/* * $Id: act_obj.c,v 1.136 1999/04/17 06:56:32 fjoe Exp $ */ /*************************************************************************** * ANATOLIA 2.1 is copyright 1996-1997 Serdar BULUT, Ibrahim CANPUNAR * * ANATOLIA has been brought to you by ANATOLIA consortium * * Serdar BULUT {Chronos} bulut@rorqual.cc.metu.edu.tr * * Ibrahim Canpunar {Asena} canpunar@rorqual.cc.metu.edu.tr * * Murat BICER {KIO} mbicer@rorqual.cc.metu.edu.tr * * D.Baris ACAR {Powerman} dbacar@rorqual.cc.metu.edu.tr * * By using this code, you have agreed to follow the terms of the * * ANATOLIA license, in the file Anatolia/anatolia.licence * ***************************************************************************/ /*************************************************************************** * 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 1993-1995 Russ Taylor * * ROM has been brought to you by the ROM consortium * * Russ Taylor (rtaylor@pacinfo.com) * * Gabrielle Taylor (gtaylor@pacinfo.com) * * Brian Moore (rom@rom.efn.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 "quest.h" #include "update.h" #include "mob_prog.h" #include "obj_prog.h" #include "fight.h" #include "db/lang.h" DECLARE_DO_FUN(do_split ); DECLARE_DO_FUN(do_say ); DECLARE_DO_FUN(do_scan ); DECLARE_DO_FUN(do_mount ); DECLARE_DO_FUN(do_yell ); /* * Local functions. */ CHAR_DATA * find_keeper (CHAR_DATA * ch); uint get_cost (CHAR_DATA * keeper, OBJ_DATA * obj, bool fBuy); void obj_to_keeper (OBJ_DATA * obj, CHAR_DATA * ch); OBJ_DATA * get_obj_keeper (CHAR_DATA * ch, CHAR_DATA * keeper, const char *argument); void sac_obj (CHAR_DATA * ch, OBJ_DATA *obj); AFFECT_DATA * affect_find (AFFECT_DATA * paf, int sn); /* RT part of the corpse looting code */ bool can_loot(CHAR_DATA * ch, OBJ_DATA * obj) { if (IS_IMMORTAL(ch)) return TRUE; /* * PC corpses in the ROOM_BATTLE_ARENA rooms can be looted * only by owners */ if (obj->in_room && IS_SET(obj->in_room->room_flags, ROOM_BATTLE_ARENA) && !IS_OWNER(ch, obj)) return FALSE; return TRUE; } void get_obj(CHAR_DATA * ch, OBJ_DATA * obj, OBJ_DATA * container) { /* variables for AUTOSPLIT */ CHAR_DATA *gch; int members; if (!CAN_WEAR(obj, ITEM_TAKE) || ((obj->pIndexData->item_type == ITEM_CORPSE_PC || obj->pIndexData->item_type == ITEM_CORPSE_NPC) && (!IS_NPC(ch) || IS_AFFECTED(ch, AFF_CHARM)) && !IS_IMMORTAL(ch) && !IS_OWNER(ch, obj))) { char_puts("You can't take that.\n", ch); return; } /* can't even get limited eq which does not match alignment */ if (obj->pIndexData->limit != -1) { if ((IS_OBJ_STAT(obj, ITEM_ANTI_EVIL) && IS_EVIL(ch)) || (IS_OBJ_STAT(obj, ITEM_ANTI_GOOD) && IS_GOOD(ch)) || (IS_OBJ_STAT(obj, ITEM_ANTI_NEUTRAL) && IS_NEUTRAL(ch))) { act_puts("You are zapped by $p and drop it.", ch, obj, NULL, TO_CHAR, POS_DEAD); act("$n is zapped by $p and drops it.", ch, obj, NULL, TO_ROOM); return; } } if (ch->carry_number + get_obj_number(obj) > can_carry_n(ch)) { act_puts("$d: you can't carry that many items.", ch, NULL, obj->name, TO_CHAR, POS_DEAD); return; } if (get_carry_weight(ch) + get_obj_weight(obj) > can_carry_w(ch)) { act_puts("$d: you can't carry that much weight.", ch, NULL, obj->name, TO_CHAR, POS_DEAD); return; } if (obj->in_room != NULL) { for (gch = obj->in_room->people; gch != NULL; gch = gch->next_in_room) if (gch->on == obj) { act_puts("$N appears to be using $p.", ch, obj, gch, TO_CHAR, POS_DEAD); return; } } if (container) { if (IS_SET(container->pIndexData->extra_flags, ITEM_PIT) && !IS_OBJ_STAT(obj, ITEM_HAD_TIMER)) obj->timer = 0; act_puts("You get $p from $P.", ch, obj, container, TO_CHAR, POS_DEAD); act("$n gets $p from $P.", ch, obj, container, TO_ROOM | (IS_AFFECTED(ch, AFF_SNEAK) ? ACT_NOMORTAL : 0)); REMOVE_BIT(obj->extra_flags, ITEM_HAD_TIMER); obj_from_obj(obj); } else { act_puts("You get $p.", ch, obj, container, TO_CHAR, POS_DEAD); act("$n gets $p.", ch, obj, container, TO_ROOM | (IS_AFFECTED(ch, AFF_SNEAK) ? ACT_NOMORTAL : 0)); obj_from_room(obj); } if (obj->pIndexData->item_type == ITEM_MONEY) { if (get_carry_weight(ch) + obj->value[0] / 10 + obj->value[1] * 2 / 5 > can_carry_w(ch)) { act_puts("$d: you can't carry that much weight.", ch, NULL, obj->name, TO_CHAR, POS_DEAD); if (container) obj_to_obj(obj, container); return; } ch->silver += obj->value[0]; ch->gold += obj->value[1]; if (IS_SET(ch->plr_flags, 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[0] > 1 || obj->value[1])) doprintf(do_split, ch, "%d %d", obj->value[0], obj->value[1]); } extract_obj(obj, 0); } else { obj_to_char(obj, ch); oprog_call(OPROG_GET, obj, ch, NULL); } } void do_get(CHAR_DATA * ch, const char *argument) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; OBJ_DATA *obj, *obj_next; OBJ_DATA *container; bool found; argument = one_argument(argument, arg1, sizeof(arg1)); argument = one_argument(argument, arg2, sizeof(arg2)); if (!str_cmp(arg2, "from")) argument = one_argument(argument, arg2, sizeof(arg2)); /* Get type. */ if (arg1[0] == '\0') { char_puts("Get what?\n", 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_puts("I see no $T here.", ch, NULL, arg1, TO_CHAR, POS_DEAD); 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') char_puts("I see nothing here.\n", ch); else act_puts("I see no $T here.", ch, NULL, arg1+4, TO_CHAR, POS_DEAD); } } return; } /* 'get ... container' */ if (!str_cmp(arg2, "all") || !str_prefix("all.", arg2)) { char_puts("You can't do that.\n", ch); return; } if ((container = get_obj_here(ch, arg2)) == NULL) { act_puts("I see no $T here.", ch, NULL, arg2, TO_CHAR, POS_DEAD); return; } switch (container->pIndexData->item_type) { default: char_puts("That is not a container.\n", ch); return; case ITEM_CONTAINER: case ITEM_CORPSE_NPC: break; case ITEM_CORPSE_PC: if (!can_loot(ch, container)) { char_puts("You can't do that.\n", ch); return; } } if (IS_SET(container->value[1], CONT_CLOSED)) { act_puts("The $d is closed.", ch, NULL, container->name, TO_CHAR, POS_DEAD); 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_puts("I see nothing like that in the $T.", ch, NULL, arg2, TO_CHAR, POS_DEAD); 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 (IS_SET(container->pIndexData->extra_flags, ITEM_PIT) && !IS_IMMORTAL(ch)) { act_puts("Don't be so greedy!", ch, NULL, NULL, TO_CHAR, POS_DEAD); return; } get_obj(ch, obj, container); } } if (!found) { if (arg1[3] == '\0') act_puts("I see nothing in the $T.", ch, NULL, arg2, TO_CHAR, POS_DEAD); else act_puts("I see nothing like that in the $T.", ch, NULL, arg2, TO_CHAR, POS_DEAD); } } } bool put_obj(CHAR_DATA *ch, OBJ_DATA *container, OBJ_DATA *obj, int* count) { OBJ_DATA * objc; if (IS_SET(container->value[1], CONT_QUIVER) && (obj->pIndexData->item_type != ITEM_WEAPON || obj->value[0] != WEAPON_ARROW)) { act_puts("You can only put arrows in $p.", ch, container, NULL, TO_CHAR, POS_DEAD); return FALSE; } if (IS_SET(container->pIndexData->extra_flags, ITEM_PIT) && !CAN_WEAR(obj, ITEM_TAKE)) { if (obj->timer) SET_BIT(obj->extra_flags, ITEM_HAD_TIMER); else obj->timer = number_range(100, 200); } if (obj->pIndexData->limit != -1 || IS_SET(obj->pIndexData->extra_flags, ITEM_QUEST)) { act_puts("This unworthy container won't hold $p.", ch, obj, NULL, TO_CHAR, POS_DEAD); return TRUE; } if (obj->pIndexData->item_type == ITEM_POTION && IS_SET(container->wear_flags, ITEM_TAKE)) { int pcount = 0; for (objc = container->contains; objc; objc = objc->next_content) if (objc->pIndexData->item_type == ITEM_POTION) pcount++; if (pcount > 15) { act_puts("It's not safe to put more potions into $p.", ch, container, NULL, TO_CHAR, POS_DEAD); return FALSE; } } (*count)++; if (*count > container->value[0]) { act_puts("It's not safe to put that much items into $p.", ch, container, NULL, TO_CHAR, POS_DEAD); return FALSE; } obj_from_char(obj); obj_to_obj(obj, container); if (IS_SET(container->value[1], CONT_PUT_ON)) { act("$n puts $p on $P.", ch, obj, container, TO_ROOM); act_puts("You put $p on $P.", ch, obj, container, TO_CHAR, POS_DEAD); } else { act("$n puts $p in $P.", ch, obj, container, TO_ROOM); act_puts("You put $p in $P.", ch, obj, container, TO_CHAR, POS_DEAD); } return TRUE; } void do_put(CHAR_DATA * ch, const char *argument) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; OBJ_DATA * container; OBJ_DATA * obj; OBJ_DATA * obj_next; OBJ_DATA * objc; int count; argument = one_argument(argument, arg1, sizeof(arg1)); argument = one_argument(argument, arg2, sizeof(arg2)); if (!str_cmp(arg2, "in") || !str_cmp(arg2, "on")) argument = one_argument(argument, arg2, sizeof(arg2)); if (arg1[0] == '\0' || arg2[0] == '\0') { char_puts("Put what in what?\n", ch); return; } if (!str_cmp(arg2, "all") || !str_prefix("all.", arg2)) { char_puts("You can't do that.\n", ch); return; } if ((container = get_obj_here(ch, arg2)) == NULL) { act_puts("I see no $T here.", ch, NULL, arg2, TO_CHAR, POS_DEAD); return; } if (container->pIndexData->item_type != ITEM_CONTAINER) { char_puts("That is not a container.\n", ch); return; } if (IS_SET(container->value[1], CONT_CLOSED) && (!ch->clan || clan_lookup(ch->clan)->altar_ptr!=container)) { act_puts("The $d is closed.", ch, NULL, container->name, TO_CHAR, POS_DEAD); return; } if (str_cmp(arg1, "all") && str_prefix("all.", arg1)) { /* 'put obj container' */ if ((obj = get_obj_carry(ch, arg1)) == NULL) { char_puts("You do not have that item.\n", ch); return; } if (obj == container) { char_puts("You can't fold it into itself.\n", ch); return; } if (!can_drop_obj(ch, obj)) { char_puts("You can't let go of it.\n", ch); return; } if (WEIGHT_MULT(obj) != 100) { char_puts("You have a feeling that would be a bad idea.\n", ch); return; } if (obj->pIndexData->limit != -1) { act_puts("This unworthy container won't hold $p.", ch, obj, NULL, TO_CHAR, POS_DEAD); return; } if (get_obj_weight(obj) + get_true_weight(container) > (container->value[0] * 10) || get_obj_weight(obj) > (container->value[3] * 10)) { char_puts("It won't fit.