/***************************************************************************
* STAR WARS REALITY 1.0 *
*--------------------------------------------------------------------------*
* Star Wars Reality Code Additions and changes from the Smaug Code *
* copyright (c) 1997 by Sean Cooper *
* -------------------------------------------------------------------------*
* Starwars and Starwars Names copyright(c) Lucas Film Ltd. *
*--------------------------------------------------------------------------*
* SMAUG 1.0 (C) 1994, 1995, 1996 by Derek Snider *
* SMAUG code team: Thoric, Altrag, Blodkai, Narn, Haus, *
* Scryn, Rennard, Swordbearer, Gorog, Grishnakh and Tricops *
* ------------------------------------------------------------------------ *
* Merc 2.1 Diku Mud improvments copyright (C) 1992, 1993 by Michael *
* Chastain, Michael Quan, and Mitchell Tse. *
* Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, *
* Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. *
* ------------------------------------------------------------------------ *
* Misc module for general commands: not skills or spells *
****************************************************************************
* Note: Most of the stuff in here would go in act_obj.c, but act_obj was *
* getting big. *
****************************************************************************/
#include <sys/types.h>
#include <stdio.h>
#include <string.h>
#include <ctype.h>
#include <time.h>
#include "mud.h"
extern int top_exit;
void do_buyhome( CHAR_DATA *ch, char *argument )
{
ROOM_INDEX_DATA *room;
AREA_DATA *pArea;
if ( !ch->in_room )
return;
if ( IS_NPC(ch) || !ch->pcdata )
return;
if ( ch->pcdata->plr_home != NULL )
{
send_to_char( "&RYou already have a home!\n\r&w", ch);
return;
}
room = ch->in_room;
for ( pArea = first_bsort; pArea; pArea = pArea->next_sort )
{
if ( room->area == pArea )
{
send_to_char( "&RThis area isn't installed yet!\n\r&w", ch);
return;
}
}
if ( !xIS_SET( room->room_flags , ROOM_EMPTY_HOME ) )
{
send_to_char( "&RThis room isn't for sale!\n\r&w", ch);
return;
}
if ( ch->gold < 100000 )
{
send_to_char( "&RThis room costs 100000 credits you don't have enough!\n\r&w", ch);
return;
}
if ( argument[0] == '\0' )
{
send_to_char( "Set the room name. A very brief single line room description.\n\r", ch );
send_to_char( "Usage: Buyhome <Room Name>\n\r", ch );
return;
}
STRFREE( room->name );
room->name = STRALLOC( argument );
ch->gold -= 100000;
xREMOVE_BIT( room->room_flags , ROOM_EMPTY_HOME );
xSET_BIT( room->room_flags , ROOM_PLR_HOME );
fold_area( room->area, room->area->filename, FALSE );
ch->pcdata->plr_home = room;
do_save( ch , "" );
}
void do_arm( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj;
int timer;
if ( IS_NPC(ch) || !ch->pcdata )
{
ch_printf( ch, "You have no idea how to do that.\n\r" );
return;
}
if ( ch->pcdata->learned[gsn_grenades] <= 0 )
{
ch_printf( ch, "You have no idea how to do that.\n\r" );
return;
}
obj = get_eq_char( ch, WEAR_HOLD );
if ( !obj || obj->item_type != ITEM_GRENADE )
{
ch_printf( ch, "You don't seem to be holding a grenade!\n\r" );
return;
}
if ( argument[0] == '\0' )
timer = 1;
else if ( is_number(argument) )
timer = abs(atoi(argument));
else
timer = 1;
obj->timer = timer;
STRFREE( obj->armed_by );
obj->armed_by = STRALLOC( ch->name );
ch_printf( ch, "You arm %s.\n\r", obj->short_descr );
act( AT_PLAIN, "$n arms $p.", ch, obj, NULL, TO_ROOM );
learn_from_success( ch , gsn_grenades );
}
void do_ammo( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *wield;
OBJ_DATA *obj;
bool checkammo = FALSE;
int charge =0;
obj = NULL;
wield = get_eq_char( ch, WEAR_WIELD );
if (wield)
{
obj = get_eq_char( ch, WEAR_DUAL_WIELD );
if (!obj)
obj = get_eq_char( ch, WEAR_HOLD );
}
else
{
wield = get_eq_char( ch, WEAR_HOLD );
obj = NULL;
}
if (!wield || wield->item_type != ITEM_WEAPON )
{
send_to_char( "&RYou don't seem to be holding a weapon.\n\r&w", ch);
return;
}
if ( wield->value[3] == WEAPON_BLASTER )
{
if ( obj && obj->item_type != ITEM_AMMO )
{
send_to_char( "&RYour hands are too full to reload your blaster.\n\r&w", ch);
return;
}
if (obj)
{
if ( obj->value[0] > wield->value[5] )
{
send_to_char( "That cartridge is too big for your blaster.", ch);
return;
}
unequip_char( ch, obj );
checkammo = TRUE;
charge = obj->value[0];
separate_obj( obj );
extract_obj( obj );
}
else
{
for ( obj = ch->last_carrying; obj; obj = obj->prev_content )
{
if ( obj->item_type == ITEM_AMMO)
{
if ( obj->value[0] > wield->value[5] )
{
send_to_char( "That cartridge is too big for your blaster.", ch);
continue;
}
checkammo = TRUE;
charge = obj->value[0];
separate_obj( obj );
extract_obj( obj );
break;
}
}
}
if (!checkammo)
{
send_to_char( "&RYou don't seem to have any ammo to reload your blaster with.\n\r&w", ch);
return;
}
ch_printf( ch, "You replace your ammunition cartridge.\n\rYour blaster is charged with %d shots at high power to %d shots on low.\n\r", charge/5, charge );
act( AT_PLAIN, "$n replaces the ammunition cell in $p.", ch, wield, NULL, TO_ROOM );
}
else if ( wield->value[3] == WEAPON_BOWCASTER )
{
if ( obj && obj->item_type != ITEM_BOLT )
{
send_to_char( "&RYour hands are too full to reload your bowcaster.\n\r&w", ch);
return;
}
if (obj)
{
if ( obj->value[0] > wield->value[5] )
{
send_to_char( "That cartridge is too big for your bowcaster.", ch);
return;
}
unequip_char( ch, obj );
checkammo = TRUE;
charge = obj->value[0];
separate_obj( obj );
extract_obj( obj );
}
else
{
for ( obj = ch->last_carrying; obj; obj = obj->prev_content )
{
if ( obj->item_type == ITEM_BOLT)
{
if ( obj->value[0] > wield->value[5] )
{
send_to_char( "That cartridge is too big for your bowcaster.", ch);
continue;
}
checkammo = TRUE;
charge = obj->value[0];
separate_obj( obj );
extract_obj( obj );
break;
}
}
}
if (!checkammo)
{
send_to_char( "&RYou don't seem to have any quarrels to reload your bowcaster with.\n\r&w", ch);
return;
}
ch_printf( ch, "You replace your quarrel pack.\n\rYour bowcaster is charged with %d energy bolts.\n\r", charge );
act( AT_PLAIN, "$n replaces the quarrels in $p.", ch, wield, NULL, TO_ROOM );
}
else
{
if ( obj && obj->item_type != ITEM_BATTERY )
{
send_to_char( "&RYour hands are too full to replace the power cell.\n\r&w", ch);
return;
}
if (obj)
{
unequip_char( ch, obj );
checkammo = TRUE;
charge = obj->value[0];
separate_obj( obj );
extract_obj( obj );
}
else
{
for ( obj = ch->last_carrying; obj; obj = obj->prev_content )
{
if ( obj->item_type == ITEM_BATTERY)
{
checkammo = TRUE;
charge = obj->value[0];
separate_obj( obj );
extract_obj( obj );
break;
}
}
}
if (!checkammo)
{
send_to_char( "&RYou don't seem to have a power cell.\n\r&w", ch);
return;
}
if (wield->value[3] == WEAPON_LIGHTSABER )
{
ch_printf( ch, "You replace your power cell.\n\rYour lightsaber is charged to %d/%d units.\n\r", charge, charge );
act( AT_PLAIN, "$n replaces the power cell in $p.", ch, wield, NULL, TO_ROOM );
act( AT_PLAIN, "$p ignites with a bright glow.", ch, wield, NULL, TO_ROOM );
