_RESTING, false, cost ); } deduct_cost( ch, cost * number ); keeper->gold += cost * number / 100; keeper->silver += cost * number - ( cost * number / 100 ) * 100; 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, const char *argument ) { char buf[MAX_STRING_LENGTH] = "\0\0\0\0\0\0\0"; if ( IS_SET( ch->in_room->room_flags, ROOM_PET_SHOP ) ) { ROOM_INDEX_DATA *pRoomIndexNext = NULL; CHAR_DATA *pet = NULL; bool found = false; /* * 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 ) { log_error( "Bad pet shop at vnum %d", ch->in_room->vnum ); ch_printf( ch, "You can't do that here.\r\n" ); return; } found = false; for ( pet = pRoomIndexNext->people; pet; pet = pet->next_in_room ) { if ( IS_SET( pet->act, ACT_PET ) ) { if ( !found ) { found = true; ch_printf( ch, "Pets for sale:\r\n" ); } ch_printf( ch, "[%2d] %8d - %s\r\n", pet->level, 10 * pet->level * pet->level, pet->short_descr ); } } if ( !found ) ch_printf( ch, "Sorry, we're out of pets right now.\r\n" ); return; } else { CHAR_DATA *keeper = NULL; OBJ_DATA *obj = NULL; int cost = 0; int count = 0; bool found = false; char arg[MAX_INPUT_LENGTH] = "\0\0\0\0\0\0\0"; if ( ( keeper = find_keeper( ch ) ) == NULL ) 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; ch_printf( ch, "[Lv Price Qty] Item\r\n" ); } if ( IS_OBJ_STAT( obj, ITEM_INVENTORY ) ) sprintf( buf, "[%2d %5d -- ] %s\r\n", 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\r\n", obj->level, cost, count, obj->short_descr ); } send_to_char( buf, ch ); } } if ( !found ) ch_printf( ch, "You can't buy anything here.\r\n" ); return; } } void do_sell( CHAR_DATA *ch, const char *argument ) { char arg[MAX_INPUT_LENGTH] = "\0\0\0\0\0\0\0"; CHAR_DATA *keeper = NULL; OBJ_DATA *obj = NULL; int cost = 0; int roll = 0; int sn = -1; one_argument( argument, arg ); if ( arg[0] == '\0' ) { ch_printf( ch, "Sell what?\r\n" ); return; } if ( ( keeper = find_keeper( ch ) ) == NULL ) return; if ( ( obj = get_obj_carry( ch, arg, ch ) ) == NULL ) { act( "$n tells you 'You don't have that item'.", keeper, NULL, ch, TO_VICT ); ch->reply = keeper; return; } if ( !can_drop_obj( ch, obj ) ) { ch_printf( ch, "You can't let go of it.\r\n" ); 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 $p.", keeper, obj, ch, TO_VICT ); return; } if ( ( sn = skill_lookup( "haggle" ) ) == -1 ) { log_error( "Can't find the \"%s\" skill in %s?", "haggle", __FUNCTION__ ); return; } if ( cost > ( keeper->silver + 100 * keeper->gold ) ) { act( "$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, sn ) ) { ch_printf( ch, "You haggle with the shopkeeper.\r\n" ); cost += obj->cost / 2 * roll / 100; cost = UMIN( cost, 95 * get_cost( keeper, obj, true ) / 100 ); cost = UMIN( cost, ( keeper->silver + 100 * keeper->gold ) ); check_improve( ch, sn, true, 4 ); } act_printf( "You sell $p for %d silver and %d gold piece%s.", ch, obj, NULL, TO_CHAR, POS_RESTING, false, cost - ( cost / 100 ) * 100, cost / 100, cost == 1 ? "" : "s" ); ch->gold += cost / 100; ch->silver += cost - ( cost / 100 ) * 100; deduct_cost( keeper, cost ); if ( keeper->gold < 0 ) keeper->gold = 0; if ( keeper->silver < 0 ) keeper->silver = 0; if ( obj->item_type == ITEM_TRASH || IS_OBJ_STAT( obj, ITEM_SELL_EXTRACT ) ) { extract_obj( obj ); } else { obj_from_char( obj ); if ( obj->timer ) SET_BIT( obj->extra_flags, ITEM_HAD_TIMER ); else obj->timer = number_range( 50, 100 ); obj_to_keeper( obj, keeper ); } return; } void do_value( CHAR_DATA *ch, const char *argument ) { char arg[MAX_INPUT_LENGTH] = "\0\0\0\0\0\0\0"; CHAR_DATA *keeper = NULL; OBJ_DATA *obj = NULL; int cost = 0; one_argument( argument, arg ); if ( arg[0] == '\0' ) { ch_printf( ch, "Value what?\r\n" ); return; } if ( ( keeper = find_keeper( ch ) ) == NULL ) return; if ( ( obj = get_obj_carry( ch, arg, ch ) ) == NULL ) { act( "$n tells you 'You don't have that item'.", keeper, NULL, ch, TO_VICT ); ch->reply = keeper; return; } if ( !can_see_obj( keeper, obj ) ) { act( "$n doesn't see what you are offering.", keeper, NULL, ch, TO_VICT ); return; } if ( !can_drop_obj( ch, obj ) ) { ch_printf( ch, "You can't let go of it.\r\n" ); return; } if ( ( cost = get_cost( keeper, obj, false ) ) <= 0 ) { act( "$n looks uninterested in $p.", keeper, obj, ch, TO_VICT ); return; } act_printf( "$n tells you 'I'll give you %d silver and %d gold coins for $p'.", keeper, obj, ch, TO_VICT, POS_RESTING, false, cost - ( cost / 100 ) * 100, cost / 100 ); ch->reply = keeper; return; }