\n", ch); return; } count = 0; for (objc = container->contains; objc; objc = objc->next_content) count++; put_obj(ch, container, obj, &count); } else { if (!IS_NPC(ch) && IS_AFFECTED(ch, AFF_CHARM)) { do_say(ch, "Nah, I won't do that."); return; } count = 0; for (objc = container->contains; objc; objc = objc->next_content) count++; /* 'put all container' or 'put all.obj container' */ for (obj = ch->carrying; obj != NULL; obj = obj_next) { obj_next = obj->next_content; if ((arg1[3] == '\0' || is_name(&arg1[4], obj->name)) && can_see_obj(ch, obj) && WEIGHT_MULT(obj) == 100 && obj->wear_loc == WEAR_NONE && obj != container && can_drop_obj(ch, obj) && get_obj_weight(obj) + get_true_weight(container) <= (container->value[0] * 10) && get_obj_weight(obj) < (container->value[3] * 10) && !put_obj(ch, container, obj, &count)) break; } } } void drop_obj(CHAR_DATA *ch, OBJ_DATA *obj) { obj_from_char(obj); obj_to_room(obj, ch->in_room); act("$n drops $p.", ch, obj, NULL, TO_ROOM | (IS_AFFECTED(ch, AFF_SNEAK) ? ACT_NOMORTAL : 0)); act_puts("You drop $p.", ch, obj, NULL, TO_CHAR, POS_DEAD); if (obj->pIndexData->vnum == OBJ_VNUM_POTION_VIAL && number_percent() < 51) switch (ch->in_room->sector_type) { case SECT_FOREST: case SECT_DESERT: case SECT_AIR: case SECT_WATER_NOSWIM: case SECT_WATER_SWIM: case SECT_FIELD: break; default: act("$p cracks and shaters into tiny pieces.", ch, obj, NULL, TO_ROOM); act("$p cracks and shaters into tiny pieces.", ch, obj, NULL, TO_CHAR); extract_obj(obj, 0); return; } oprog_call(OPROG_DROP, obj, ch, NULL); if (!may_float(obj) && cant_float(obj) && IS_WATER(ch->in_room)) { act("$p sinks down the water.", ch, obj, NULL, TO_ROOM | (IS_AFFECTED(ch, AFF_SNEAK) ? ACT_NOMORTAL : 0)); act("$p sinks down the water.", ch, obj, NULL, TO_CHAR); extract_obj(obj, 0); } else if (IS_OBJ_STAT(obj, ITEM_MELT_DROP)) { act("$p dissolves into smoke.", ch, obj, NULL, TO_ROOM | (IS_AFFECTED(ch, AFF_SNEAK) ? ACT_NOMORTAL : 0)); act("$p dissolves into smoke.", ch, obj, NULL, TO_CHAR); extract_obj(obj, 0); } } void do_drop(CHAR_DATA * ch, const char *argument) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; OBJ_DATA *obj_next; bool found; argument = one_argument(argument, arg, sizeof(arg)); if (arg[0] == '\0') { char_puts("Drop what?\n", ch); return; } if (is_number(arg)) { /* 'drop NNNN coins' */ int amount, gold = 0, silver = 0; amount = atoi(arg); argument = one_argument(argument, arg, sizeof(arg)); if (amount <= 0 || (str_cmp(arg, "coins") && str_cmp(arg, "coin") && str_cmp(arg, "gold") && str_cmp(arg, "silver"))) { char_puts("You can't do that.\n", ch); return; } if (!str_cmp(arg, "coins") || !str_cmp(arg, "coin") || !str_cmp(arg, "silver")) { if (ch->silver < amount) { char_puts("You don't have that much silver.\n", ch); return; } ch->silver -= amount; silver = amount; } else { if (ch->gold < amount) { char_puts("You don't have that much gold.\n", ch); return; } ch->gold -= amount; gold = amount; } for (obj = ch->in_room->contents; obj != NULL; obj = obj_next) { obj_next = obj->next_content; switch (obj->pIndexData->vnum) { case OBJ_VNUM_SILVER_ONE: case OBJ_VNUM_GOLD_ONE: case OBJ_VNUM_COINS: case OBJ_VNUM_GOLD_SOME: case OBJ_VNUM_SILVER_SOME: silver += obj->value[0]; gold += obj->value[1]; extract_obj(obj, 0); break; } } obj = create_money(gold, silver); obj_to_room(obj, ch->in_room); act("$n drops some coins.", ch, NULL, NULL, TO_ROOM | (IS_AFFECTED(ch, AFF_SNEAK) ? ACT_NOMORTAL : 0)); char_puts("Ok.\n", ch); if (IS_WATER(ch->in_room)) { extract_obj(obj, 0); act("The coins sink down, and disapear in the water.", ch, NULL, NULL, TO_ROOM | (IS_AFFECTED(ch, AFF_SNEAK) ? ACT_NOMORTAL : 0)); act_puts("The coins sink down, and disapear in the water.", ch, NULL, NULL, TO_CHAR, POS_DEAD); } return; } if (str_cmp(arg, "all") && str_prefix("all.", arg)) { /* 'drop obj' */ if ((obj = get_obj_carry(ch, arg)) == NULL) { char_puts("You do not have that item.\n", ch); return; } if (!can_drop_obj(ch, obj)) { char_puts("You can't let go of it.\n", ch); return; } drop_obj(ch, obj); } else { /* 'drop all' or 'drop all.obj' */ if (!IS_NPC(ch) && IS_AFFECTED(ch, AFF_CHARM)) { do_say(ch, "Nah, I won't do that."); return; } 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; drop_obj(ch, obj); } } if (!found) { if (arg[3] == '\0') act_puts("You are not carrying anything.", ch, NULL, arg, TO_CHAR, POS_DEAD); else act_puts("You are not carrying any $T.", ch, NULL, &arg[4], TO_CHAR, POS_DEAD); } } } void do_give(CHAR_DATA * ch, const char *argument) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; OBJ_DATA *obj; argument = one_argument(argument, arg, sizeof(arg)); if (arg[0] == '\0') { char_puts("Give what to whom?\n", ch); return; } if (is_number(arg)) { /* 'give NNNN coins victim' */ int amount; bool silver; amount = atoi(arg); argument = one_argument(argument, arg, sizeof(arg)); if (arg[0] == '\0') { do_give(ch, str_empty); return; } if (amount <= 0 || (str_cmp(arg, "coins") && str_cmp(arg, "coin") && str_cmp(arg, "gold") && str_cmp(arg, "silver"))) { char_puts("Sorry, you can't do that.\n", ch); return; } silver = str_cmp(arg, "gold"); argument = one_argument(argument, arg, sizeof(arg)); if (!str_cmp(arg, "to")) argument = one_argument(argument, arg, sizeof(arg)); if (arg[0] == '\0') { do_give(ch, str_empty); return; } if ((victim = get_char_room(ch, arg)) == NULL) { char_puts("They aren't here.\n", ch); return; } if ((!silver && ch->gold < amount) || (silver && ch->silver < amount)) { char_puts("You haven't got that much.\n", ch); return; } if (silver) { ch->silver -= amount; victim->silver += amount; } else { ch->gold -= amount; victim->gold += amount; } act_puts3("$n gives you $J $t.", ch, silver ? "silver" : "gold", victim, (const void*) amount, TO_VICT | ACT_TRANS, POS_RESTING); act("$n gives $N some coins.", ch, NULL, victim, TO_NOTVICT); act_puts3("You give $N $J $t.", ch, silver ? "silver" : "gold", victim, (const void*) amount, TO_CHAR | ACT_TRANS, POS_DEAD); /* * Bribe trigger */ if (IS_NPC(victim) && HAS_TRIGGER(victim, TRIG_BRIBE)) mp_bribe_trigger(victim, ch, silver ? amount : amount * 100); if (IS_NPC(victim) && IS_SET(victim->pIndexData->act, ACT_CHANGER)) { int change; change = (silver ? 95 * amount / 100 / 100 : 95 * amount); if (!silver && change > victim->silver) victim->silver += change; if (silver && change > victim->gold) victim->gold += change; if (change < 1 && can_see(victim, ch)) { act("$n tells you '{GI'm sorry, you did not give me enough to change.{x'", victim, NULL, ch, TO_VICT); ch->reply = victim; doprintf(do_give, victim, "%d %s %s", amount, silver ? "silver" : "gold", ch->name); } else if (can_see(victim, ch)) { doprintf(do_give, victim, "%d %s %s", change, silver ? "gold" : "silver", ch->name); if (silver) doprintf(do_give, victim, "%d silver %s", (95 * amount / 100 - change * 100), ch->name); act("$n tells you '{GThank you, come again.{x'", victim, NULL, ch, TO_VICT); ch->reply = victim; } } return; } if ((obj = get_obj_carry(ch, arg)) == NULL) { char_puts("You do not have that item.\n", ch); return; } argument = one_argument(argument, arg, sizeof(arg)); if (!str_cmp(arg, "to")) argument = one_argument(argument, arg, sizeof(arg)); if (arg[0] == '\0') { do_give(ch, str_empty); return; } if (obj->wear_loc != WEAR_NONE) { char_puts("You must remove it first.\n", ch); return; } if ((victim = get_char_room(ch, arg)) == NULL) { char_puts("They aren't here.\n", ch); return; } if (IS_NPC(victim) && victim->pIndexData->pShop != NULL && !HAS_TRIGGER(victim, TRIG_GIVE)) { do_tell_raw(victim, ch, "Sorry, you'll have to sell that."); return; } if (!can_drop_obj(ch, obj)) { char_puts("You can't let go of it.\n", ch); return; } if (victim->carry_number + get_obj_number(obj) > can_carry_n(victim)) { act("$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 (IS_SET(obj->pIndexData->extra_flags, ITEM_QUEST) && !IS_IMMORTAL(ch) && !IS_IMMORTAL(victim)) { act_puts("Even you are not that silly to give $p to $N.", ch, obj, victim, TO_CHAR, POS_DEAD); return; } if (!can_see_obj(victim, obj)) { act("$N can't see it.", ch, NULL, victim, TO_CHAR); return; } if (obj->pIndexData->limit != -1) { if ((IS_OBJ_STAT(obj, ITEM_ANTI_EVIL) && IS_EVIL(victim)) || (IS_OBJ_STAT(obj, ITEM_ANTI_GOOD) && IS_GOOD(victim)) || (IS_OBJ_STAT(obj, ITEM_ANTI_NEUTRAL) && IS_NEUTRAL(victim))) { char_puts("Your victim's alignment doesn't match the objects align.", ch); return; } } obj_from_char(obj); obj_to_char(obj, victim); act("$n gives $p to $N.", ch, obj, victim, TO_NOTVICT | ACT_NOTRIG); act("$n gives you $p.", ch, obj, victim, TO_VICT | ACT_NOTRIG); act("You give $p to $N.", ch, obj, victim, TO_CHAR | ACT_NOTRIG); /* * Give trigger */ if (IS_NPC(victim) && HAS_TRIGGER(victim, TRIG_GIVE)) mp_give_trigger(victim, ch, obj); oprog_call(OPROG_GIVE, obj, ch, victim); } /* for poisoning weapons and food/drink */ void do_envenom(CHAR_DATA * ch, const char *argument) { OBJ_DATA *obj; AFFECT_DATA af; int percent, chance; int sn; /* find out what */ if (argument == '\0') { char_puts("Envenom what item?\n", ch); return; } obj = get_obj_list(ch, argument, ch->carrying); if (obj == NULL) { char_puts("You don't have that item.\n", ch); return; } if ((sn = sn_lookup("envenom")) < 0 || (chance = get_skill(ch, sn)) == 0) { char_puts("Are you crazy? You'd poison yourself!\n", ch); return; } if (obj->pIndexData->item_type == ITEM_FOOD || obj->pIndexData->item_type == ITEM_DRINK_CON) { if (IS_OBJ_STAT(obj, ITEM_BLESS) || IS_OBJ_STAT(obj, ITEM_BURN_PROOF)) { act("You fail to poison $p.", ch, obj, NULL, TO_CHAR); return; } WAIT_STATE(ch, SKILL(sn)->beats); if (number_percent() < chance) { /* success! */ act("$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); } return; } act("You fail to poison $p.", ch, obj, NULL, TO_CHAR); if (!obj->value[3]) check_improve(ch, sn, FALSE, 4); return; } else if (obj->pIndexData->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)) chance/=2; if (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 $p.", ch, obj, NULL, TO_CHAR); return; } if (obj->value[3] < 0 || attack_table[obj->value[3]].damage == DAM_BASH) { char_puts("You can only envenom edged weapons.\n", ch); return; } if (IS_WEAPON_STAT(obj, WEAPON_POISON)) { act("$p is already envenomed.", ch, obj, NULL, TO_CHAR); return; } WAIT_STATE(ch, SKILL(sn)->beats); percent = number_percent(); if (percent < chance) { af.where = TO_WEAPON; af.type = gsn_poison; af.level = ch->level * percent / 100; af.duration = ch->level * 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 | (IS_AFFECTED(ch, AFF_SNEAK) ? ACT_NOMORTAL : 0)); act("You coat $p with venom.", ch, obj, NULL, TO_CHAR); check_improve(ch, sn, TRUE, 3); return; } else { act("You fail to envenom $p.", ch, obj, NULL, TO_CHAR); check_improve(ch, sn, FALSE, 3); return; } } act("You can't poison $p.", ch, obj, NULL, TO_CHAR); } void do_fill(CHAR_DATA * ch, const char *argument) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; OBJ_DATA *fountain; bool found; one_argument(argument, arg, sizeof(arg)); if (arg[0] == '\0') { char_puts("Fill what?