}
else if (wield->value[3] == WEAPON_VIBRO_BLADE )
{
ch_printf( ch, "You replace your power cell.\n\rYour vibro-blade is charged to %d/%d units.\n\r", charge, charge );
act( AT_PLAIN, "$n replaces the power cell in $p.", ch, wield, NULL, TO_ROOM );
}
else if (wield->value[3] == WEAPON_FORCE_PIKE )
{
ch_printf( ch, "You replace your power cell.\n\rYour force-pike is charged to %d/%d units.\n\r", charge, charge );
act( AT_PLAIN, "$n replaces the power cell in $p.", ch, wield, NULL, TO_ROOM );
}
else
{
ch_printf( ch, "You feel very foolish.\n\r" );
act( AT_PLAIN, "$n tries to jam a power cell into $p.", ch, wield, NULL, TO_ROOM );
}
}
wield->value[4] = charge;
}
void do_setblaster( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *wield;
OBJ_DATA *wield2;
wield = get_eq_char( ch, WEAR_WIELD );
if( wield && !( wield->item_type == ITEM_WEAPON && wield->value[3] == WEAPON_BLASTER ) )
wield = NULL;
wield2 = get_eq_char( ch, WEAR_DUAL_WIELD );
if( wield2 && !( wield2->item_type == ITEM_WEAPON && wield2->value[3] == WEAPON_BLASTER ) )
wield2 = NULL;
if ( !wield && !wield2 )
{
send_to_char( "&RYou don't seem to be wielding a blaster.\n\r&w", ch);
return;
}
if ( argument[0] == '\0' )
{
send_to_char( "&RUsage: setblaster <full|high|normal|half|low|stun>\n\r&w", ch);
return;
}
if ( wield )
act( AT_PLAIN, "$n adjusts the settings on $p.", ch, wield, NULL, TO_ROOM );
if ( wield2 )
act( AT_PLAIN, "$n adjusts the settings on $p.", ch, wield2, NULL, TO_ROOM );
if ( !str_cmp( argument, "full" ) )
{
if (wield)
{
wield->blaster_setting = BLASTER_FULL;
send_to_char( "&YWielded blaster set to FULL Power\n\r&w", ch);
}
if (wield2)
{
wield2->blaster_setting = BLASTER_FULL;
send_to_char( "&YDual wielded blaster set to FULL Power\n\r&w", ch);
}
return;
}
if ( !str_cmp( argument, "high" ) )
{
if (wield)
{
wield->blaster_setting = BLASTER_HIGH;
send_to_char( "&YWielded blaster set to HIGH Power\n\r&w", ch);
}
if (wield2)
{
wield2->blaster_setting = BLASTER_HIGH;
send_to_char( "&YDual wielded blaster set to HIGH Power\n\r&w", ch);
}
return;
}
if ( !str_cmp( argument, "normal" ) )
{
if (wield)
{
wield->blaster_setting = BLASTER_NORMAL;
send_to_char( "&YWielded blaster set to NORMAL Power\n\r&w", ch);
}
if (wield2)
{
wield2->blaster_setting = BLASTER_NORMAL;
send_to_char( "&YDual wielded blaster set to NORMAL Power\n\r&w", ch);
}
return;
}
if ( !str_cmp( argument, "half" ) )
{
if (wield)
{
wield->blaster_setting = BLASTER_HALF;
send_to_char( "&YWielded blaster set to HALF Power\n\r&w", ch);
}
if (wield2)
{
wield2->blaster_setting = BLASTER_HALF;
send_to_char( "&YDual wielded blaster set to HALF Power\n\r&w", ch);
}
return;
}
if ( !str_cmp( argument, "low" ) )
{
if (wield)
{
wield->blaster_setting = BLASTER_LOW;
send_to_char( "&YWielded blaster set to LOW Power\n\r&w", ch);
}
if (wield2)
{
wield2->blaster_setting = BLASTER_LOW;
send_to_char( "&YDual wielded blaster set to LOW Power\n\r&w", ch);
}
return;
}
if ( !str_cmp( argument, "stun" ) )
{
if (wield)
{
wield->blaster_setting = BLASTER_STUN;
send_to_char( "&YWielded blaster set to STUN\n\r&w", ch);
}
if (wield2)
{
wield2->blaster_setting = BLASTER_STUN;
send_to_char( "&YDual wielded blaster set to STUN\n\r&w", ch);
}
return;
}
else
do_setblaster( ch , "" );
}
void do_use( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
char argd[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *device;
OBJ_DATA *obj;
ch_ret retcode;
argument = one_argument( argument, argd );
argument = one_argument( argument, arg );
if ( !str_cmp( arg , "on" ) )
argument = one_argument( argument, arg );
if ( argd[0] == '\0' )
{
send_to_char( "Use what?\n\r", ch );
return;
}
if ( ( device = get_eq_char( ch, WEAR_HOLD ) ) == NULL ||
!nifty_is_name(argd, device->name) )
{
do_takedrug( ch , argd );
return;
}
if ( device->item_type == ITEM_SPICE )
{
do_takedrug( ch , argd );
return;
}
if ( device->item_type != ITEM_DEVICE )
{
send_to_char( "You can't figure out what it is your supposed to do with it.\n\r", ch );
return;
}
if ( device->value[2] <= 0 )
{
send_to_char( "It has no more charge left.", ch);
return;
}
obj = NULL;
if ( arg[0] == '\0' )
{
if ( ch->fighting )
{
victim = who_fighting( ch );
}
else
{
send_to_char( "Use on whom or what?\n\r", ch );
return;
}
}
else
{
if ( ( victim = get_char_room ( ch, arg ) ) == NULL
&& ( obj = get_obj_here ( ch, arg ) ) == NULL )
{
send_to_char( "You can't find your target.\n\r", ch );
return;
}
}
WAIT_STATE( ch, 1 * PULSE_VIOLENCE );
if ( device->value[2] > 0 )
{
device->value[2]--;
if ( victim )
{
if ( !oprog_use_trigger( ch, device, victim, NULL, NULL ) )
{
act( AT_MAGIC, "$n uses $p on $N.", ch, device, victim, TO_ROOM );
act( AT_MAGIC, "You use $p on $N.", ch, device, victim, TO_CHAR );
}
}
else
{
if ( !oprog_use_trigger( ch, device, NULL, obj, NULL ) )
{
act( AT_MAGIC, "$n uses $p on $P.", ch, device, obj, TO_ROOM );
act( AT_MAGIC, "You use $p on $P.", ch, device, obj, TO_CHAR );
}
}
retcode = obj_cast_spell( device->value[3], device->value[0], ch, victim, obj );
if ( retcode == rCHAR_DIED || retcode == rBOTH_DIED )
{
bug( "do_use: char died", 0 );
return;
}
}
return;
}
void do_takedrug( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj;
AFFECT_DATA af;
int drug;
int sn;
if ( argument[0] == '\0' || !str_cmp(argument, "") )
{
send_to_char( "Use what?\n\r", ch );
return;
}
if ( (obj = find_obj(ch, argument, TRUE)) == NULL )
return;
if ( obj->item_type == ITEM_DEVICE )
{
send_to_char( "Try holding it first.\n\r", ch );
return;
}
if ( obj->item_type != ITEM_SPICE )
{
act( AT_ACTION, "$n looks at $p and scratches $s head.", ch, obj, NULL, TO_ROOM );
act( AT_ACTION, "You can't quite figure out what to do with $p.", ch, obj, NULL, TO_CHAR );
return;
}
separate_obj( obj );
if ( obj->in_obj )
{
act( AT_PLAIN, "You take $p from $P.", ch, obj, obj->in_obj, TO_CHAR );
act( AT_PLAIN, "$n takes $p from $P.", ch, obj, obj->in_obj, TO_ROOM );
}
if ( ch->fighting && number_percent( ) > (get_curr_dex(ch) * 2 + 48) )
{
act( AT_MAGIC, "$n accidentally drops $p rendering it useless.", ch, obj, NULL, TO_ROOM );
act( AT_MAGIC, "Oops... $p gets knocked from your hands rendering it completely useless!", ch, obj, NULL ,TO_CHAR );
}
else
{
if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) )
{
act( AT_ACTION, "$n takes $p.", ch, obj, NULL, TO_ROOM );
act( AT_ACTION, "You take $p.", ch, obj, NULL, TO_CHAR );
}
if ( IS_NPC(ch) )
{
extract_obj( obj );
return;
}
drug = obj->value[0];
WAIT_STATE( ch, PULSE_PER_SECOND/4 );
gain_condition( ch, COND_THIRST, 1 );
ch->pcdata->drug_level[drug] = UMIN(ch->pcdata->drug_level[drug]+obj->value[1] , 255);
if ( ch->pcdata->drug_level[drug] >=255
|| ch->pcdata->drug_level[drug] > ( ch->pcdata->addiction[drug]+100 ) )
{
act( AT_POISON, "$n sputters and gags.", ch, NULL, NULL, TO_ROOM );
act( AT_POISON, "You feel sick. You may have taken too much.", ch, NULL, NULL, TO_CHAR );
ch->mental_state = URANGE( 20, ch->mental_state + 5, 100 );
af.type = gsn_poison;
af.location = APPLY_INT;
af.modifier = -5;
af.duration = ch->pcdata->drug_level[drug];
af.bitvector = AFF_POISON;
affect_to_char( ch, &af );
ch->hit = 1;
}
switch (drug)
{
default:
case SPICE_GLITTERSTIM:
sn=skill_lookup("true sight");
if ( sn < MAX_SKILL && !IS_AFFECTED( ch, AFF_TRUESIGHT ) )
{
af.type = sn;
af.location = APPLY_AC;
af.modifier = -10;
af.duration = URANGE( 1, ch->pcdata->drug_level[drug] - ch->pcdata->addiction[drug] ,obj->value[1] );
af.bitvector = AFF_TRUESIGHT;
affect_to_char( ch, &af );
}
break;
case SPICE_CARSANUM:
sn=skill_lookup("sanctuary");
if ( sn < MAX_SKILL && !IS_AFFECTED( ch, AFF_SANCTUARY ) )
{
af.type = sn;
af.location = APPLY_NONE;
af.modifier = 0;
af.duration = URANGE( 1, ch->pcdata->drug_level[drug] - ch->pcdata->addiction[drug] ,obj->value[1] );
af.bitvector = AFF_SANCTUARY;
affect_to_char( ch, &af );
}
break;
case SPICE_RYLL:
af.type = -1;
af.location = APPLY_DEX;
af.modifier = 1;
af.duration = URANGE( 1, 2*(ch->pcdata->drug_level[drug] - ch->pcdata->addiction[drug]) ,2*obj->value[1] );
af.bitvector = AFF_NONE;
affect_to_char( ch, &af );
af.type = -1;
af.location = APPLY_HITROLL;
af.modifier = 1;
af.duration = URANGE( 1, 2*(ch->pcdata->drug_level[drug] - ch->pcdata->addiction[drug]) ,2*obj->value[1] );
af.bitvector = AFF_NONE;
affect_to_char( ch, &af );
break;
case SPICE_ANDRIS:
af.type = -1;
af.location = APPLY_HIT;
af.modifier = 10;
af.duration = URANGE( 1, 2*(ch->pcdata->drug_level[drug] - ch->pcdata->addiction[drug]) ,2*obj->value[1] );
af.bitvector = AFF_NONE;
affect_to_char( ch, &af );
af.type = sn;
af.location = APPLY_CON;
af.modifier = 1;
af.duration = URANGE( 1, 2*(ch->pcdata->drug_level[drug] - ch->pcdata->addiction[drug]) ,2*obj->value[1] );
af.bitvector = AFF_NONE;
affect_to_char( ch, &af );
break;
}
}
if ( cur_obj == obj->serial )
global_objcode = rOBJ_EATEN;
extract_obj( obj );
return;
}
/*
* Fill a container
* Many enhancements added by Thoric (ie: filling non-drink containers)
*/
void do_fill( CHAR_DATA *ch, char *argument )
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
OBJ_DATA *source;
sh_int dest_item, src_item1, src_item2, src_item3, src_item4;
int diff;
bool all = FALSE;
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
/* munch optional words */
if ( (!str_cmp( arg2, "from" ) || !str_cmp( arg2, "with" ))
&& argument[0] != '\0' )
argument = one_argument( argument, arg2 );
if ( arg1[0] == '\0' )
{
send_to_char( "Fill what?\n\r", ch );
return;
}
if ( ms_find_obj(ch) )
return;
if ( ( obj = get_obj_carry( ch, arg1 ) ) == NULL )
{
send_to_char( "You do not have that item.\n\r", ch );
return;
}
else
dest_item = obj->item_type;
src_item1 = src_item2 = src_item3 = src_item4 = -1;
switch( dest_item )
{
default:
act( AT_ACTION, "$n tries to fill $p... (Don't ask me how)", ch, obj, NULL, TO_ROOM );
send_to_char( "You cannot fill that.\n\r", ch );
return;
/* place all fillable item types here */
case ITEM_DRINK_CON:
src_item1 = ITEM_FOUNTAIN; break;
case ITEM_HERB_CON:
src_item1 = ITEM_HERB; src_item2 = ITEM_HERB_CON; break;
case ITEM_PIPE:
src_item1 = ITEM_HERB; src_item2 = ITEM_HERB_CON; break;
case ITEM_CONTAINER:
src_item1 = ITEM_CONTAINER; src_item2 = ITEM_CORPSE_NPC;
src_item3 = ITEM_CORPSE_PC; src_item4 = ITEM_CORPSE_NPC; break;
}
if ( dest_item == ITEM_CONTAINER )
{
if ( IS_SET(obj->value[1], CONT_CLOSED) )
{
act( AT_PLAIN, "The $d is closed.", ch, NULL, obj->name, TO_CHAR );
return;
}
if ( get_obj_weight( obj ) / obj->count
>= obj->value[0] )
{
send_to_char( "It's already full as it can be.\n\r", ch );
return;
}
}
else
{
diff = obj->value[0] - obj->value[1];
if ( diff < 1 || obj->value[1] >= obj->value[0] )
{
send_to_char( "It's already full as it can be.\n\r", ch );
return;
}
}
if ( dest_item == ITEM_PIPE
&& IS_SET( obj->value[3], PIPE_FULLOFASH ) )
{
send_to_char( "It's full of ashes, and needs to be emptied first.\n\r", ch );
return;
}
if ( arg2[0] != '\0' )
{
if ( dest_item == ITEM_CONTAINER
&& (!str_cmp( arg2, "all" ) || !str_prefix( "all.", arg2 )) )
{
all = TRUE;
source = NULL;
}
else
/* This used to let you fill a pipe from an object on the ground. Seems
to me you should be holding whatever you want to fill a pipe with.
It's nitpicking, but I needed to change it to get a mobprog to work
right. Check out Lord Fitzgibbon if you're curious. -Narn */
if ( dest_item == ITEM_PIPE )
{
if ( ( source = get_obj_carry( ch, arg2 ) ) == NULL )
{
send_to_char( "You don't have that item.\n\r", ch );
return;
}
if ( source->item_type != src_item1 && source->item_type != src_item2
&& source->item_type != src_item3 && source->item_type != src_item4 )
{
act( AT_PLAIN, "You cannot fill $p with $P!", ch, obj, source, TO_CHAR );
return;
}
}
else
{
if ( ( source = get_obj_here( ch, arg2 ) ) == NULL )
{
send_to_char( "You cannot find that item.\n\r", ch );
return;
}
}
}
else
source = NULL;
if ( !source && dest_item == ITEM_PIPE )
{
send_to_char( "Fill it with what?\n\r", ch );
return;
}
if ( !source )
{
bool found = FALSE;
OBJ_DATA *src_next;
found = FALSE;
separate_obj( obj );
for ( source = ch->in_room->first_content;
source;
source = src_next )
{
src_next = source->next_content;
if (dest_item == ITEM_CONTAINER)
{
if ( !CAN_WEAR(source, ITEM_TAKE)
|| (IS_OBJ_STAT( source, ITEM_PROTOTYPE) && !can_take_proto(ch))
|| ch->carry_weight + get_obj_weight(source) > can_carry_w(ch)
|| (get_obj_weight(source) + get_obj_weight(obj)/obj->count)
> obj->value[0] )
continue;
if ( all && arg2[3] == '.'
&& !nifty_is_name( &arg2[4], source->name ) )
continue;
obj_from_room(source);
if ( source->item_type == ITEM_MONEY )
{
ch->gold += source->value[0];
extract_obj( source );
}
else
obj_to_obj(source, obj);
found = TRUE;
}
else
if (source->item_type == src_item1
|| source->item_type == src_item2
|| source->item_type == src_item3
|| source->item_type == src_item4 )
{
found = TRUE;
break;
}
}
if ( !found )
{
switch( src_item1 )
{
default:
send_to_char( "There is nothing appropriate here!\n\r", ch );
return;
case ITEM_FOUNTAIN:
send_to_char( "There is no fountain or pool here!\n\r", ch );
return;
case ITEM_HERB_CON:
send_to_char( "There are no herbs here!\n\r", ch );
return;
case ITEM_HERB:
send_to_char( "You cannot find any smoking herbs.\n\r", ch );
return;
}
}
if (dest_item == ITEM_CONTAINER)
{
act( AT_ACTION, "You fill $p.", ch, obj, NULL, TO_CHAR );
act( AT_ACTION, "$n fills $p.", ch, obj, NULL, TO_ROOM );
return;
}
}
if (dest_item == ITEM_CONTAINER)
{
OBJ_DATA *otmp, *otmp_next;
char name[MAX_INPUT_LENGTH];
CHAR_DATA *gch;
char *pd;
bool found = FALSE;
if ( source == obj )
{
send_to_char( "You can't fill something with itself!\n\r", ch );
return;
}
switch( source->item_type )
{
default: /* put something in container */
if ( !source->in_room /* disallow inventory items */
|| !CAN_WEAR(source, ITEM_TAKE)
|| (IS_OBJ_STAT( source, ITEM_PROTOTYPE) && !can_take_proto(ch))
|| ch->carry_weight + get_obj_weight(source) > can_carry_w(ch)
|| (get_obj_weight(source) + get_obj_weight(obj)/obj->count)
> obj->value[0] )
{
send_to_char( "You can't do that.\n\r", ch );