\n", ch); return; } if ((obj = get_obj_carry(ch, arg)) == NULL) { char_puts("You do not have that item.\n", ch); return; } found = FALSE; for (fountain = ch->in_room->contents; fountain != NULL; fountain = fountain->next_content) { if (fountain->pIndexData->item_type == ITEM_FOUNTAIN) { found = TRUE; break; } } if (!found) { char_puts("There is no fountain here!\n", ch); return; } if (obj->pIndexData->item_type != ITEM_DRINK_CON) { char_puts("You can't fill that.\n", ch); return; } if (obj->value[1] != 0 && obj->value[2] != fountain->value[2]) { char_puts("There is already another liquid in it.\n", ch); return; } if (obj->value[1] >= obj->value[0] && obj->value[0] >= 0) { char_puts("Your container is full.\n", ch); return; } act_puts3("You fill $p with $U from $P.", ch, obj, fountain, liq_table[fountain->value[2]].liq_name, TO_CHAR | ACT_TRANS, POS_DEAD); act_puts3("$n fills $p with $U from $P.", ch, obj, fountain, liq_table[fountain->value[2]].liq_name, TO_ROOM | ACT_TRANS, POS_RESTING); obj->value[2] = fountain->value[2]; obj->value[1] = obj->value[0]; } void do_pour(CHAR_DATA * ch, const char *argument) { char arg[MAX_STRING_LENGTH]; OBJ_DATA *out, *in; CHAR_DATA *vch = NULL; int amount; argument = one_argument(argument, arg, sizeof(arg)); if (arg[0] == '\0' || argument[0] == '\0') { char_puts("Pour what into what?\n", ch); return; } if ((out = get_obj_carry(ch, arg)) == NULL) { char_puts("You don't have that item.\n", ch); return; } if (out->pIndexData->item_type != ITEM_DRINK_CON) { char_puts("That's not a drink container.\n", ch); return; } if (!str_cmp(argument, "out")) { if (out->value[1] == 0) { char_puts("It is empty.\n", ch); return; } out->value[1] = 0; out->value[3] = 0; act_puts3("You invert $p, spilling $T $U.", ch, out, liq_table[out->value[2]].liq_name, IS_WATER(ch->in_room) ? "in to the water" : "all over the ground", TO_CHAR | ACT_TRANS, POS_DEAD); act_puts3("$n inverts $p, spilling $T $U.", ch, out, liq_table[out->value[2]].liq_name, IS_WATER(ch->in_room) ? "in to the water" : "all over the ground", TO_ROOM | ACT_TRANS, POS_RESTING); return; } if ((in = get_obj_here(ch, argument)) == NULL) { vch = get_char_room(ch, argument); if (vch == NULL) { char_puts("Pour into what?\n", ch); return; } in = get_eq_char(vch, WEAR_HOLD); if (in == NULL) { char_puts("They aren't holding anything.", ch); return; } } if (in->pIndexData->item_type != ITEM_DRINK_CON) { char_puts("You can only pour into other drink containers.\n", ch); return; } if (in == out) { char_puts("You cannot change the laws of physics!\n", ch); return; } if (in->value[1] != 0 && in->value[2] != out->value[2]) { char_puts("They don't hold the same liquid.\n", ch); return; } if (out->value[1] == 0) { act("There's nothing in $p to pour.", ch, out, NULL, TO_CHAR); return; } if (in->value[0] < 0) { act("You cannot fill $p.", ch, in, NULL, TO_CHAR); return; } if (in->value[1] >= in->value[0]) { act("$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; if (out->value[0]>0) out->value[1] -= amount; in->value[2] = out->value[2]; if (vch == NULL) { act_puts3("You pour $U from $p into $P.", ch, out, in, liq_table[out->value[2]].liq_name, TO_CHAR | ACT_TRANS, POS_DEAD); act_puts3("$n pours $U from $p into $P.", ch, out, in, liq_table[out->value[2]].liq_name, TO_ROOM | ACT_TRANS, POS_RESTING); } else { act_puts3("You pour some $U for $N.", ch, NULL, vch, liq_table[out->value[2]].liq_name, TO_CHAR | ACT_TRANS, POS_DEAD); act_puts3("$n pours you some $U.", ch, NULL, vch, liq_table[out->value[2]].liq_name, TO_VICT | ACT_TRANS, POS_RESTING); act_puts3("$n pours some $U for $N.", ch, NULL, vch, liq_table[out->value[2]].liq_name, TO_NOTVICT | ACT_TRANS, POS_RESTING); } } void do_drink(CHAR_DATA * ch, const char *argument) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; int amount; int liquid; one_argument(argument, arg, sizeof(arg)); if (arg[0] == '\0') { for (obj = ch->in_room->contents; obj; obj= obj->next_content) { if (obj->pIndexData->item_type == ITEM_FOUNTAIN) break; } if (obj == NULL) { char_puts("Drink what?\n", ch); return; } } else { if ((obj = get_obj_here(ch, arg)) == NULL) { char_puts("You can't find it.\n", ch); return; } } if (!IS_NPC(ch) && ch->pcdata->condition[COND_DRUNK] > 10) { char_puts("You fail to reach your mouth. *Hic*\n", ch); return; } switch (obj->pIndexData->item_type) { default: char_puts("You can't drink from that.\n", ch); return; case ITEM_FOUNTAIN: if ((liquid = obj->value[2]) < 0) { bug("Do_drink: bad liquid number %d.", liquid); liquid = obj->value[2] = 0; } amount = liq_table[liquid].liq_affect[4] * 3; break; case ITEM_DRINK_CON: if (obj->value[1] == 0) { char_puts("It is empty.\n", ch); return; } if ((liquid = obj->value[2]) < 0) { bug("Do_drink: bad liquid number %d.", liquid); liquid = obj->value[2] = 0; } amount = liq_table[liquid].liq_affect[4]; if (obj->value[0]>=0) amount = UMIN(amount, obj->value[1]); break; } if (!IS_NPC(ch) && !IS_IMMORTAL(ch) && ch->pcdata->condition[COND_FULL] > 80) { char_puts("You're too full to drink more.\n", ch); return; } act("$n drinks $T from $p.", ch, obj, liq_table[liquid].liq_name, TO_ROOM | ACT_TRANS); act_puts("You drink $T from $p.", ch, obj, liq_table[liquid].liq_name, TO_CHAR | ACT_TRANS, POS_DEAD); if (ch->fighting) WAIT_STATE(ch, 3 * PULSE_VIOLENCE); gain_condition(ch, COND_DRUNK, amount * liq_table[liquid].liq_affect[COND_DRUNK] / 36); gain_condition(ch, COND_FULL, amount * liq_table[liquid].liq_affect[COND_FULL] / 2); gain_condition(ch, COND_THIRST, amount * liq_table[liquid].liq_affect[COND_THIRST] / 5); gain_condition(ch, COND_HUNGER, amount * liq_table[liquid].liq_affect[COND_HUNGER] / 1); if (!IS_NPC(ch) && ch->pcdata->condition[COND_DRUNK] > 10) char_puts("You feel drunk.\n", ch); if (!IS_NPC(ch) && ch->pcdata->condition[COND_FULL] > 60) char_puts("You are full.\n", ch); if (!IS_NPC(ch) && ch->pcdata->condition[COND_THIRST] > 60) char_puts("Your thirst is quenched.\n", ch); if (obj->value[3] != 0) { /* The drink was poisoned ! */ AFFECT_DATA af; act("$n chokes and gags.", ch, NULL, NULL, TO_ROOM); char_puts("You choke and gag.\n", 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 (obj->value[0] > 0) obj->value[1] = UMAX(obj->value[1]-amount,0); return; } void do_eat(CHAR_DATA * ch, const char *argument) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; one_argument(argument, arg, sizeof(arg)); if (arg[0] == '\0') { char_puts("Eat what?\n", ch); return; } if ((obj = get_obj_carry(ch, arg)) == NULL) { char_puts("You do not have that item.\n", ch); return; } if (!IS_IMMORTAL(ch)) { if ((obj->pIndexData->item_type != ITEM_FOOD || IS_SET(obj->extra_flags, ITEM_NOT_EDIBLE)) && obj->pIndexData->item_type != ITEM_PILL) { char_puts("That's not edible.\n", ch); return; } if (!IS_NPC(ch) && ch->pcdata->condition[COND_FULL] > 80) { char_puts("You are too full to eat more.\n", ch); return; } } act("$n eats $p.", ch, obj, NULL, TO_ROOM); act_puts("You eat $p.", ch, obj, NULL, TO_CHAR, POS_DEAD); if (ch->fighting != NULL) WAIT_STATE(ch, 3 * PULSE_VIOLENCE); switch (obj->pIndexData->item_type) { case ITEM_FOOD: if (!IS_NPC(ch)) { int condition; condition = ch->pcdata->condition[COND_HUNGER]; gain_condition(ch, COND_FULL, obj->value[0] * 2); gain_condition(ch, COND_HUNGER, obj->value[1] * 2); if (!condition && ch->pcdata->condition[COND_HUNGER] > 0) char_puts("You are no longer hungry.\n", ch); else if (ch->pcdata->condition[COND_FULL] > 60) char_puts("You are full.\n", ch); if (obj->pIndexData->vnum == OBJ_VNUM_TORN_HEART) { ch->hit = UMIN(ch->max_hit, ch->hit+ch->level/10+number_range(1,5)); char_puts("You feel empowered from the blood of your foe.\n",ch); }; } if (obj->value[3] != 0) { /* The food was poisoned! */ AFFECT_DATA af; act("$n chokes and gags.", ch, NULL, NULL, TO_ROOM); char_puts("You choke and gag.\n", 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); break; } extract_obj(obj, 0); 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_puts("You can't remove $p.", ch, obj, NULL, TO_CHAR, POS_DEAD); return FALSE; } if ((obj->pIndexData->item_type == ITEM_TATTOO) && (!IS_IMMORTAL(ch))) { act_puts("You must scratch it to remove $p.", ch, obj, NULL, TO_CHAR, POS_DEAD); return FALSE; } if (iWear == WEAR_STUCK_IN) { unequip_char(ch, obj); if (get_eq_char(ch, WEAR_STUCK_IN) == NULL) { if (is_affected(ch, gsn_arrow)) affect_strip(ch, gsn_arrow); if (is_affected(ch, gsn_spear)) affect_strip(ch, gsn_spear); } act_puts("You remove $p, in pain.", ch, obj, NULL, TO_CHAR, POS_DEAD); act("$n removes $p, in pain.", ch, obj, NULL, TO_ROOM); WAIT_STATE(ch, 4); return TRUE; } unequip_char(ch, obj); act("$n stops using $p.", ch, obj, NULL, TO_ROOM); act_puts("You stop using $p.", ch, obj, NULL, TO_CHAR, POS_DEAD); if (iWear == WEAR_WIELD && (obj = get_eq_char(ch, WEAR_SECOND_WIELD)) != NULL) { unequip_char(ch, obj); equip_char(ch, obj, WEAR_WIELD); } return TRUE; } /* * Wear one object. * Optional replacement of existing objects. * Big repetitive code, ick. */ void wear_obj(CHAR_DATA * ch, OBJ_DATA * obj, bool fReplace) { int wear_level = get_wear_level(ch, obj); if (wear_level < obj->level) { char_printf(ch, "You must be level %d to use this object.\n", obj->level - wear_level + ch->level); act("$n tries to use $p, but is too inexperienced.", ch, obj, NULL, TO_ROOM); return; } if (obj->pIndexData->item_type == ITEM_LIGHT) { if (!remove_obj(ch, WEAR_LIGHT, fReplace)) return; act("$n lights $p and holds it.", ch, obj, NULL, TO_ROOM); act_puts("You light $p and hold it.", ch, obj, NULL, TO_CHAR, POS_DEAD); equip_char(ch, obj, WEAR_LIGHT); return; } if (CAN_WEAR(obj, ITEM_WEAR_FINGER)) { if (get_eq_char(ch, WEAR_FINGER_L) != NULL && get_eq_char(ch, WEAR_FINGER_R) != NULL && !remove_obj(ch, WEAR_FINGER_L, fReplace) && !remove_obj(ch, WEAR_FINGER_R, fReplace)) return; if (get_eq_char(ch, WEAR_FINGER_L) == NULL) { act("$n wears $p on $s left finger.", ch, obj, NULL, TO_ROOM); act_puts("You wear $p on your left finger.", ch, obj, NULL, TO_CHAR, POS_DEAD); equip_char(ch, obj, WEAR_FINGER_L); return; } if (get_eq_char(ch, WEAR_FINGER_R) == NULL) { act("$n wears $p on $s right finger.", ch, obj, NULL, TO_ROOM); act_puts("You wear $p on your right finger.", ch, obj, NULL, TO_CHAR, POS_DEAD); equip_char(ch, obj, WEAR_FINGER_R); return; } bug("Wear_obj: no free finger.", 0); char_puts("You already wear two rings.