return;
}
separate_obj( obj );
act( AT_ACTION, "You take $P and put it inside $p.", ch, obj, source, TO_CHAR );
act( AT_ACTION, "$n takes $P and puts it inside $p.", ch, obj, source, TO_ROOM );
obj_from_room(source);
obj_to_obj(source, obj);
break;
case ITEM_MONEY:
send_to_char( "You can't do that... yet.\n\r", ch );
break;
case ITEM_CORPSE_PC:
if ( IS_NPC(ch) )
{
send_to_char( "You can't do that.\n\r", ch );
return;
}
pd = source->short_descr;
pd = one_argument( pd, name );
pd = one_argument( pd, name );
pd = one_argument( pd, name );
pd = one_argument( pd, name );
if ( str_cmp( name, ch->name ) && !IS_IMMORTAL(ch) )
{
bool fGroup;
fGroup = FALSE;
for ( gch = first_char; gch; gch = gch->next )
{
if ( !IS_NPC(gch)
&& is_same_group( ch, gch )
&& !str_cmp( name, gch->name ) )
{
fGroup = TRUE;
break;
}
}
if ( !fGroup )
{
send_to_char( "That's someone else's corpse.\n\r", ch );
return;
}
}
case ITEM_CONTAINER:
if ( source->item_type == ITEM_CONTAINER /* don't remove */
&& IS_SET(source->value[1], CONT_CLOSED) )
{
act( AT_PLAIN, "The $d is closed.", ch, NULL, source->name, TO_CHAR );
return;
}
case ITEM_DROID_CORPSE:
case ITEM_CORPSE_NPC:
if ( (otmp=source->first_content) == NULL )
{
send_to_char( "It's empty.\n\r", ch );
return;
}
separate_obj( obj );
for ( ; otmp; otmp = otmp_next )
{
otmp_next = otmp->next_content;
if ( !CAN_WEAR(otmp, ITEM_TAKE)
|| (IS_OBJ_STAT( otmp, ITEM_PROTOTYPE) && !can_take_proto(ch))
|| ch->carry_number + otmp->count > can_carry_n(ch)
|| ch->carry_weight + get_obj_weight(otmp) > can_carry_w(ch)
|| (get_obj_weight(source) + get_obj_weight(obj)/obj->count)
> obj->value[0] )
continue;
obj_from_obj(otmp);
obj_to_obj(otmp, obj);
found = TRUE;
}
if ( found )
{
act( AT_ACTION, "You fill $p from $P.", ch, obj, source, TO_CHAR );
act( AT_ACTION, "$n fills $p from $P.", ch, obj, source, TO_ROOM );
}
else
send_to_char( "There is nothing appropriate in there.\n\r", ch );
break;
}
return;
}
if ( source->value[1] < 1 )
{
send_to_char( "There's none left!\n\r", ch );
return;
}
if ( source->count > 1 && source->item_type != ITEM_FOUNTAIN )
separate_obj( source );
separate_obj( obj );
switch( source->item_type )
{
default:
bug( "do_fill: got bad item type: %d", source->item_type );
send_to_char( "Something went wrong...\n\r", ch );
return;
case ITEM_FOUNTAIN:
if ( obj->value[1] != 0 && obj->value[2] != 0 )
{
send_to_char( "There is already another liquid in it.\n\r", ch );
return;
}
obj->value[2] = 0;
obj->value[1] = obj->value[0];
act( AT_ACTION, "You fill $p from $P.", ch, obj, source, TO_CHAR );
act( AT_ACTION, "$n fills $p from $P.", ch, obj, source, TO_ROOM );
return;
case ITEM_HERB:
if ( obj->value[1] != 0 && obj->value[2] != source->value[2] )
{
send_to_char( "There is already another type of herb in it.\n\r", ch );
return;
}
obj->value[2] = source->value[2];
if ( source->value[1] < diff )
diff = source->value[1];
obj->value[1] += diff;
act( AT_ACTION, "You fill $p with $P.", ch, obj, source, TO_CHAR );
act( AT_ACTION, "$n fills $p with $P.", ch, obj, source, TO_ROOM );
if ( (source->value[1] -= diff) < 1 )
extract_obj( source );
return;
case ITEM_HERB_CON:
if ( obj->value[1] != 0 && obj->value[2] != source->value[2] )
{
send_to_char( "There is already another type of herb in it.\n\r", ch );
return;
}
obj->value[2] = source->value[2];
if ( source->value[1] < diff )
diff = source->value[1];
obj->value[1] += diff;
source->value[1] -= diff;
act( AT_ACTION, "You fill $p from $P.", ch, obj, source, TO_CHAR );
act( AT_ACTION, "$n fills $p from $P.", ch, obj, source, TO_ROOM );
return;
case ITEM_DRINK_CON:
if ( obj->value[1] != 0 && obj->value[2] != source->value[2] )
{
send_to_char( "There is already another liquid in it.\n\r", ch );
return;
}
obj->value[2] = source->value[2];
if ( source->value[1] < diff )
diff = source->value[1];
obj->value[1] += diff;
source->value[1] -= diff;
act( AT_ACTION, "You fill $p from $P.", ch, obj, source, TO_CHAR );
act( AT_ACTION, "$n fills $p from $P.", ch, obj, source, TO_ROOM );
return;
}
}
void do_drink( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
int amount;
int liquid;
if ( xIS_SET(ch->bodyparts,BODY_L_HAND) || xIS_SET(ch->bodyparts,BODY_R_HAND) )
{
send_to_char( "How are you going to eat with your hands in that condition?\n\r", ch);
return;
}
if ( xIS_SET(ch->bodyparts,BODY_JAW) )
{
send_to_char( "Your mouth hurts too much to eat.\n\r", ch);
return;
}
argument = one_argument( argument, arg );
/* munch optional words */
if ( !str_cmp( arg, "from" ) && argument[0] != '\0' )
argument = one_argument( argument, arg );
if ( arg[0] == '\0' )
{
for ( obj = ch->in_room->first_content; obj; obj = obj->next_content )
if ( obj->item_type == ITEM_FOUNTAIN )
break;
if ( !obj )
{
send_to_char( "Drink what?\n\r", ch );
return;
}
}
else
{
if ( ( obj = get_obj_here( ch, arg ) ) == NULL )
{
send_to_char( "You can't find it.\n\r", ch );
return;
}
}
if ( obj->count > 1 && obj->item_type != ITEM_FOUNTAIN )
separate_obj(obj);
if ( !IS_NPC(ch) && ch->pcdata->condition[COND_DRUNK] > 40 )
{
send_to_char( "You fail to reach your mouth. *Hic*\n\r", ch );
return;
}
switch ( obj->item_type )
{
default:
if ( obj->carried_by == ch )
{
act( AT_ACTION, "$n lifts $p up to $s mouth and tries to drink from it...", ch, obj, NULL, TO_ROOM );
act( AT_ACTION, "You bring $p up to your mouth and try to drink from it...", ch, obj, NULL, TO_CHAR );
}
else
{
act( AT_ACTION, "$n gets down and tries to drink from $p... (Is $e feeling ok?)", ch, obj, NULL, TO_ROOM );
act( AT_ACTION, "You get down on the ground and try to drink from $p...", ch, obj, NULL, TO_CHAR );
}
break;
case ITEM_POTION:
if ( obj->carried_by == ch )
do_quaff( ch, obj->name );
else
send_to_char( "You're not carrying that.\n\r", ch );
break;
case ITEM_FOUNTAIN:
if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) )
{
act( AT_ACTION, "$n drinks from the fountain.", ch, NULL, NULL, TO_ROOM );
send_to_char( "You take a long thirst quenching drink.\n\r", ch );
}
if ( !IS_NPC(ch) )
ch->pcdata->condition[COND_THIRST] = 40;
break;
case ITEM_DRINK_CON:
if ( obj->value[1] <= 0 )
{
send_to_char( "It is already empty.\n\r", ch );
return;
}
if ( ( liquid = obj->value[2] ) >= LIQ_MAX )
{
bug( "Do_drink: bad liquid number %d.", liquid );
liquid = obj->value[2] = 0;
}
if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) )
{
act( AT_ACTION, "$n drinks $T from $p.",
ch, obj, liq_table[liquid].liq_name, TO_ROOM );
act( AT_ACTION, "You drink $T from $p.",
ch, obj, liq_table[liquid].liq_name, TO_CHAR );
}
amount = 1; /* UMIN(amount, obj->value[1]); */
/* what was this? concentrated drinks? concentrated water
too I suppose... sheesh! */
gain_condition( ch, COND_DRUNK, amount * liq_table[liquid].liq_affect[COND_DRUNK ] );
gain_condition( ch, COND_FULL, amount * liq_table[liquid].liq_affect[COND_FULL ] );
gain_condition( ch, COND_THIRST, amount * liq_table[liquid].liq_affect[COND_THIRST ] );
if ( !IS_NPC(ch) )
{
if ( ch->pcdata->condition[COND_DRUNK] > 24 )