\n", ch); return; } if (CAN_WEAR(obj, ITEM_WEAR_NECK)) { if (get_eq_char(ch, WEAR_NECK_1) != NULL && get_eq_char(ch, WEAR_NECK_2) != NULL && !remove_obj(ch, WEAR_NECK_1, fReplace) && !remove_obj(ch, WEAR_NECK_2, fReplace)) return; if (get_eq_char(ch, WEAR_NECK_1) == NULL) { act("$n wears $p around $s neck.", ch, obj, NULL, TO_ROOM); act_puts("You wear $p around your neck.", ch, obj, NULL, TO_CHAR, POS_DEAD); equip_char(ch, obj, WEAR_NECK_1); return; } if (get_eq_char(ch, WEAR_NECK_2) == NULL) { act("$n wears $p around $s neck.", ch, obj, NULL, TO_ROOM); act_puts("You wear $p around your neck.", ch, obj, NULL, TO_CHAR, POS_DEAD); equip_char(ch, obj, WEAR_NECK_2); return; } bug("Wear_obj: no free neck.", 0); char_puts("You already wear two neck items.\n", ch); return; } if (CAN_WEAR(obj, ITEM_WEAR_BODY)) { if (!remove_obj(ch, WEAR_BODY, fReplace)) return; act("$n wears $p on $s torso.", ch, obj, NULL, TO_ROOM); act_puts("You wear $p on your torso.", ch, obj, NULL, TO_CHAR, POS_DEAD); equip_char(ch, obj, WEAR_BODY); return; } if (CAN_WEAR(obj, ITEM_WEAR_HEAD)) { if (!remove_obj(ch, WEAR_HEAD, fReplace)) return; act("$n wears $p on $s head.", ch, obj, NULL, TO_ROOM); act_puts("You wear $p on your head.", ch, obj, NULL, TO_CHAR, POS_DEAD); equip_char(ch, obj, WEAR_HEAD); return; } if (CAN_WEAR(obj, ITEM_WEAR_LEGS)) { if (!remove_obj(ch, WEAR_LEGS, fReplace)) return; act("$n wears $p on $s legs.", ch, obj, NULL, TO_ROOM); act_puts("You wear $p on your legs.", ch, obj, NULL, TO_CHAR, POS_DEAD); equip_char(ch, obj, WEAR_LEGS); return; } if (CAN_WEAR(obj, ITEM_WEAR_FEET)) { if (!remove_obj(ch, WEAR_FEET, fReplace)) return; act("$n wears $p on $s feet.", ch, obj, NULL, TO_ROOM); act_puts("You wear $p on your feet.", ch, obj, NULL, TO_CHAR, POS_DEAD); equip_char(ch, obj, WEAR_FEET); return; } if (CAN_WEAR(obj, ITEM_WEAR_HANDS)) { if (!remove_obj(ch, WEAR_HANDS, fReplace)) return; act("$n wears $p on $s hands.", ch, obj, NULL, TO_ROOM); act_puts("You wear $p on your hands.", ch, obj, NULL, TO_CHAR, POS_DEAD); equip_char(ch, obj, WEAR_HANDS); return; } if (CAN_WEAR(obj, ITEM_WEAR_ARMS)) { if (!remove_obj(ch, WEAR_ARMS, fReplace)) return; act("$n wears $p on $s arms.", ch, obj, NULL, TO_ROOM); act_puts("You wear $p on your arms.", ch, obj, NULL, TO_CHAR, POS_DEAD); equip_char(ch, obj, WEAR_ARMS); return; } if (CAN_WEAR(obj, ITEM_WEAR_ABOUT)) { if (!remove_obj(ch, WEAR_ABOUT, fReplace)) return; act("$n wears $p on $s torso.", ch, obj, NULL, TO_ROOM); act_puts("You wear $p on your torso.", ch, obj, NULL, TO_CHAR, POS_DEAD); equip_char(ch, obj, WEAR_ABOUT); return; } if (CAN_WEAR(obj, ITEM_WEAR_WAIST)) { if (!remove_obj(ch, WEAR_WAIST, fReplace)) return; act("$n wears $p about $s waist.", ch, obj, NULL, TO_ROOM); act_puts("You wear $p about your waist.", ch, obj, NULL, TO_CHAR, POS_DEAD); equip_char(ch, obj, WEAR_WAIST); return; } if (CAN_WEAR(obj, ITEM_WEAR_WRIST)) { if (get_eq_char(ch, WEAR_WRIST_L) != NULL && get_eq_char(ch, WEAR_WRIST_R) != NULL && !remove_obj(ch, WEAR_WRIST_L, fReplace) && !remove_obj(ch, WEAR_WRIST_R, fReplace)) return; if (get_eq_char(ch, WEAR_WRIST_L) == NULL) { act("$n wears $p around $s left wrist.", ch, obj, NULL, TO_ROOM); act_puts("You wear $p around your left wrist.", ch, obj, NULL, TO_CHAR, POS_DEAD); equip_char(ch, obj, WEAR_WRIST_L); return; } if (get_eq_char(ch, WEAR_WRIST_R) == NULL) { act("$n wears $p around $s right wrist.", ch, obj, NULL, TO_ROOM); act_puts("You wear $p around your right wrist.", ch, obj, NULL, TO_CHAR, POS_DEAD); equip_char(ch, obj, WEAR_WRIST_R); return; } bug("Wear_obj: no free wrist.", 0); char_puts("You already wear two wrist items.\n", ch); return; } if (CAN_WEAR(obj, ITEM_WEAR_SHIELD)) { OBJ_DATA *weapon; if (get_eq_char(ch, WEAR_SECOND_WIELD) != NULL) { char_puts("You can't use a shield while using a second weapon.\n", ch); return; } if (!remove_obj(ch, WEAR_SHIELD, fReplace)) return; weapon = get_eq_char(ch, WEAR_WIELD); if (weapon != NULL && ch->size < SIZE_LARGE && IS_WEAPON_STAT(weapon, WEAPON_TWO_HANDS)) { char_puts("Your hands are tied up with your weapon!\n", ch); return; } act("$n wears $p as a shield.", ch, obj, NULL, TO_ROOM); act_puts("You wear $p as a shield.", ch, obj, NULL, TO_CHAR, POS_DEAD); equip_char(ch, obj, WEAR_SHIELD); return; } if (CAN_WEAR(obj, ITEM_WIELD)) { int skill; OBJ_DATA *dual; if ((dual = get_eq_char(ch, WEAR_SECOND_WIELD)) != NULL) unequip_char(ch, dual); if (!remove_obj(ch, WEAR_WIELD, fReplace)) return; if (!IS_NPC(ch) && get_obj_weight(obj) > str_app[get_curr_stat(ch, STAT_STR)].wield * 10) { char_puts("It is too heavy for you to wield.\n", ch); if (dual) equip_char(ch, dual, WEAR_SECOND_WIELD); return; } if (IS_WEAPON_STAT(obj, WEAPON_TWO_HANDS) && ((!IS_NPC(ch) && ch->size < SIZE_LARGE && get_eq_char(ch, WEAR_SHIELD) != NULL) || get_eq_char(ch, WEAR_SECOND_WIELD) != NULL)) { char_puts("You need two hands free for that weapon.\n", ch); if (dual) equip_char(ch, dual, WEAR_SECOND_WIELD); return; } act("$n wields $p.", ch, obj, NULL, TO_ROOM); act_puts("You wield $p.", ch, obj, NULL, TO_CHAR, POS_DEAD); obj = equip_char(ch, obj, WEAR_WIELD); if (dual) equip_char(ch, dual, WEAR_SECOND_WIELD); if (obj == NULL) return; skill = get_weapon_skill(ch, get_weapon_sn(obj)); if (skill >= 100) act_puts("$p feels like a part of you!", ch, obj, NULL, TO_CHAR, POS_DEAD); else if (skill > 85) act_puts("You feel quite confident with $p.", ch, obj, NULL, TO_CHAR, POS_DEAD); else if (skill > 70) act_puts("You are skilled with $p.", ch, obj, NULL, TO_CHAR, POS_DEAD); else if (skill > 50) act_puts("Your skill with $p is adequate.", ch, obj, NULL, TO_CHAR, POS_DEAD); else if (skill > 25) act_puts("$p feels a little clumsy in your hands.", ch, obj, NULL, TO_CHAR, POS_DEAD); else if (skill > 1) act_puts("You fumble and almost drop $p.", ch, obj, NULL, TO_CHAR, POS_DEAD); else act_puts("You don't even know which end is up on $p.", ch, obj, NULL, TO_CHAR, POS_DEAD); return; } if (CAN_WEAR(obj, ITEM_HOLD)) { if (get_eq_char(ch, WEAR_SECOND_WIELD) != NULL) { act_puts("You can't hold an item while using 2 weapons.", ch, NULL, NULL, TO_CHAR, POS_DEAD); return; } if (!remove_obj(ch, WEAR_HOLD, fReplace)) return; act("$n holds $p in $s hand.", ch, obj, NULL, TO_ROOM); act_puts("You hold $p in your hand.", ch, obj, NULL, TO_CHAR, POS_DEAD); equip_char(ch, obj, WEAR_HOLD); return; } if (CAN_WEAR(obj, ITEM_WEAR_FLOAT)) { if (!remove_obj(ch, WEAR_FLOAT, fReplace)) return; act("$n releases $p to float next to $m.", ch, obj, NULL, TO_ROOM); act_puts("You release $p and it floats next to you.", ch, obj, NULL, TO_CHAR, POS_DEAD); equip_char(ch, obj, WEAR_FLOAT); return; } if (CAN_WEAR(obj, ITEM_WEAR_TATTOO) && IS_IMMORTAL(ch)) { if (!remove_obj(ch, WEAR_TATTOO, fReplace)) return; act("$n now uses $p as tattoo of $s religion.", ch, obj, NULL, TO_ROOM); act_puts("You now use $p as the tattoo of your religion.", ch, obj, NULL, TO_CHAR, POS_DEAD); equip_char(ch, obj, WEAR_TATTOO); return; } if (CAN_WEAR(obj, ITEM_WEAR_CLANMARK)) { if (!remove_obj(ch, WEAR_CLANMARK, fReplace)) return; act("$n now uses $p as $s clan mark.", ch, obj, NULL, TO_ROOM); act_puts("You now use $p as your clan mark.", ch, obj, NULL, TO_CHAR, POS_DEAD); equip_char(ch, obj, WEAR_CLANMARK); return; } if (fReplace) char_puts("You can't wear, wield, or hold that.\n", ch); } void do_wear(CHAR_DATA * ch, const char *argument) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; OBJ_DATA *obj_next; one_argument(argument, arg, sizeof(arg)); if (arg[0] == '\0') { char_puts("Wear, wield, or hold what?\n", ch); return; } if (!str_cmp(arg, "all")) for (obj = ch->carrying; obj != NULL; obj = obj_next) { obj_next = obj->next_content; if (obj->wear_loc == WEAR_NONE && can_see_obj(ch, obj)) wear_obj(ch, obj, FALSE); } else if ((obj = get_obj_carry(ch, arg)) == NULL) { char_puts("You do not have that item.\n", ch); return; } else wear_obj(ch, obj, TRUE); } void do_remove(CHAR_DATA * ch, const char *argument) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; one_argument(argument, arg, sizeof(arg)); if (arg[0] == '\0') { char_puts("Remove what?\n", ch); return; } if (!str_cmp(arg, "all")) { OBJ_DATA *obj_next; if (!IS_NPC(ch) && IS_AFFECTED(ch, AFF_CHARM)) { do_say(ch, "Nah, I won't do that."); return; } for (obj = ch->carrying; obj != NULL; obj = obj_next) { obj_next = obj->next_content; if (obj->wear_loc != WEAR_NONE && can_see_obj(ch, obj)) remove_obj(ch, obj->wear_loc, TRUE); } return; } if ((obj = get_obj_wear(ch, arg)) == NULL) { char_puts("You do not have that item.\n", ch); return; } remove_obj(ch, obj->wear_loc, TRUE); return; } void do_sacrifice(CHAR_DATA * ch, const char *argument) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; OBJ_DATA *r_next_cont; if (!strcmp(argument, "all")) { for (obj = ch->in_room->contents; obj; obj = r_next_cont) { r_next_cont = obj->next_content; sac_obj(ch, obj); } return; } one_argument(argument, arg, sizeof(arg)); if (arg[0] == '\0' || !str_cmp(arg, ch->name)) { act("$n offers $mself to gods, who graciously declines.", ch, NULL, NULL, TO_ROOM); char_puts("Gods appreciates your offer " "and may accept it later.\n", ch); return; } obj = get_obj_list(ch, arg, ch->in_room->contents); if (obj == NULL) { char_puts("You can't find it.\n", ch); return; } sac_obj(ch, obj); } void sac_obj(CHAR_DATA * ch, OBJ_DATA *obj) { int silver; CHAR_DATA *gch; int members; if ((obj->pIndexData->item_type == ITEM_CORPSE_PC && ch->level < MAX_LEVEL) || (QUEST_OBJ_FIRST <= obj->pIndexData->vnum && obj->pIndexData->vnum <= QUEST_OBJ_LAST)) { char_puts("Gods wouldn't like that.\n", ch); return; } if (!CAN_WEAR(obj, ITEM_TAKE) || CAN_WEAR(obj, ITEM_NO_SAC)) { act_puts("$p is not an acceptable sacrifice.", ch, obj, NULL, TO_CHAR, POS_DEAD); return; } silver = UMAX(1, number_fuzzy(obj->level)); if (obj->pIndexData->item_type != ITEM_CORPSE_NPC && obj->pIndexData->item_type != ITEM_CORPSE_PC) silver = UMIN(silver, obj->cost); act_puts("Gods give you $j silver $qj{coins} for your sacrifice.", ch, (const void*) silver, NULL, TO_CHAR, POS_DEAD); ch->silver += silver; if (IS_SET(ch->plr_flags, PLR_AUTOSPLIT)) { /* AUTOSPLIT code */ members = 0; for (gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room) if (is_same_group(gch, ch)) members++; if (members > 1 && silver > 1) doprintf(do_split, ch, "%d", silver); } act("$n sacrifices $p to gods.", ch, obj, NULL, TO_ROOM); if (oprog_call(OPROG_SAC, obj, ch, NULL)) return; wiznet("$N sends up $p as a burnt offering.", ch, obj, WIZ_SACCING, 0, 0); if (obj->pIndexData->item_type == ITEM_CORPSE_NPC || obj->pIndexData->item_type == ITEM_CORPSE_PC) { OBJ_DATA *obj_content; OBJ_DATA *obj_next; OBJ_DATA *two_objs[2]; int iScatter = 0; const char *qty; const char *where; for (obj_content = obj->contains; obj_content; obj_content = obj_next) { obj_next = obj_content->next_content; two_objs[iScatter < 1 ? 