send_to_char( "You feel quite sloshed.\n\r", ch );
else if ( ch->pcdata->condition[COND_DRUNK] > 18 )
send_to_char( "You feel very drunk.\n\r", ch );
else if ( ch->pcdata->condition[COND_DRUNK] > 12 )
send_to_char( "You feel drunk.\n\r", ch );
else if ( ch->pcdata->condition[COND_DRUNK] > 8 )
send_to_char( "You feel a little drunk.\n\r", ch );
else if ( ch->pcdata->condition[COND_DRUNK] > 5 )
send_to_char( "You feel light headed.\n\r", ch );
if ( ch->pcdata->condition[COND_FULL] > 40 )
send_to_char( "You are full.\n\r", ch );
if ( ch->pcdata->condition[COND_THIRST] > 40 )
send_to_char( "You feel bloated.\n\r", ch );
else if ( ch->pcdata->condition[COND_THIRST] > 36 )
send_to_char( "Your stomach is sloshing around.\n\r", ch );
else if ( ch->pcdata->condition[COND_THIRST] > 30 )
send_to_char( "You do not feel thirsty.\n\r", ch );
}
if ( obj->value[3] )
{
/* The drink was poisoned! */
AFFECT_DATA af;
act( AT_POISON, "$n sputters and gags.", ch, NULL, NULL, TO_ROOM );
act( AT_POISON, "You sputter and gag.", ch, NULL, NULL, TO_CHAR );
ch->mental_state = URANGE( 20, ch->mental_state + 5, 100 );
af.type = gsn_poison;
af.duration = 3 * obj->value[3];
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_POISON;
affect_join( ch, &af );
}
obj->value[1] -= amount;
break;
}
WAIT_STATE(ch, PULSE_PER_SECOND );
return;
}
void do_eat( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj;
ch_ret retcode;
int foodcond;
if ( argument[0] == '\0' )
{
send_to_char( "Eat what?\n\r", ch );
return;
}
if ( IS_NPC(ch) || ch->pcdata->condition[COND_FULL] > 5 )
if ( ms_find_obj(ch) )
return;
if ( (obj = find_obj(ch, argument, TRUE)) == NULL )
return;
if ( !IS_IMMORTAL(ch) )
{
if ( obj->item_type != ITEM_FOOD
&& obj->item_type != ITEM_PILL
&& obj->item_type != ITEM_CONTRACEPTIVE )
{
act( AT_ACTION, "$n starts to nibble on $p... ($e must really be hungry)", ch, obj, NULL, TO_ROOM );
act( AT_ACTION, "You try to nibble on $p...", ch, obj, NULL, TO_CHAR );
return;
}
if ( xIS_SET(ch->bodyparts,BODY_L_HAND) || xIS_SET(ch->bodyparts,BODY_R_HAND) )
{
send_to_char( "How are you going to eat with your hands in that condition?\n\r", ch);
return;
}
if ( xIS_SET(ch->bodyparts,BODY_JAW) )
{
send_to_char( "Your mouth hurts too much to eat.\n\r", ch);
return;
}
if ( !IS_NPC(ch) && ch->pcdata->condition[COND_FULL] > 40 )
{
send_to_char( "You are too full to eat more.\n\r", ch );
return;
}
}
/* required due to object grouping */
separate_obj( obj );
WAIT_STATE( ch, PULSE_PER_SECOND/2 );
if ( obj->in_obj )
{
act( AT_PLAIN, "You take $p from $P.", ch, obj, obj->in_obj, TO_CHAR );
act( AT_PLAIN, "$n takes $p from $P.", ch, obj, obj->in_obj, TO_ROOM );
}
if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) )
{
if ( !obj->action_desc || obj->action_desc[0]=='\0' )
{
act( AT_ACTION, "$n eats $p.", ch, obj, NULL, TO_ROOM );
act( AT_ACTION, "You eat $p.", ch, obj, NULL, TO_CHAR );
}
else
actiondesc( ch, obj, NULL );
}
switch ( obj->item_type )
{
case ITEM_FOOD:
if ( obj->timer > 0 && obj->value[1] > 0 )
foodcond = (obj->timer * 10) / obj->value[1];
else
foodcond = 10;
if ( !IS_NPC(ch) )
{
int condition;
condition = ch->pcdata->condition[COND_FULL];
gain_condition( ch, COND_FULL, (obj->value[0] * foodcond) / 10 );
if ( condition <= 1 && ch->pcdata->condition[COND_FULL] > 1 )
send_to_char( "You are no longer hungry.\n\r", ch );
else if ( ch->pcdata->condition[COND_FULL] > 40 )
send_to_char( "You are full.\n\r", ch );
}
if ( obj->value[3] != 0
|| (foodcond < 4 && number_range( 0, foodcond + 1 ) == 0) )
{
/* The food was poisoned! */
AFFECT_DATA af;
if ( obj->value[3] != 0 )
{
act( AT_POISON, "$n chokes and gags.", ch, NULL, NULL, TO_ROOM );
act( AT_POISON, "You choke and gag.", ch, NULL, NULL, TO_CHAR );
ch->mental_state = URANGE( 20, ch->mental_state + 5, 100 );
}
else
{
act( AT_POISON, "$n gags on $p.", ch, obj, NULL, TO_ROOM );
act( AT_POISON, "You gag on $p.", ch, obj, NULL, TO_CHAR );
ch->mental_state = URANGE( 15, ch->mental_state + 5, 100 );
}
af.type = gsn_poison;
af.duration = 2 * obj->value[0]
* (obj->value[3] > 0 ? obj->value[3] : 1);
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_POISON;
affect_join( ch, &af );
}
break;
case ITEM_CONTRACEPTIVE:
{
AFFECT_DATA af;
if ( IS_AFFECTED(ch, AFF_CONTRACEPTION) )
break;
if (ch->sex != SEX_FEMALE) break;
af.type = -1;
af.duration = 24;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_CONTRACEPTION;
affect_join( ch, &af );
bug("Contraceptive",0);
break;
}
case ITEM_PILL:
/* allow pills to fill you, if so desired */
if ( !IS_NPC(ch) && obj->value[4] )
{
int condition;
condition = ch->pcdata->condition[COND_FULL];
gain_condition( ch, COND_FULL, obj->value[4] );
if ( condition <= 1 && ch->pcdata->condition[COND_FULL] > 1 )
send_to_char( "You are no longer hungry.\n\r", ch );
else if ( ch->pcdata->condition[COND_FULL] > 40 && !IS_SET( ch->pcdata->cyber , CYBER_REACTOR) )
send_to_char( "You are full.\n\r", ch );
}
retcode = obj_cast_spell( obj->value[1], obj->value[0], ch, ch, NULL );
if ( retcode == rNONE )
retcode = obj_cast_spell( obj->value[2], obj->value[0], ch, ch, NULL );
if ( retcode == rNONE )
retcode = obj_cast_spell( obj->value[3], obj->value[0], ch, ch, NULL );
break;
}
if ( obj->serial == cur_obj )
global_objcode = rOBJ_EATEN;
extract_obj( obj );
return;
}
void do_quaff( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj;
ch_ret retcode;
if ( xIS_SET(ch->bodyparts,BODY_L_HAND) || xIS_SET(ch->bodyparts,BODY_R_HAND) )
{
send_to_char( "How are you going to eat with your hands in that condition?\n\r", ch);
return;
}
if ( xIS_SET(ch->bodyparts,BODY_JAW) )
{
send_to_char( "Your mouth hurts too much to eat.\n\r", ch);
return;
}
if ( argument[0] == '\0' || !str_cmp(argument, "") )
{
send_to_char( "Quaff what?\n\r", ch );
return;
}
if ( (obj = find_obj(ch, argument, TRUE)) == NULL )
return;
if ( obj->item_type != ITEM_POTION )
{
if ( obj->item_type == ITEM_DRINK_CON )
do_drink( ch, obj->name );
else
{
act( AT_ACTION, "$n lifts $p up to $s mouth and tries to drink from it...", ch, obj, NULL, TO_ROOM );
act( AT_ACTION, "You bring $p up to your mouth and try to drink from it...", ch, obj, NULL, TO_CHAR );
}
return;
}
/*
* Fullness checking -Thoric
*/
if ( !IS_NPC(ch) && !IS_SET( ch->pcdata->cyber, CYBER_REACTOR)
&& ( ch->pcdata->condition[COND_FULL] >= 48
|| ch->pcdata->condition[COND_THIRST] >= 48 ) )
{
send_to_char( "Your stomach cannot contain any more.\n\r", ch );
return;
}
/* People with nuisance flag feels up quicker. -- Shaddai */
/* Yeah so I can't spell I'm a coder :P --Shaddai */
/* You are now adept at feeling up quickly! -- Blod */
if ( !IS_NPC(ch) && ch->pcdata->nuisance &&
ch->pcdata->nuisance->flags > 3
&&(ch->pcdata->condition[COND_FULL]>=(48-(3*ch->pcdata->nuisance->flags)+
ch->pcdata->nuisance->power)
||ch->pcdata->condition[COND_THIRST]>=(48-(ch->pcdata->nuisance->flags)+
ch->pcdata->nuisance->power)))
{
send_to_char( "Your stomach cannot contain any more.\n\r", ch );
return;
}
separate_obj( obj );
if ( obj->in_obj )
{
act( AT_PLAIN, "You take $p from $P.", ch, obj, obj->in_obj, TO_CHAR );
act( AT_PLAIN, "$n takes $p from $P.", ch, obj, obj->in_obj, TO_ROOM );
}
/*
* If fighting, chance of dropping potion -Thoric
*/
if ( ch->fighting && number_percent( ) > (get_curr_dex(ch) * 2 + 48) )
{
act( AT_MAGIC, "$n accidentally drops $p and it smashes into a thousand fragments.", ch, obj, NULL, TO_ROOM );
act( AT_MAGIC, "Oops... $p gets knocked from your hands and smashes into pieces!", ch, obj, NULL ,TO_CHAR );
}
else
{
if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) )
{
act( AT_ACTION, "$n quaffs $p.", ch, obj, NULL, TO_ROOM );
act( AT_ACTION, "You quaff $p.", ch, obj, NULL, TO_CHAR );
}
WAIT_STATE( ch, PULSE_PER_SECOND/4 );
gain_condition( ch, COND_THIRST, 1 );
retcode = obj_cast_spell( obj->value[1], obj->value[0], ch, ch, NULL );
if ( retcode == rNONE )
retcode = obj_cast_spell( obj->value[2], obj->value[0], ch, ch, NULL );
if ( retcode == rNONE )
retcode = obj_cast_spell( obj->value[3], obj->value[0], ch, ch, NULL );
}
if ( cur_obj == obj->serial )
global_objcode = rOBJ_QUAFFED;
extract_obj( obj );
return;
}
/*
* Function to handle the state changing of a triggerobject (lever) -Thoric
*/
void pullorpush( CHAR_DATA *ch, OBJ_DATA *obj, bool pull )
{
char buf[MAX_STRING_LENGTH];
CHAR_DATA *rch;
bool isup;
ROOM_INDEX_DATA *room, *to_room;
EXIT_DATA *pexit, *pexit_rev;
int edir;
char *txt;
if ( IS_SET( obj->value[0], TRIG_UP ) )
isup = TRUE;
else
isup = FALSE;
switch( obj->item_type )
{
default:
sprintf( buf, "You can't %s that!\n\r", pull ? "pull" : "push" );
send_to_char( buf, ch );
return;
break;
case ITEM_BUTTON:
if ( (!pull && isup) || (pull & !isup) )
{
sprintf( buf, "It is already %s.\n\r", isup ? "in" : "out" );
send_to_char( buf, ch );
return;
}
break;
}
if( (pull) && IS_SET(obj->pIndexData->progtypes,PULL_PROG) )
{
if ( !IS_SET(obj->value[0], TRIG_AUTORETURN ) )
REMOVE_BIT( obj->value[0], TRIG_UP );
oprog_pull_trigger( ch, obj );
return;
}
if( (!pull) && IS_SET(obj->pIndexData->progtypes,PUSH_PROG) )
{
if ( !IS_SET(obj->value[0], TRIG_AUTORETURN ) )
SET_BIT( obj->value[0], TRIG_UP );
oprog_push_trigger( ch, obj );
return;
}
if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) )
{
sprintf( buf, "$n %s $p.", pull ? "pulls" : "pushes" );
act( AT_ACTION, buf, ch, obj, NULL, TO_ROOM );
sprintf( buf, "You %s $p.", pull ? "pull" : "push" );
act( AT_ACTION, buf, ch, obj, NULL, TO_CHAR );
}
if ( !IS_SET(obj->value[0], TRIG_AUTORETURN ) )
{
if ( pull )
REMOVE_BIT( obj->value[0], TRIG_UP );
else
SET_BIT( obj->value[0], TRIG_UP );
}
if ( IS_SET( obj->value[0], TRIG_RAND4 )
|| IS_SET( obj->value[0], TRIG_RAND6 ) )
{
int maxd;
if ( ( room = get_room_index( obj->value[1] ) ) == NULL )
{
bug( "PullOrPush: obj points to invalid room %d", obj->value[1] );
return;
}
if ( IS_SET( obj->value[0], TRIG_RAND4 ) )
maxd = 3;
else
maxd = 5;
randomize_exits( room, maxd );
for ( rch = room->first_person; rch; rch = rch->next_in_room )
{
send_to_char( "You hear a loud rumbling sound.\n\r", rch );
send_to_char( "Something seems different...\n\r", rch );
}
}
if ( IS_SET( obj->value[0], TRIG_DOOR ) )
{
room = get_room_index( obj->value[1] );
if ( !room )
room = obj->in_room;
if ( !room )
{
bug( "PullOrPush: obj points to invalid room %d", obj->value[1] );
return;
}
if ( IS_SET( obj->value[0], TRIG_D_NORTH ) )
{
edir = DIR_NORTH;
txt = "to the north";
}
else
if ( IS_SET( obj->value[0], TRIG_D_SOUTH ) )
{
edir = DIR_SOUTH;
txt = "to the south";
}
else
if ( IS_SET( obj->value[0], TRIG_D_EAST ) )
{
edir = DIR_EAST;
txt = "to the east";
}
else
if ( IS_SET( obj->value[0], TRIG_D_WEST ) )
{
edir = DIR_WEST;
txt = "to the west";
}
else
if ( IS_SET( obj->value[0], TRIG_D_UP ) )
{
edir = DIR_UP;
txt = "from above";
}
else
if ( IS_SET( obj->value[0], TRIG_D_DOWN ) )
{
edir = DIR_DOWN;
txt = "from below";
}
else
{
bug( "PullOrPush: door: no direction flag set.", 0 );
return;
}
pexit = get_exit( room, edir );
if ( !pexit )
{
if ( !IS_SET( obj->value[0], TRIG_PASSAGE ) )
{
bug( "PullOrPush: obj points to non-exit %d", obj->value[1] );
return;
}
to_room = get_room_index( obj->value[2] );
if ( !to_room )
{
bug( "PullOrPush: dest points to invalid room %d", obj->value[2] );
return;
}
pexit = make_exit( room, to_room, edir );
pexit->keyword = STRALLOC( "" );
pexit->description = STRALLOC( "" );
pexit->key = -1;
pexit->exit_info = 0;
top_exit++;
act( AT_PLAIN, "A passage opens!", ch, NULL, NULL, TO_CHAR );
act( AT_PLAIN, "A passage opens!", ch, NULL, NULL, TO_ROOM );
return;
}
if ( IS_SET( obj->value[0], TRIG_UNLOCK )
&& IS_SET( pexit->exit_info, EX_LOCKED) )
{
REMOVE_BIT(pexit->exit_info, EX_LOCKED);
act( AT_PLAIN, "You hear a faint click $T.", ch, NULL, txt, TO_CHAR );
act( AT_PLAIN, "You hear a faint click $T.", ch, NULL, txt, TO_ROOM );
if ( ( pexit_rev = pexit->rexit ) != NULL
&& pexit_rev->to_room == ch->in_room )
REMOVE_BIT( pexit_rev->exit_info, EX_LOCKED );
return;
}
if ( IS_SET( obj->value[0], TRIG_LOCK )
&& !IS_SET( pexit->exit_info, EX_LOCKED) )
{
SET_BIT(pexit->exit_info, EX_LOCKED);
act( AT_PLAIN, "You hear a faint click $T.", ch, NULL, txt, TO_CHAR );
act( AT_PLAIN, "You hear a faint click $T.", ch, NULL, txt, TO_ROOM );
if ( ( pexit_rev = pexit->rexit ) != NULL
&& pexit_rev->to_room == ch->in_room )
SET_BIT( pexit_rev->exit_info, EX_LOCKED );
return;
}
if ( IS_SET( obj->value[0], TRIG_OPEN )
&& IS_SET( pexit->exit_info, EX_CLOSED) )
{
REMOVE_BIT(pexit->exit_info, EX_CLOSED);
for ( rch = room->first_person; rch; rch = rch->next_in_room )
act( AT_ACTION, "The $d opens.", rch, NULL, pexit->keyword, TO_CHAR );
if ( ( pexit_rev = pexit->rexit ) != NULL
&& pexit_rev->to_room == ch->in_room )
{
REMOVE_BIT( pexit_rev->exit_info, EX_CLOSED );
for ( rch = to_room->first_person; rch; rch = rch->next_in_room )
act( AT_ACTION, "The $d opens.", rch, NULL, pexit_rev->keyword, TO_CHAR );
}
return;
}
if ( IS_SET( obj->value[0], TRIG_CLOSE )
&& !IS_SET( pexit->exit_info, EX_CLOSED) )
{
SET_BIT(pexit->exit_info, EX_CLOSED);
for ( rch = room->first_person; rch; rch = rch->next_in_room )
act( AT_ACTION, "The $d closes.", rch, NULL, pexit->keyword, TO_CHAR );
if ( ( pexit_rev = pexit->rexit ) != NULL
&& pexit_rev->to_room == ch->in_room )
{
SET_BIT( pexit_rev->exit_info, EX_CLOSED );
for ( rch = to_room->first_person; rch; rch = rch->next_in_room )
act( AT_ACTION, "The $d closes.", rch, NULL, pexit_rev->keyword, TO_CHAR );
}
return;
}
}
}
void do_pull( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Pull what?\n\r", ch );
return;
}
if ( ms_find_obj(ch) )
return;
if ( ( obj = get_obj_here( ch, arg ) ) == NULL )
{
act( AT_PLAIN, "I see no $T here.", ch, NULL, arg, TO_CHAR );
return;
}
pullorpush( ch, obj, TRUE );
}
void do_push( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Push what?\n\r", ch );
return;
}
if ( ms_find_obj(ch) )
return;
if ( ( obj = get_obj_here( ch, arg ) ) == NULL )
{
act( AT_PLAIN, "I see no $T here.", ch, NULL, arg, TO_CHAR );
return;
}
pullorpush( ch, obj, FALSE );
}