0 : 1] = obj_content; obj_from_obj(obj_content); obj_to_room(obj_content, ch->in_room); iScatter++; } switch (iScatter) { case 0: break; case 1: act_puts("Your sacrifice reveals $p.", ch, two_objs[0], NULL, TO_CHAR, POS_DEAD); act("$p is revealed by $n's sacrifice.", ch, two_objs[0], NULL, TO_ROOM); break; case 2: act_puts("Your sacrifice reveals $p and $P.", ch, two_objs[0], two_objs[1], TO_CHAR, POS_DEAD); act("$p and $P are revealed by $n's sacrifice.", ch, two_objs[0], two_objs[1], TO_ROOM); break; default: if (iScatter < 5) qty = "few things"; else if (iScatter < 9) qty = "a bunch of objects"; else if (iScatter < 15) qty = "many things"; else qty = "a lot of objects"; switch (ch->in_room->sector_type) { case SECT_FIELD: case SECT_FOREST: where = "on the dirt"; break; case SECT_WATER_SWIM: case SECT_WATER_NOSWIM: where = "over the water"; break; default: where = "around"; break; } act_puts("As you sacrifice the corpse, $t on it " "scatter $T.", ch, qty, where, TO_CHAR | ACT_TRANS, POS_DEAD); act("As $n sacrifices the corpse, $t on it scatter $T.", ch, qty, where, TO_ROOM | ACT_TRANS); break; } } extract_obj(obj, 0); } void quaff_obj(CHAR_DATA *ch, OBJ_DATA *obj) { act("$n quaffs $p.", ch, obj, NULL, TO_ROOM); act_puts("You quaff $p.", ch, obj, NULL, TO_CHAR, POS_DEAD); 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); if (IS_PUMPED(ch) || ch->fighting != NULL) WAIT_STATE(ch, 2 * PULSE_VIOLENCE); extract_obj(obj, 0); obj_to_char(create_obj(get_obj_index(OBJ_VNUM_POTION_VIAL), 0), ch); } void do_quaff(CHAR_DATA * ch, const char *argument) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; one_argument(argument, arg, sizeof(arg)); if (HAS_SKILL(ch, gsn_spellbane)) { char_puts("You are Battle Rager, not filthy magician!\n",ch); return; } if (arg[0] == '\0') { char_puts("Quaff what?\n", ch); return; } if ((obj = get_obj_carry(ch, arg)) == NULL) { char_puts("You do not have that potion.\n", ch); return; } if (obj->pIndexData->item_type != ITEM_POTION) { char_puts("You can quaff only potions.\n", ch); return; } if (ch->level < obj->level) { char_puts("This liquid is too powerful for you to drink.\n", ch); return; } quaff_obj(ch, obj); } void do_recite(CHAR_DATA * ch, const char *argument) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; CHAR_DATA *victim; OBJ_DATA *scroll; OBJ_DATA *obj; int sn; if (HAS_SKILL(ch, gsn_spellbane)) { char_puts ("RECITE? You are Battle Rager!\n", ch); return; } argument = one_argument(argument, arg1, sizeof(arg1)); argument = one_argument(argument, arg2, sizeof(arg2)); if ((scroll = get_obj_carry(ch, arg1)) == NULL) { char_puts("You do not have that scroll.\n", ch); return; } if (scroll->pIndexData->item_type != ITEM_SCROLL) { char_puts("You can recite only scrolls.\n", ch); return; } if (ch->level < scroll->level || (sn = sn_lookup("scrolls")) < 0) { char_puts("This scroll is too complex for you to comprehend.\n", 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) { WAIT_STATE(ch, MISSING_TARGET_DELAY); char_puts("You can't find it.\n", ch); return; } act("$n recites $p.", ch, scroll, NULL, TO_ROOM); act_puts("You recite $p.", ch, scroll, NULL, TO_CHAR, POS_DEAD); if (number_percent() >= get_skill(ch, sn) * 4 / 5) { act_puts("You mispronounce a syllable.", ch, NULL, NULL, TO_CHAR, POS_DEAD); check_improve(ch, sn, FALSE, 2); } else { obj_cast_spell(scroll->value[1], scroll->value[0], ch, victim, obj); obj_cast_spell(scroll->value[2], scroll->value[0], ch, victim, obj); obj_cast_spell(scroll->value[3], scroll->value[0], ch, victim, obj); obj_cast_spell(scroll->value[4], scroll->value[0], ch, victim, obj); check_improve(ch, sn, TRUE, 2); if (IS_PUMPED(ch) || ch->fighting != NULL) WAIT_STATE(ch, 2 * PULSE_VIOLENCE); } extract_obj(scroll, 0); } void do_brandish(CHAR_DATA * ch, const char *argument) { CHAR_DATA *vch; CHAR_DATA *vch_next; OBJ_DATA *staff; int sn; skill_t * sk; if (HAS_SKILL(ch, gsn_spellbane)) { char_puts("BRANDISH? You are not a filthy magician!\n",ch); return; } if ((staff = get_eq_char(ch, WEAR_HOLD)) == NULL) { char_puts("You hold nothing in your hand.\n", ch); return; } if (staff->pIndexData->item_type != ITEM_STAFF) { char_puts("You can brandish only with a staff.\n", ch); return; } if ((sk = skill_lookup(staff->value[3])) == NULL || sk->spell_fun == NULL || (sn = sn_lookup("staves")) < 0) return; WAIT_STATE(ch, 2 * PULSE_VIOLENCE); if (staff->value[2] > 0) { act("$n brandishes $p.", ch, staff, NULL, TO_ROOM); act("You brandish $p.", ch, staff, NULL, TO_CHAR); if (ch->level + 3 < staff->level || number_percent() >= 10 + get_skill(ch, sn) * 4 / 5) { act("You fail to invoke $p.", ch, staff, NULL, TO_CHAR); act("...and nothing happens.", ch, NULL, NULL, TO_ROOM); check_improve(ch, sn, FALSE, 2); } else { skill_t *spell = skill_lookup(staff->value[3]); if (!spell) return; for (vch = ch->in_room->people; vch; vch = vch_next) { vch_next = vch->next_in_room; switch (sk->target) { default: return; case TAR_IGNORE: if (vch != ch) continue; break; case TAR_CHAR_OFFENSIVE: if (IS_NPC(ch) ? IS_NPC(vch) : !IS_NPC(vch)) continue; break; case TAR_CHAR_DEFENSIVE: if (IS_NPC(ch) ? !IS_NPC(vch) : IS_NPC(vch)) continue; break; case TAR_CHAR_SELF: if (vch != ch) continue; break; } obj_cast_spell(staff->value[3], staff->value[0], ch, vch, NULL); if (IS_SET(spell->flags, SKILL_AREA_ATTACK)) break; } check_improve(ch, sn, TRUE, 2); } } if (--staff->value[2] <= 0) { act("$n's $p blazes bright and is gone.", ch, staff, NULL, TO_ROOM); act("Your $p blazes bright and is gone.", ch, staff, NULL, TO_CHAR); extract_obj(staff, 0); } } void do_zap(CHAR_DATA * ch, const char *argument) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; OBJ_DATA *wand; OBJ_DATA *obj; int sn; if (HAS_SKILL(ch, gsn_spellbane)) { char_puts("You'd destroy magic, not use it!\n",ch); return; } one_argument(argument, arg, sizeof(arg)); if ((wand = get_eq_char(ch, WEAR_HOLD)) == NULL) { char_puts("You hold nothing in your hand.\n", ch); return; } if (wand->pIndexData->item_type != ITEM_WAND) { char_puts("You can zap only with a wand.\n", ch); return; } if ((sn = sn_lookup("wands")) < 0) return; obj = NULL; if (arg[0] == '\0') { if (ch->fighting && ch->fighting->in_room == ch->in_room) victim = ch->fighting; else { char_puts("Zap whom or what?\n", ch); return; } } else { if ((victim = get_char_room(ch, arg)) == NULL && (obj = get_obj_here(ch, arg)) == NULL) { WAIT_STATE(ch, MISSING_TARGET_DELAY); char_puts("You can't find it.\n", ch); return; } } WAIT_STATE(ch, 2 * PULSE_VIOLENCE); if (wand->value[2] > 0) { if (victim != NULL) { act("$n zaps $N with $p.", ch, wand, victim, TO_ROOM); act("You zap $N with $p.", ch, wand, victim, TO_CHAR); } else { act("$n zaps $P with $p.", ch, wand, obj, TO_ROOM); act("You zap $P with $p.", ch, wand, obj, TO_CHAR); } if (ch->level + 5 < wand->level || number_percent() >= 20 + get_skill(ch, sn) * 4 / 5) { act("Your efforts with $p produce only smoke and sparks.", ch, wand, NULL, TO_CHAR); act("$n's efforts with $p produce only smoke and sparks.", ch, wand, NULL, TO_ROOM); check_improve(ch, sn, FALSE, 2); } else { obj_cast_spell(wand->value[3], wand->value[0], ch, victim, obj); check_improve(ch, sn, TRUE, 2); } } if (--wand->value[2] <= 0) { act("$n's $p explodes into fragments.", ch, wand, NULL, TO_ROOM); act("Your $p explodes into fragments.", ch, wand, NULL, TO_CHAR); extract_obj(wand, 0); } } void do_steal(CHAR_DATA * ch, const char *argument) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; CHAR_DATA *victim; OBJ_DATA *obj; OBJ_DATA *obj_inve; int percent; int sn; argument = one_argument(argument, arg1, sizeof(arg1)); argument = one_argument(argument, arg2, sizeof(arg2)); if (arg1[0] == '\0' || arg2[0] == '\0') { char_puts("Steal what from whom?\n", ch); return; } if (IS_NPC(ch) && IS_SET(ch->affected_by, AFF_CHARM) && (ch->master != NULL)) { char_puts("You are to dazed to steal anything.\n", ch); return; } if ((sn = sn_lookup("steal")) < 0) return; WAIT_STATE(ch, SKILL(sn)->beats); if ((victim = get_char_room(ch, arg2)) == NULL) { WAIT_STATE(ch, MISSING_TARGET_DELAY); char_puts("They aren't here.\n", ch); return; } if (victim == ch) { char_puts("That's pointless.\n", ch); return; } if (victim->position == POS_FIGHTING) { char_puts("You'd better not -- you might get hit.\n", ch); return; } if (is_safe(ch, victim)) return; percent = number_percent() + (IS_AWAKE(victim) ? 10 : -50) + (!can_see(victim, ch) ? -10 : 0); if ((!IS_NPC(ch) && percent > get_skill(ch, sn)) || IS_SET(victim->imm_flags, IMM_STEAL) || IS_IMMORTAL(victim) || (victim->in_room && IS_SET(victim->in_room->room_flags, ROOM_BATTLE_ARENA))) { /* * Failure. */ char_puts("Oops.\n", ch); if (IS_AFFECTED(ch, AFF_HIDE | AFF_FADE) && !IS_NPC(ch)) { REMOVE_BIT(ch->affected_by, AFF_HIDE | AFF_FADE); act_puts("You step out of shadows.", ch, NULL, NULL, TO_CHAR, POS_DEAD); act("$n steps out of shadows.", ch, NULL, NULL, TO_ROOM); } if (!IS_AFFECTED(victim, AFF_SLEEP)) { victim->position = victim->position == POS_SLEEPING ? POS_STANDING : victim->position; act("$n tried to steal from you.\n", ch, NULL, victim, TO_VICT); } act("$n tried to steal from $N.\n", ch, NULL, victim, TO_NOTVICT); if (IS_AWAKE(victim)) switch (number_range(0, 3)) { case 0: doprintf(do_yell, victim, "%s is a lousy thief!", ch->name); break; case 1: doprintf(do_yell, victim, "%s couldn't rob %s way out of a paper bag!", ch->name, (ch->sex == SEX_FEMALE) ? "her" : (ch->sex == SEX_MALE) ? "his" : "its"); break; case 2: doprintf(do_yell, victim, "%s tried to rob me!", PERS(ch, victim)); break; case 3: doprintf(do_yell, victim, "Keep your hands out of there, %s!", PERS(ch, victim)); break; } if (!IS_NPC(ch) && IS_NPC(victim)) { check_improve(ch, sn, FALSE, 2); multi_hit(victim, ch, TYPE_UNDEFINED); } return; } if (!str_cmp(arg1, "coin") || !str_cmp(arg1, "coins") || !str_cmp(arg1, "silver") || !str_cmp(arg1, "gold")) { int amount_s = 0; int amount_g = 0; if (!str_cmp(arg1, "silver") || !str_cmp(arg1, "coin") || !str_cmp(arg1, "coins")) amount_s = victim->silver * number_range(1, 20) / 100; else if (!str_cmp(arg1, "gold")) amount_g = victim->gold * number_range(1, 7) / 100; if (amount_s <= 0 && amount_g <= 0) { char_puts("You couldn't get any coins.\n", ch); return; } ch->gold += amount_g; victim->gold -= amount_g; ch->silver += amount_s; victim->silver -= amount_s; char_printf(ch, "Bingo! You got %d %s coins.\n", amount_s != 0 ? amount_s : amount_g, amount_s != 0 ? "silver" : "gold"); check_improve(ch, sn, TRUE, 2); return; } if ((obj = get_obj_carry(victim, arg1)) == NULL) { char_puts("You can't find it.\n", ch); return; } if (!can_drop_obj(ch, obj) /* || IS_SET(obj->extra_flags, ITEM_INVENTORY) */ /* || obj->level > ch->level */ ) { char_puts("You can't pry it away.\n", ch); return; } if (ch->carry_number + get_obj_number(obj) > can_carry_n(ch)) { char_puts("You have your hands full.\n", ch); return; } if (ch->carry_weight + get_obj_weight(obj) > can_carry_w(ch)) { char_puts("You can't carry that much weight.\n", ch); return; } if (!IS_SET(obj->extra_flags, ITEM_INVENTORY)) { obj_from_char(obj); obj_to_char(obj, ch); char_puts("You got it!\n", ch); check_improve(ch, sn, TRUE, 2); } else { obj_inve = NULL; obj_inve = create_obj(obj->pIndexData, 0); clone_obj(obj, obj_inve); REMOVE_BIT(obj_inve->extra_flags, ITEM_INVENTORY); obj_to_char(obj_inve, ch); char_puts("You got one of them!\n", ch); check_improve(ch, sn, TRUE, 1); } oprog_call(OPROG_GET, obj, ch, NULL); } /* * Shopping commands. */ CHAR_DATA * find_keeper(CHAR_DATA * ch) { CHAR_DATA *keeper; 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) { char_puts("You can't do that here.\n", ch); return NULL; } if (!IS_NPC(ch) && IS_SET(ch->plr_flags, PLR_WANTED)) { do_say(keeper, "Criminals are not welcome!"); doprintf(do_yell, keeper, "%s the CRIMINAL is over here!\n", ch->name); 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) && !IS_IMMORTAL(ch)) { do_say(keeper, "I don't trade with folks I can't see."); do_scan(keeper, str_empty); 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 && !mlstr_cmp(obj->short_descr, t_obj->short_descr)) { if (IS_OBJ_STAT(t_obj, ITEM_INVENTORY)) { extract_obj(obj, 0); 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, const char *argument) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; int number; int count; number = number_argument(argument, arg, sizeof(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 && !mlstr_cmp(obj->short_descr, obj->next_content->short_descr)) obj = obj->next_content; } } return NULL; } uint get_cost(CHAR_DATA * keeper, OBJ_DATA * obj, bool fBuy) { SHOP_DATA * pShop; uint cost; if (obj == NULL || (pShop = keeper->pIndexData->pShop) == NULL) return 0; if (IS_OBJ_STAT(obj, ITEM_NOSELL)) 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->pIndexData->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 && !mlstr_cmp(obj->short_descr, obj2->short_descr)) return 0; /* if (IS_OBJ_STAT(obj2,ITEM_INVENTORY)) cost /= 2; else cost = cost * 3 / 4; */ } } if (obj->pIndexData->item_type == ITEM_STAFF || obj->pIndexData->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_pet(CHAR_DATA * ch, const char *argument) { int cost, roll; char arg[MAX_INPUT_LENGTH]; CHAR_DATA *pet; flag64_t act; ROOM_INDEX_DATA *pRoomIndexNext; ROOM_INDEX_DATA *in_room; if (IS_NPC(ch)) return; argument = one_argument(argument, arg, sizeof(arg)); if (arg[0] == '\0') { char_puts("Buy what?\n", ch); return; } 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); char_puts("Sorry, you can't buy that here.\n", ch); return; } in_room = ch->in_room; ch->in_room = pRoomIndexNext; pet = get_char_room(ch, arg); ch->in_room = in_room; if (!pet || !IS_NPC(pet) || !IS_SET(act = pet->pIndexData->act, ACT_PET)) { char_puts("Sorry, you can't buy that here.\n", ch); return; } if (IS_SET(act, ACT_RIDEABLE) && get_skill(ch, gsn_riding) && !MOUNTED(ch)) { cost = 10 * pet->level * pet->level; if ((ch->silver + 100 * ch->gold) < cost) { char_puts("You can't afford it.\n", ch); return; } if (ch->level < pet->level + 5) { char_puts("You're not powerful enough " "to master this pet.\n", ch); return; } deduct_cost(ch, cost); pet = create_mob(pet->pIndexData); pet->comm = COMM_NOTELL | COMM_NOSHOUT | COMM_NOCHANNELS; char_to_room(pet, ch->in_room); if (JUST_KILLED(pet)) return; do_mount(ch, pet->name); char_puts("Enjoy your mount.\n", ch); act("$n bought $N as a mount.", ch, NULL, pet, TO_ROOM); return; } if (ch->pet != NULL) { char_puts("You already own a pet.\n", ch); return; } cost = 10 * pet->level * pet->level; if ((ch->silver + 100 * ch->gold) < cost) { char_puts("You can't afford it.\n", ch); return; } if (ch->level < pet->level) { char_puts("You're not powerful enough " "to master this pet.\n", ch); return; } /* haggle */ roll = number_percent(); if (roll < get_skill(ch, gsn_haggle)) { cost -= cost / 2 * roll / 100; char_printf(ch, "You haggle the price down to %d coins.\n", cost); check_improve(ch, gsn_haggle, TRUE, 4); } deduct_cost(ch, cost); pet = create_mob(pet->pIndexData); SET_BIT(pet->affected_by, AFF_CHARM); pet->comm = COMM_NOTELL | COMM_NOSHOUT | COMM_NOCHANNELS; argument = one_argument(argument, arg, sizeof(arg)); if (arg[0] != '\0') pet->name = str_printf(pet->pIndexData->name, arg); pet->description = mlstr_printf(pet->pIndexData->description, ch->name); char_to_room(pet, ch->in_room); if (JUST_KILLED(pet)) return; add_follower(pet, ch); pet->leader = ch; ch->pet = pet; char_puts("Enjoy your pet.\n", ch); act("$n bought $N as a pet.", ch, NULL, pet, TO_ROOM); } void do_buy(CHAR_DATA * ch, const char *argument) { int cost, roll; CHAR_DATA *keeper; OBJ_DATA *obj, *t_obj; char arg[MAX_INPUT_LENGTH]; uint number, count = 1; if ((keeper = find_keeper(ch)) == NULL) return; if (IS_SET(ch->in_room->room_flags, ROOM_PET_SHOP)) { do_buy_pet(ch, argument); return; } number = mult_argument(argument, arg, sizeof(arg)); if (arg[0] == '\0' || number == 0) { char_puts("Buy what?\n", ch); return; } if (number < 0) { char_puts("What? Try sell instead.\n", ch); return; } obj = get_obj_keeper(ch, keeper, arg); cost = get_cost(keeper, obj, TRUE); if (cost <= 0 || !can_see_obj(ch, obj)) { do_tell_raw(keeper, ch, "I don't sell that -- try 'list'"); return; } if (!IS_OBJ_STAT(obj, ITEM_INVENTORY)) { for (t_obj = obj->next_content; count < number && t_obj != NULL; t_obj = t_obj->next_content) { if (t_obj->pIndexData == obj->pIndexData && !mlstr_cmp(t_obj->short_descr, obj->short_descr)) count++; else break; } if (count < number) { act("$n tells you '{GI don't have that many in stock.{x'", keeper, NULL, ch, TO_VICT); ch->reply = keeper; return; } } if ((ch->silver + ch->gold * 100) < cost * number) { if (number > 1) act("$n tells you '{GYou can't afford to buy that many.{x'", keeper, obj, ch, TO_VICT); else act("$n tells you '{GYou can't afford to buy $p.{x'", keeper, obj, ch, TO_VICT); ch->reply = keeper; return; } if (obj->level > ch->level) { act("$n tells you '{GYou can't use $p yet.{x'", keeper, obj, ch, TO_VICT); ch->reply = keeper; return; } if (ch->carry_number + number * get_obj_number(obj) > can_carry_n(ch)) { char_puts("You can't carry that many items.\n", ch); return; } if (ch->carry_weight + number * get_obj_weight(obj) > can_carry_w(ch)) { char_puts("You can't carry that much weight.\n", ch); return; } /* haggle */ 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 $N.", ch, NULL, keeper, TO_CHAR); check_improve(ch, gsn_haggle, TRUE, 4); } if (number > 1) { act_puts("$n buys $P[$j].", ch, (const void*) number, obj, TO_ROOM, POS_RESTING); act_puts3("You buy $P[$j] for $J silver.", ch, (const void*) number, obj, (const void*) (cost*number), TO_CHAR, POS_DEAD); } else { act("$n buys $P.", ch, NULL, obj, TO_ROOM); act_puts("You buy $P for $j silver.", ch, (const void*) cost, obj, TO_CHAR, POS_DEAD); } 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_obj(obj->pIndexData, 0); 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) { if (IS_SET(ch->in_room->room_flags, ROOM_PET_SHOP)) { ROOM_INDEX_DATA *pRoomIndexNext; CHAR_DATA *pet; bool found; 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); char_puts("You can't do that here.\n", ch); return; } found = FALSE; for (pet = pRoomIndexNext->people; pet; pet = pet->next_in_room) { if (!IS_NPC(pet)) continue; /* :) */ if (IS_SET(pet->pIndexData->act, ACT_PET)) { if (!found) { found = TRUE; char_puts("Pets for sale:\n", ch); } char_printf(ch, "[%2d] %8d - %s\n", pet->level, 10 * pet->level * pet->level, format_short(pet->short_descr, pet->name, ch)); } } if (!found) char_puts("Sorry, we're out of pets right now.\n", 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; one_argument(argument, arg, sizeof(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; char_puts("[Lv Price Qty] Item\n", ch); } if (IS_OBJ_STAT(obj, ITEM_INVENTORY)) char_printf(ch, "[%2d %5d -- ] %s\n", obj->level, cost, format_short(obj->short_descr, obj->name, ch)); else { count = 1; while (obj->next_content != NULL && obj->pIndexData == obj->next_content->pIndexData && !mlstr_cmp(obj->short_descr, obj->next_content->short_descr)) { obj = obj->next_content; count++; } char_printf(ch, "[%2d %5d %2d ] %s\n", obj->level, cost, count, format_short(obj->short_descr, obj->name, ch)); } } } if (!found) char_puts("You can't buy anything here.\n", ch); return; } } void do_sell(CHAR_DATA * ch, const char *argument) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *keeper; OBJ_DATA *obj; int cost, roll; uint gold, silver; one_argument(argument, arg, sizeof(arg)); if (arg[0] == '\0') { char_puts("Sell what?\n", ch); return; } if ((keeper = find_keeper(ch)) == NULL) return; if ((obj = get_obj_carry(ch, arg)) == NULL) { act("$n tells you '{GYou don't have that item.{x'", keeper, NULL, ch, TO_VICT); ch->reply = keeper; return; } if (!can_drop_obj(ch, obj)) { char_puts("You can't let go of it.\n", 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 $p.", keeper, obj, ch, TO_VICT); return; } if (cost > (keeper->silver + 100 * keeper->gold)) { act("$n tells you '{GI'm afraid I don't have enough wealth to buy $p.{x'", keeper, obj, ch, TO_VICT); return; } act("$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)) { roll = get_skill(ch, gsn_haggle) + number_range(1, 20) - 10; char_puts("You haggle with the shopkeeper.