/* pipe commands (light, tamp, smoke) by Thoric */
void do_tamp( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *pipe;
char arg[MAX_INPUT_LENGTH];
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Tamp what?\n\r", ch );
return;
}
if ( ms_find_obj(ch) )
return;
if ( (pipe = get_obj_carry( ch, arg )) == NULL )
{
send_to_char( "You aren't carrying that.\n\r", ch );
return;
}
if ( pipe->item_type != ITEM_PIPE )
{
send_to_char( "You can't tamp that.\n\r", ch );
return;
}
if ( !IS_SET( pipe->value[3], PIPE_TAMPED ) )
{
act( AT_ACTION, "You gently tamp $p.", ch, pipe, NULL, TO_CHAR );
act( AT_ACTION, "$n gently tamps $p.", ch, pipe, NULL, TO_ROOM );
SET_BIT( pipe->value[3], PIPE_TAMPED );
return;
}
send_to_char( "It doesn't need tamping.\n\r", ch );
}
void do_smoke( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *pipe;
char arg[MAX_INPUT_LENGTH];
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Smoke what?\n\r", ch );
return;
}
if ( ms_find_obj(ch) )
return;
if ( (pipe = get_obj_carry( ch, arg )) == NULL )
{
send_to_char( "You aren't carrying that.\n\r", ch );
return;
}
if ( pipe->item_type != ITEM_PIPE )
{
act( AT_ACTION, "You try to smoke $p... but it doesn't seem to work.", ch, pipe, NULL, TO_CHAR );
act( AT_ACTION, "$n tries to smoke $p... (I wonder what $e's been putting his $s pipe?)", ch, pipe, NULL, TO_ROOM );
return;
}
if ( !IS_SET( pipe->value[3], PIPE_LIT ) )
{
act( AT_ACTION, "You try to smoke $p, but it's not lit.", ch, pipe, NULL, TO_CHAR );
act( AT_ACTION, "$n tries to smoke $p, but it's not lit.", ch, pipe, NULL, TO_ROOM );
return;
}
if ( pipe->value[1] > 0 )
{
if ( !oprog_use_trigger( ch, pipe, NULL, NULL, NULL ) )
{
act( AT_ACTION, "You draw thoughtfully from $p.", ch, pipe, NULL, TO_CHAR );
act( AT_ACTION, "$n draws thoughtfully from $p.", ch, pipe, NULL, TO_ROOM );
}
if ( IS_VALID_HERB( pipe->value[2] ) && pipe->value[2] < top_herb )
{
int sn = pipe->value[2] + TYPE_HERB;
SKILLTYPE *skill = get_skilltype( sn );
WAIT_STATE( ch, skill->beats );
if ( skill->spell_fun )
obj_cast_spell( sn, UMIN(skill->min_level, ch->top_level),
ch, ch, NULL );
if ( obj_extracted( pipe ) )
return;
}
else
bug( "do_smoke: bad herb type %d", pipe->value[2] );
SET_BIT( pipe->value[3], PIPE_HOT );
if ( --pipe->value[1] < 1 )
{
REMOVE_BIT( pipe->value[3], PIPE_LIT );
SET_BIT( pipe->value[3], PIPE_DIRTY );
SET_BIT( pipe->value[3], PIPE_FULLOFASH );
}
}
}
void do_light( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *pipe;
char arg[MAX_INPUT_LENGTH];
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Light what?\n\r", ch );
return;
}
if ( ms_find_obj(ch) )
return;
if ( (pipe = get_obj_carry( ch, arg )) == NULL )
{
send_to_char( "You aren't carrying that.\n\r", ch );
return;
}
if ( pipe->item_type != ITEM_PIPE )
{
send_to_char( "You can't light that.\n\r", ch );
return;
}
if ( !IS_SET( pipe->value[3], PIPE_LIT ) )
{
if ( pipe->value[1] < 1 )
{
act( AT_ACTION, "You try to light $p, but it's empty.", ch, pipe, NULL, TO_CHAR );
act( AT_ACTION, "$n tries to light $p, but it's empty.", ch, pipe, NULL, TO_ROOM );
return;
}
act( AT_ACTION, "You carefully light $p.", ch, pipe, NULL, TO_CHAR );
act( AT_ACTION, "$n carefully lights $p.", ch, pipe, NULL, TO_ROOM );
SET_BIT( pipe->value[3], PIPE_LIT );
return;
}
send_to_char( "It's already lit.\n\r", ch );
}
void do_empty( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj;
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if ( !str_cmp( arg2, "into" ) && argument[0] != '\0' )
argument = one_argument( argument, arg2 );
if ( arg1[0] == '\0' )
{
send_to_char( "Empty what?\n\r", ch );
return;
}
if ( ms_find_obj(ch) )
return;
if ( (obj = get_obj_carry( ch, arg1 )) == NULL )
{
send_to_char( "You aren't carrying that.\n\r", ch );
return;
}
if ( obj->count > 1 )
separate_obj(obj);
switch( obj->item_type )
{
default:
act( AT_ACTION, "You shake $p in an attempt to empty it...", ch, obj, NULL, TO_CHAR );
act( AT_ACTION, "$n begins to shake $p in an attempt to empty it...", ch, obj, NULL, TO_ROOM );
return;
case ITEM_PIPE:
act( AT_ACTION, "You gently tap $p and empty it out.", ch, obj, NULL, TO_CHAR );
act( AT_ACTION, "$n gently taps $p and empties it out.", ch, obj, NULL, TO_ROOM );
REMOVE_BIT( obj->value[3], PIPE_FULLOFASH );
REMOVE_BIT( obj->value[3], PIPE_LIT );
obj->value[1] = 0;
return;
case ITEM_DRINK_CON:
if ( obj->value[1] < 1 )
{
send_to_char( "It's already empty.\n\r", ch );
return;
}
act( AT_ACTION, "You empty $p.", ch, obj, NULL, TO_CHAR );
act( AT_ACTION, "$n empties $p.", ch, obj, NULL, TO_ROOM );
obj->value[1] = 0;
return;
case ITEM_CONTAINER:
if ( IS_SET(obj->value[1], CONT_CLOSED) )
{
act( AT_PLAIN, "The $d is closed.", ch, NULL, obj->name, TO_CHAR );
return;
}
if ( !obj->first_content )
{
send_to_char( "It's already empty.\n\r", ch );
return;
}
if ( arg2[0] == '\0' )
{
if ( xIS_SET( ch->in_room->room_flags, ROOM_NODROP )
|| ( !IS_NPC(ch) && IS_SET( ch->act, PLR_LITTERBUG ) ) )
{
set_char_color( AT_MAGIC, ch );
send_to_char( "A magical force stops you!\n\r", ch );
set_char_color( AT_TELL, ch );
send_to_char( "Someone tells you, 'No littering here!'\n\r", ch );
return;
}
if ( xIS_SET( ch->in_room->room_flags, ROOM_NODROPALL ) )
{
send_to_char( "You can't seem to do that here...\n\r", ch );
return;
}
if ( empty_obj( obj, NULL, ch->in_room ) )
{
act( AT_ACTION, "You empty $p.", ch, obj, NULL, TO_CHAR );
act( AT_ACTION, "$n empties $p.", ch, obj, NULL, TO_ROOM );
if ( IS_SET( sysdata.save_flags, SV_DROP ) )
save_char_obj( ch );
}
else
send_to_char( "Hmmm... didn't work.\n\r", ch );
}
else
{
OBJ_DATA *dest = get_obj_here( ch, arg2 );
if ( !dest )
{
send_to_char( "You can't find it.\n\r", ch );
return;
}
if ( dest == obj )
{
send_to_char( "You can't empty something into itself!\n\r", ch );
return;
}
if ( dest->item_type != ITEM_CONTAINER )
{
send_to_char( "That's not a container!\n\r", ch );
return;
}
if ( IS_SET(dest->value[1], CONT_CLOSED) )
{
act( AT_PLAIN, "The $d is closed.", ch, NULL, dest->name, TO_CHAR );
return;
}
separate_obj( dest );
if ( empty_obj( obj, dest, NULL ) )
{
act( AT_ACTION, "You empty $p into $P.", ch, obj, dest, TO_CHAR );
act( AT_ACTION, "$n empties $p into $P.", ch, obj, dest, TO_ROOM );
if ( !dest->carried_by
&& IS_SET( sysdata.save_flags, SV_PUT ) )
save_char_obj( ch );
}
else
act( AT_ACTION, "$P is too full.", ch, obj, dest, TO_CHAR );
}
return;
}
}
/*
* Apply a salve/ointment -Thoric
*/
void do_apply( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj;
ch_ret retcode;
if ( argument[0] == '\0' )
{
send_to_char( "Apply what?\n\r", ch );
return;
}
if ( ms_find_obj(ch) )
return;
if ( ( obj = get_obj_carry( ch, argument ) ) == NULL )
{
send_to_char( "You do not have that.\n\r", ch );
return;
}
if ( obj->item_type != ITEM_SALVE )
{
act( AT_ACTION, "$n starts to rub $p on $mself...", ch, obj, NULL, TO_ROOM );
act( AT_ACTION, "You try to rub $p on yourself...", ch, obj, NULL, TO_CHAR );
return;
}
separate_obj( obj );
--obj->value[1];
if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) )