\n", ch); 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, gsn_haggle, TRUE, 4); } silver = cost - (cost / 100) * 100; gold = cost / 100; if (gold && silver) { act_puts3("You sell $P for $j gold and $J silver $qJ{pieces}.", ch, (const void*) gold, obj, (const void*) silver, TO_CHAR, POS_DEAD); } else if (gold) { act_puts("You sell $P for $j gold $qj{pieces}.", ch, (const void*) gold, obj, TO_CHAR, POS_DEAD); } else if (silver) { act_puts("You sell $P for $j silver $qj{pieces}.", ch, (const void*) silver, obj, TO_CHAR, POS_DEAD); } ch->gold += gold; ch->silver += silver; deduct_cost(keeper, cost); if (obj->pIndexData->item_type == ITEM_TRASH || IS_OBJ_STAT(obj, ITEM_SELL_EXTRACT)) extract_obj(obj, 0); else { obj_from_char(obj); if (obj->timer) SET_BIT(obj->extra_flags, ITEM_HAD_TIMER); else obj->timer = number_range(50, 100); obj_to_keeper(obj, keeper); } } void do_value(CHAR_DATA * ch, const char *argument) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *keeper; OBJ_DATA *obj; int cost; one_argument(argument, arg, sizeof(arg)); if (arg[0] == '\0') { char_puts("Value what?\n", ch); return; } if ((keeper = find_keeper(ch)) == NULL) return; if ((obj = get_obj_carry(ch, arg)) == NULL) { act("$n tells you '{GYou don't have that item.{x'", keeper, NULL, ch, TO_VICT); ch->reply = keeper; return; } if (!can_see_obj(keeper, obj)) { act("$n doesn't see what you are offering.", keeper, NULL, ch, TO_VICT); return; } if (!can_drop_obj(ch, obj)) { char_puts("You can't let go of it.\n", ch); return; } if ((cost = get_cost(keeper, obj, FALSE)) <= 0) { act("$n looks uninterested in $p.", keeper, obj, ch, TO_VICT); return; } act_puts("$N tells you '{G", ch, NULL, keeper, TO_CHAR | ACT_NOLF, POS_DEAD); act_puts3("I'll give you $j silver and $J gold $qJ{coins} for $P.", ch, (const void*) (cost%100), obj, (const void*) (cost/100), TO_CHAR | ACT_NOLF, POS_DEAD); act_puts("{x'", ch, NULL, NULL, TO_CHAR, POS_DEAD); } void do_herbs(CHAR_DATA * ch, const char *argument) { CHAR_DATA *victim; char arg[MAX_INPUT_LENGTH]; int sn; if (IS_NPC(ch) || (sn = sn_lookup("herbs")) < 0) return; one_argument(argument, arg, sizeof(arg)); if (is_affected(ch, sn)) { char_puts("You can't find any more herbs.\n", ch); return; } WAIT_STATE(ch, SKILL(sn)->beats); if (arg[0] == '\0') victim = ch; else if ((victim = get_char_room(ch, arg)) == NULL) { char_puts("They're not here.\n", ch); return; } if (ch->in_room->sector_type != SECT_INSIDE && ch->in_room->sector_type != SECT_CITY && number_percent() < get_skill(ch, sn)) { AFFECT_DATA af; af.where = TO_AFFECTS; af.type = sn; af.level = ch->level; af.duration = 5; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = 0; affect_to_char(ch, &af); char_puts("You gather some beneficial herbs.\n", ch); act("$n gathers some herbs.", ch, NULL, NULL, TO_ROOM); if (ch != victim) { act("$n gives you some herbs to eat.", ch, NULL, victim, TO_VICT); act("You give the herbs to $N.", ch, NULL, victim, TO_CHAR); act("$n gives the herbs to $N.", ch, NULL, victim, TO_NOTVICT); } if (victim->hit < victim->max_hit) { char_puts("You feel better.\n", victim); act("$n looks better.", victim, NULL, NULL, TO_ROOM); } victim->hit = UMIN(victim->max_hit, victim->hit + 5 * ch->level); check_improve(ch, sn, TRUE, 1); if (is_affected(victim, gsn_plague)) { if (check_dispel(ch->level, victim, gsn_plague)) { char_puts("Your sores vanish.\n", victim); act("$n looks relieved as $s sores vanish.", victim, NULL, NULL, TO_ROOM); } } } else { char_puts("You search for herbs but find none here.\n", ch); act("$n looks around for herbs.", ch, NULL, NULL, TO_ROOM); check_improve(ch, sn, FALSE, 1); } } void do_lore_raw(CHAR_DATA *ch, OBJ_DATA *obj, BUFFER *output) { int chance; int percent; int value0, value1, value2, value3, value4; int mana; int max_skill; int sn; if ((sn = sn_lookup("lore")) < 0 || (percent = get_skill(ch, sn)) < 10) { buf_add(output, "The meaning of this object escapes you for the moment.\n"); return; } mana = SKILL(sn)->min_mana; if (ch->mana < mana) { buf_add(output, "You don't have enough mana.\n"); return; } ch->mana -= mana; WAIT_STATE(ch, SKILL(sn)->beats); /* a random lore */ chance = number_percent(); if (percent < 20) { buf_printf(output, "Object '%s'.\n", obj->name); check_improve(ch, sn, TRUE, 8); return; } else if (percent < 40) { buf_printf(output, "Object '%s'. Weight is %d, value is %d.\n", obj->name, chance < 60 ? obj->weight : number_range(1, 2 * obj->weight), chance < 60 ? number_range(1, 2 * obj->cost) : obj->cost ); if (str_cmp(obj->material, "oldstyle")) buf_printf(output, "Material is %s.\n", obj->material); check_improve(ch, sn, TRUE, 7); return; } else if (percent < 60) { buf_printf(output, "Object '%s' has weight %d.\nValue is %d, level is %d.\nMaterial is %s.\n", obj->name, obj->weight, chance < 60 ? number_range(1, 2 * obj->cost) : obj->cost, chance < 60 ? obj->level : number_range(1, 2 * obj->level), str_cmp(obj->material, "oldstyle") ? obj->material : "unknown" ); check_improve(ch, sn, TRUE, 6); return; } else if (percent < 80) { buf_printf(output, "Object '%s' is type %s, extra flags %s.\nWeight is %d, value is %d, level is %d.\nMaterial is %s.\n", obj->name, flag_string(item_types, obj->pIndexData->item_type), flag_string(extra_flags, obj->extra_flags), obj->weight, chance < 60 ? number_range(1, 2 * obj->cost) : obj->cost, chance < 60 ? obj->level : number_range(1, 2 * obj->level), str_cmp(obj->material, "oldstyle") ? obj->material : "unknown" ); check_improve(ch, sn, TRUE, 5); return; } else if (percent < 85) buf_printf(output, "Object '%s' is type %s, extra flags %s.\nWeight is %d, value is %d, level is %d.\nMaterial is %s.\n", obj->name, flag_string(item_types, obj->pIndexData->item_type), flag_string(extra_flags, obj->extra_flags), obj->weight, obj->cost, obj->level, str_cmp(obj->material, "oldstyle") ? obj->material : "unknown" ); else buf_printf(output, "Object '%s' is type %s, extra flags %s.\nWeight is %d, value is %d, level is %d.\nMaterial is %s.\n", obj->name, flag_string(item_types, obj->pIndexData->item_type), flag_string(extra_flags, obj->extra_flags), obj->weight, obj->cost, obj->level, str_cmp(obj->material, "oldstyle") ? obj->material : "unknown" ); value0 = obj->value[0]; value1 = obj->value[1]; value2 = obj->value[2]; value3 = obj->value[3]; value4 = obj->value[4]; max_skill = skills.nused; switch (obj->pIndexData->item_type) { case ITEM_SCROLL: case ITEM_POTION: case ITEM_PILL: if (percent < 85) { value0 = number_range(1, 60); if (chance > 40) { value1 = number_range(1, (max_skill - 1)); if (chance > 60) { value2 = number_range(1, (max_skill - 1)); if (chance > 80) value3 = number_range(1, (max_skill - 1)); } } } else { if (chance > 60) { value1 = number_range(1, (max_skill - 1)); if (chance > 80) { value2 = number_range(1, (max_skill - 1)); if (chance > 95) value3 = number_range(1, (max_skill - 1)); } } } buf_printf(output, "Level %d spells of:", obj->value[0]); if (value1 >= 0) buf_printf(output, " '%s'", skill_name(value1)); if (value2 >= 0) buf_printf(output, " '%s'", skill_name(value2)); if (value3 >= 0) buf_printf(output, " '%s'", skill_name(value3)); if (value4 >= 0) buf_printf(output, " '%s'", skill_name(value4)); buf_add(output, ".\n"); break; case ITEM_WAND: case ITEM_STAFF: if (percent < 85) { value0 = number_range(1, 60); if (chance > 40) { value3 = number_range(1, (max_skill - 1)); if (chance > 60) { value2 = number_range(0, 2 * obj->value[2]); if (chance > 80) value1 = number_range(0, value2); } } } else { if (chance > 60) { value3 = number_range(1, (max_skill - 1)); if (chance > 80) { value2 = number_range(0, 2 * obj->value[2]); if (chance > 95) value1 = number_range(0, value2); } } } buf_printf(output, "Has %d(%d) charges of level %d '%s'.\n", value1, value2, value0, skill_name(value3)); break; case ITEM_WEAPON: buf_add(output, "Weapon type is "); if (percent < 85) { value0 = number_range(0, 8); if (chance > 33) { value1 = number_range(1, 2 * obj->value[1]); if (chance > 66) value2 = number_range(1, 2 * obj->value[2]); } } else { if (chance > 50) { value1 = number_range(1, 2 * obj->value[1]); if (chance > 75) value2 = number_range(1, 2 * obj->value[2]); } } buf_printf(output, "%s.\n", flag_string(weapon_class, value0)); buf_printf(output, "Damage is %dd%d (average %d).\n", value1, value2, (1 + value2) * value1 / 2); break; case ITEM_ARMOR: if (percent < 85) { if (chance > 25) { value2 = number_range(0, 2 * obj->value[2]); if (chance > 45) { value0 = number_range(0, 2 * obj->value[0]); if (chance > 65) { value3 = number_range(0, 2 * obj->value[3]); if (chance > 85) value1 = number_range(0, 2 * obj->value[1]); } } } } else { if (chance > 45) { value2 = number_range(0, 2 * obj->value[2]); if (chance > 65) { value0 = number_range(0, 2 * obj->value[0]); if (chance > 85) { value3 = number_range(0, 2 * obj->value[3]); if (chance > 95) value1 = number_range(0, 2 * obj->value[1]); } } } } buf_printf(output, "Armor class is %d pierce, %d bash, %d slash, and %d vs. magic.\n", value0, value1, value2, value3); break; } if (percent < 87) { check_improve(ch, sn, TRUE, 5); return; } if (!IS_SET(obj->extra_flags, ITEM_ENCHANTED)) format_obj_affects(output, obj->pIndexData->affected, FOA_F_NODURATION); format_obj_affects(output, obj->affected, 0); check_improve(ch, sn, TRUE, 5); } void do_lore(CHAR_DATA *ch, const char *argument) { char arg[MAX_INPUT_LENGTH]; BUFFER * output; OBJ_DATA * obj; argument = one_argument(argument, arg, sizeof(arg)); if ((obj = get_obj_carry(ch, arg)) == NULL) { char_puts("You do not have that object.\n", ch); return; } output = buf_new(-1); do_lore_raw(ch, obj, output); page_to_char(buf_string(output), ch); buf_free(output); } void do_butcher(CHAR_DATA * ch, const char *argument) { OBJ_DATA *obj; char arg[MAX_STRING_LENGTH]; OBJ_DATA *tmp_obj; OBJ_DATA *tmp_next; int sn; int chance; one_argument(argument, arg, sizeof(arg)); if (arg[0] == '\0') { char_puts("Butcher what?\n", ch); return; } if ((obj = get_obj_here(ch, arg)) == NULL) { char_puts("You do not see that here.\n", ch); return; } if (obj->pIndexData->item_type != ITEM_CORPSE_PC && obj->pIndexData->item_type != ITEM_CORPSE_NPC) { char_puts("You can't butcher that.\n", ch); return; } if (obj->carried_by != NULL) { char_puts("Put it down first.\n", ch); return; } if ((sn = sn_lookup("butcher")) < 0 || (chance = get_skill(ch, sn)) == 0) { char_puts("You don't have the precision instruments " "for that.", ch); return; } obj_from_room(obj); for (tmp_obj = obj->contains; tmp_obj != NULL; tmp_obj = tmp_next) { tmp_next = tmp_obj->next_content; obj_from_obj(tmp_obj); obj_to_room(tmp_obj, ch->in_room); } if (number_percent() < chance) { int numsteaks; int i; OBJ_DATA *steak; numsteaks = number_bits(2) + 1; act("$n butchers $P and creates $j $qj{steaks}.", ch, (const void*) numsteaks, obj, TO_ROOM); act_puts("You butcher $P and create $j $qj{steaks}.", ch, (const void*) numsteaks, obj, TO_CHAR, POS_DEAD); check_improve(ch, sn, TRUE, 1); for (i = 0; i < numsteaks; i++) { steak = create_obj_of(get_obj_index(OBJ_VNUM_STEAK), obj->short_descr); obj_to_room(steak, ch->in_room); } } else { act("You fail and destroy $p.", ch, obj, NULL, TO_CHAR); act("$n fails to butcher $p and destroys it.", ch, obj, NULL, TO_ROOM); check_improve(ch, sn, FALSE, 1); } extract_obj(obj, 0); } void do_crucify(CHAR_DATA *ch, const char *argument) { OBJ_DATA *obj; char arg[MAX_STRING_LENGTH]; OBJ_DATA *obj2, *next; OBJ_DATA *cross; int sn; int chance; AFFECT_DATA af; sn = sn_lookup("crucify"); if ((chance = get_skill(ch, sn)) == 0) { char_puts("Oh no, you can't do that.\n", ch); return; } if (is_affected(ch, sn)) { char_puts("You are not yet ready to make a sacrifice.\n", ch); return; } if (IS_PUMPED(ch) || IS_AFFECTED(ch, AFF_BERSERK) || is_affected(ch, gsn_frenzy)) { char_puts("Calm down first.\n", ch); return; } one_argument(argument, arg, sizeof(arg)); if (arg == '\0') { char_puts("Crucify what?\n", ch); return; } if ((obj = get_obj_here(ch, arg)) == NULL) { char_puts("You do not see that here.", ch); return; } if (obj->pIndexData->item_type != ITEM_CORPSE_PC && obj->pIndexData->item_type != ITEM_CORPSE_NPC) { char_puts("You cannot crucify that.\n", ch); return; } if (obj->carried_by != NULL) { char_puts("Put it down first.\n", ch); return; } obj_from_room(obj); for(obj2 = obj->contains; obj2; obj2 = next) { next = obj2->next_content; obj_from_obj(obj2); obj_to_room(obj2, ch->in_room); } if (number_percent() > chance) { act("You attempt a ritual crucification of $p, " "but fail and ruin it.", ch, obj, NULL, TO_CHAR); act("$n attempts to crucify $p, but fails and ruins it.", ch, obj, NULL, TO_ROOM); extract_obj(obj, 0); check_improve(ch, sn, FALSE, 1); } else { cross = create_obj_of(get_obj_index(OBJ_VNUM_CROSS), obj->owner); obj_to_room(cross, ch->in_room); act("With a crunch of bone and splash of blood you nail " "$p to a sacrificial cross.", ch, obj, NULL, TO_CHAR); act("With a crunch of bone and splash of blood $n nails " "$p to a sacrificial cross.", ch, obj, NULL, TO_ROOM); char_puts("You are filled with a dark energy.\n", ch); ch->hit += obj->level*3/2; af.where = TO_AFFECTS; af.type = sn; af.level = ch->level; af.duration = 15; af.modifier = UMAX(1, obj->level/8); af.bitvector = AFF_BERSERK; af.location = APPLY_HITROLL; affect_to_char(ch, &af); af.location = APPLY_DAMROLL; affect_to_char(ch, &af); af.modifier = UMAX(10, obj->level); af.location = APPLY_AC; affect_to_char(ch, &af); extract_obj(obj, 0); check_improve(ch, sn, TRUE, 1); } } void do_balance(CHAR_DATA * ch, const char *argument) { char buf[160]; int bank_g; int bank_s; if (IS_NPC(ch)) { char_puts("You don't have a bank account.\n", ch); return; } if (!IS_SET(ch->in_room->room_flags, ROOM_BANK)) { char_puts("You are not in a bank.\n", ch); return; } if (ch->pcdata->bank_s + ch->pcdata->bank_g == 0) { char_puts("You don't have any money in the bank.\n", ch); return; } bank_g = ch->pcdata->bank_g; bank_s = ch->pcdata->bank_s; snprintf(buf, sizeof(buf), "You have %s%s%s coin%s in the bank.\n", bank_g ? "%ld gold" : str_empty, (bank_g) && (bank_s) ? " and " : str_empty, bank_s ? "%ld silver" : str_empty, bank_s + bank_g > 1 ? "s" : str_empty); if (bank_g == 0) char_printf(ch, buf, bank_s); else char_printf(ch, buf, bank_g, bank_s); } void do_withdraw(CHAR_DATA * ch, const char *argument) { int amount; int fee; bool silver = FALSE; char arg[MAX_INPUT_LENGTH]; if (IS_NPC(ch)) { char_puts("You don't have a bank account.\n", ch); return; } if (!IS_SET(ch->in_room->room_flags, ROOM_BANK)) { char_puts("The mosquito by your feet " "will not give you any money.\n", ch); return; } argument = one_argument(argument, arg, sizeof(arg)); if (arg[0] == '\0') { char_puts("Withdraw how much?\n", ch); return; } amount = atoi(arg); if (amount <= 0) { char_puts("What?\n", ch); return; } if (!str_cmp(argument, "silver")) silver = TRUE; else if (str_cmp(argument, "gold") && argument[0] != '\0') { char_puts("You can withdraw gold and silver coins only.", ch); return; } if ((silver && amount > ch->pcdata->bank_s) || (!silver && amount > ch->pcdata->bank_g)) { char_puts("Sorry, we don't give loans.\n", ch); return; } fee = UMAX(1, amount * (silver ? 10 : 2) / 100); if (get_carry_weight(ch) + (amount - fee) * (silver ? 4 : 1) / 10 > can_carry_w(ch)) { char_puts("You can't carry that weight.\n", ch); return; } if (silver) { ch->silver += amount - fee; ch->pcdata->bank_s -= amount; } else { ch->gold += amount - fee; ch->pcdata->bank_g -= amount; } char_printf(ch, "Here are your %d %s coin(s), " "minus a %d coin(s) withdrawal fee.\n", amount, silver ? "silver" : "gold", fee); act("$n steps up to the teller window.", ch, NULL, NULL, TO_ROOM); } void do_deposit(CHAR_DATA * ch, const char *argument) { int amount; bool silver = FALSE; char arg[MAX_INPUT_LENGTH]; if (IS_NPC(ch)) { char_puts("You don't have a bank account.\n", ch); return; } if (!IS_SET(ch->in_room->room_flags, ROOM_BANK)) { char_puts("The ant by your feet can't carry your gold.\n", ch); return; } argument = one_argument(argument, arg, sizeof(arg)); if (arg[0] == '\0') { char_puts("Deposit how much?\n", ch); return; } amount = atoi(arg); if (amount <= 0) { char_puts("What?\n", ch); return; } if (!str_cmp(argument, "silver")) silver = TRUE; else if (str_cmp(argument, "gold") && argument[0] != '\0') { char_puts("You can deposit gold and silver coins only.", ch); return; } if ((silver && amount > ch->silver) || (!silver && amount > ch->gold)) { char_puts("That's more than you've got.\n", ch); return; } if (silver) { ch->pcdata->bank_s += amount; ch->silver -= amount; } else { ch->pcdata->bank_g += amount; ch->gold -= amount; } if (amount == 1) char_printf(ch, "Oh boy! One %s coin!\n", silver ? "silver" : "gold"); else char_printf(ch, "%d %s coins deposited. Come again soon!\n", amount, silver ? "silver" : "gold"); act("$n steps up to the teller window.", ch, NULL, NULL, TO_ROOM); } /* wear object as a secondary weapon */ void do_second_wield(CHAR_DATA * ch, const char *argument) { OBJ_DATA * obj; int skill; int wear_lev; if (get_skill(ch, gsn_second_weapon) == 0) { char_puts("You don't know how to wield a second weapon.\n", ch); return; } if (argument[0] == '\0') { char_puts("Wear which weapon in your off-hand?\n", ch); return; } obj = get_obj_carry(ch, argument); if (obj == NULL) { char_puts("You don't have that item.\n", ch); return; } if (!CAN_WEAR(obj, ITEM_WIELD)) { char_puts("You can't wield that as your second weapon.\n", ch); return; } if ((get_eq_char(ch, WEAR_SHIELD) != NULL) || (get_eq_char(ch, WEAR_HOLD) != NULL)) { char_puts("You cannot use a secondary weapon while using a shield or holding an item.\n", ch); return; } wear_lev = get_wear_level(ch, obj); if (wear_lev < obj->level) { char_printf(ch, "You must be level %d to use this object.\n", wear_lev); act("$n tries to use $p, but is too inexperienced.", ch, obj, NULL, TO_ROOM); return; } if (IS_WEAPON_STAT(obj, WEAPON_TWO_HANDS)) { char_puts("You can't dual wield two-handed weapon!\n", ch); return; } if (get_eq_char(ch, WEAR_WIELD) == NULL) { char_puts("You need to wield a primary weapon, before using a secondary one!\n", ch); return; } if (get_obj_weight(obj) > (str_app[get_curr_stat(ch, STAT_STR)].wield * 5)) { char_puts("This weapon is too heavy to be used as a secondary weapon by you.\n", ch); return; } if (!remove_obj(ch, WEAR_SECOND_WIELD, TRUE)) return; act("$n wields $p in $s off-hand.", ch, obj, NULL, TO_ROOM); act("You wield $p in your off-hand.", ch, obj, NULL, TO_CHAR); obj = equip_char(ch, obj, WEAR_SECOND_WIELD); if (obj == NULL) return; skill = get_weapon_skill(ch, get_weapon_sn(obj)); if (skill >= 100) act("$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 $p.", ch, obj, NULL, TO_CHAR); } void do_enchant(CHAR_DATA * ch, const char *argument) { OBJ_DATA * obj; int chance; int sn; int wear_level; if ((sn = sn_lookup("enchant sword")) < 0 || (chance = get_skill(ch, sn)) == 0) { char_puts("Huh?\n", ch); return; } if (argument[0] == '\0') { /* empty */ char_puts("Wear which weapon to enchant?\n", ch); return; } obj = get_obj_carry(ch, argument); if (obj == NULL) { char_puts("You don't have that item.\n", ch); return; } wear_level = get_wear_level(ch, obj); if (wear_level < obj->level) { char_printf(ch, "You must be level %d to be able to enchant this object.\n", obj->level - wear_level + ch->level); act("$n tries to enchant $p, but is too inexperienced.", ch, obj, NULL, TO_ROOM); return; } if (ch->mana < 100) { char_puts("You don't have enough mana.\n", ch); return; } WAIT_STATE(ch, SKILL(sn)->beats); if (number_percent() > chance) { char_puts("You lost your concentration.\n", ch); act("$n tries to enchant $p, but he forgets how for a moment.", ch, obj, NULL, TO_ROOM); check_improve(ch, sn, FALSE, 6); ch->mana -= 50; return; } ch->mana -= 100; spell_enchant_weapon(24, ch->level, ch, obj, TARGET_OBJ); check_improve(ch, sn, TRUE, 2); } void do_label(CHAR_DATA* ch, const char *argument) { OBJ_DATA *obj; const char *p; char obj_name[MAX_INPUT_LENGTH]; char label[MAX_INPUT_LENGTH]; if (IS_NPC(ch)) return; argument = one_argument(argument, obj_name, sizeof(obj_name)); first_arg(argument, label, sizeof(label), FALSE); if (!obj_name[0]) { char_puts("Label what?\n",ch); return; } if (!label[0]) { char_puts("How do you want to label it?\n",ch); return; } if ((obj = get_obj_carry(ch, obj_name)) == NULL) { char_puts("You don't have that object.\n", ch); return; } if (ch->pcdata->questpoints < 10) { char_puts("You do not have enough questpoints for labeling.\n", ch); return; } if ((strlen(obj->name) + strlen(label) + 2) >= MAX_STRING_LENGTH) { char_puts("You can't label this object with this label.\n", ch); return; } p = obj->name; obj->name = str_printf("%s %s", obj->name, label); free_string(p); ch->pcdata->questpoints -= 10; char_puts("Ok.\n",ch); }