{
if ( !obj->action_desc || obj->action_desc[0]=='\0' )
{
act( AT_ACTION, "$n rubs $p onto $s body.", ch, obj, NULL, TO_ROOM );
if ( obj->value[1] <= 0 )
act( AT_ACTION, "You apply the last of $p onto your body.", ch, obj, NULL, TO_CHAR );
else
act( AT_ACTION, "You apply $p onto your body.", ch, obj, NULL, TO_CHAR );
}
else
actiondesc( ch, obj, NULL );
}
WAIT_STATE( ch, obj->value[2] );
retcode = obj_cast_spell( obj->value[4], obj->value[0], ch, ch, NULL );
if ( retcode == rNONE )
retcode = obj_cast_spell( obj->value[5], obj->value[0], ch, ch, NULL );
if ( !obj_extracted(obj) && obj->value[1] <= 0 )
extract_obj( obj );
return;
}
void actiondesc( CHAR_DATA *ch, OBJ_DATA *obj, void *vo )
{
char charbuf[MAX_STRING_LENGTH];
char roombuf[MAX_STRING_LENGTH];
char *srcptr = obj->action_desc;
char *charptr = charbuf;
char *roomptr = roombuf;
/* const char *ichar;
const char *iroom;*/
const char *ichar = "You";
const char *iroom = "Someone";
while ( *srcptr != '\0' )
{
if ( *srcptr == '$' )
{
srcptr++;
switch ( *srcptr )
{
case 'e':
ichar = "you";
iroom = "$e";
break;
case 'm':
ichar = "you";
iroom = "$m";
break;
case 'n':
ichar = "you";
iroom = "$n";
break;
case 's':
ichar = "your";
iroom = "$s";
break;
/*case 'q':
iroom = "s";
break;*/
default:
srcptr--;
*charptr++ = *srcptr;
*roomptr++ = *srcptr;
break;
}
}
else if ( *srcptr == '%' && *++srcptr == 's' )
{
ichar = "You";
iroom = IS_NPC( ch ) ? ch->short_descr : ch->name;
}
else
{
*charptr++ = *srcptr;
*roomptr++ = *srcptr;
srcptr++;
continue;
}
while ( ( *charptr = *ichar ) != '\0' )
{
charptr++;
ichar++;
}
while ( ( *roomptr = *iroom ) != '\0' )
{
roomptr++;
iroom++;
}
srcptr++;
}
*charptr = '\0';
*roomptr = '\0';
/*
sprintf( buf, "Charbuf: %s", charbuf );
log_string_plus( buf, LOG_HIGH, LEVEL_LESSER );
sprintf( buf, "Roombuf: %s", roombuf );
log_string_plus( buf, LOG_HIGH, LEVEL_LESSER );
*/
switch( obj->item_type )
{
case ITEM_FOUNTAIN:
act( AT_ACTION, charbuf, ch, obj, ch, TO_CHAR );
act( AT_ACTION, roombuf, ch, obj, ch, TO_ROOM );
return;
case ITEM_DRINK_CON:
act( AT_ACTION, charbuf, ch, obj, liq_table[obj->value[2]].liq_name, TO_CHAR );
act( AT_ACTION, roombuf, ch, obj, liq_table[obj->value[2]].liq_name, TO_ROOM );
return;
case ITEM_PIPE:
return;
case ITEM_ARMOR:
case ITEM_WEAPON:
case ITEM_LIGHT:
act( AT_ACTION, charbuf, ch, obj, ch, TO_CHAR );
act( AT_ACTION, roombuf, ch, obj, ch, TO_ROOM );
return;
case ITEM_FOOD:
case ITEM_CONTRACEPTIVE:
case ITEM_PILL:
act( AT_ACTION, charbuf, ch, obj, ch, TO_CHAR );
act( AT_ACTION, roombuf, ch, obj, ch, TO_ROOM );
return;
default:
return;
}
return;
}
void do_hail( CHAR_DATA *ch , char *argument )
{
char buf[MAX_STRING_LENGTH];
char arg[MAX_STRING_LENGTH];
char arg2[MAX_STRING_LENGTH];
int vnum;
ROOM_INDEX_DATA *room;
SHIP_DATA *target;
SHIP_DATA *ship;
argument = one_argument( argument, arg );
strcpy( arg2, argument );
if ( !ch->in_room )
return;
if ( ch->position < POS_FIGHTING )
{
send_to_char( "You might want to stop fighting first!\n\r", ch );
return;
}
if ( arg[0] != '\0' )
{
if ( (ship = ship_from_cockpit(ch->in_room->vnum) ) == NULL )
{
send_to_char("&RYou must be in the cockpit of a ship to do that!\n\r",ch);
return;
}
if ( arg2[0] == '\0' )
{
send_to_char( "&RUsage: hail <ship> <message>\n\r&w", ch);
return;
}
if ( !ship->starsystem )
{
send_to_char( "&RYou need to launch first!\n\r&w", ch);
return;
}
target = get_ship_here(arg,ship->starsystem);
if ( target == NULL )
{
send_to_char("&RThat ship isn't here!\n\r",ch);
return;
}
if ( target == ship )
{
send_to_char("&RWhy don't you just say it?\n\r",ch);
return;
}
if ( ( abs(target->vx - ship->vx) > 100*((ship->comm)+(target->comm)+20) )
|| ( abs(target->vy - ship->vy) > 100*((ship->comm)+(target->comm)+20) )
|| ( abs(target->vz - ship->vz) > 100*((ship->comm)+(target->comm)+20) ) )
{
send_to_char("&RThat ship is out of the range of your comm system.\n\r&w", ch);
return;
}
strcpy( buf , "You hail the " );
strcat( buf , target->name );
strcat( buf , ": &C" );
strcat( buf , arg2 );
strcat( buf , "&w\n\r" );
echo_to_ship( AT_WHITE , ship , buf);
strcpy( buf , ship->name );
strcat( buf , " hails you: &C" );
strcat( buf , arg2 );
strcat( buf , "&w\n\r" );
echo_to_ship( AT_WHITE , target , buf);
return;
}
if ( ch->position < POS_STANDING )
{
send_to_char( "You might want to stand up first!\n\r", ch );
return;
}
if ( xIS_SET( ch->in_room->room_flags , ROOM_INDOORS ) )
{
send_to_char( "You'll have to go outside to do that!\n\r", ch );
return;
}
if ( xIS_SET( ch->in_room->room_flags , ROOM_SPACECRAFT ) )
{
send_to_char( "You can't do that on spacecraft!\n\r", ch );
return;
}
vnum = ch->in_room->vnum;
for ( vnum = ch->in_room->area->low_r_vnum ; vnum <= ch->in_room->area->hi_r_vnum ; vnum++ )
{
room = get_room_index ( vnum );
if ( room != NULL )
{
if ( xIS_SET(room->room_flags , ROOM_HOTEL ) && !xIS_SET(room->room_flags, ROOM_HOUSE ) )
break;
else
room = NULL;
}
}
if ( room == NULL )
{
send_to_char( "The Hover Taxi Arrives.\n\r", ch );
send_to_char( "But he informs &RYou&w there are not any hotels around.\n\r", ch );
return;
}
sprintf(buf, "%s hails a Hover Taxi and drives off to %s.\n\r", ch->name, room->name );
act( AT_ACTION, buf, ch, NULL, NULL, TO_ROOM );
char_from_room( ch );
char_to_room( ch, room );
ch_printf( ch, "A Hover Taxi picks you up and drives you to %s.\n\r",
room->name );
act( AT_ACTION, "$n $T", ch, NULL, "arrives on a Hover Taxi, gets out and pays the driver before it leaves.", TO_ROOM );
do_look( ch, "auto" );
}
void do_train( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *mob;
bool tfound = FALSE;
bool successful = FALSE;
if ( IS_NPC(ch) )
return;
strcpy( arg, argument );
switch( ch->substate )
{
default:
if ( arg[0] == '\0' )
{
send_to_char( "Train what?\n\r", ch );
send_to_char( "\n\rChoices: strength, intelligence, wisdom, dexterity, constitution or charisma\n\r", ch );
return;
}
if ( !IS_AWAKE(ch) )
{
send_to_char( "In your dreams, or what?\n\r", ch );
return;
}
for ( mob = ch->in_room->first_person; mob; mob = mob->next_in_room )
{
if ( IS_NPC(mob) && IS_SET(mob->act, ACT_TRAIN) )
{
tfound = TRUE;
break;
}
}
if ( (!mob) || (!tfound) )
{
send_to_char( "You can't do that here.\n\r", ch );
return;
}
if ( str_cmp( arg, "str" ) && str_cmp( arg, "strength" )
&& str_cmp( arg, "dex" ) && str_cmp( arg, "dexterity" )
&& str_cmp( arg, "con" ) && str_cmp( arg, "constitution" )
&& str_cmp( arg, "cha" ) && str_cmp( arg, "charisma" )
&& str_cmp( arg, "wis" ) && str_cmp( arg, "wisdom" )
&& str_cmp( arg, "int" ) && str_cmp( arg, "intelligence" ) )
{
do_train ( ch , "" );
return;
}
if ( !str_cmp( arg, "str" ) || !str_cmp( arg, "strength" ) )
{
if( mob->perm_str <= ch->perm_str
/* || ch->perm_str >= 20 + race_table[ch->race]->str_plus */
|| ch->perm_str >= GET_MAX_STR(ch)
|| ch->perm_str >= 25 )
{
act( AT_TELL, "$n tells you 'I cannot help you... you are already stronger than I.'",
mob, NULL, ch, TO_VICT );
return;
}
send_to_char("&GYou begin your weight training.\n\r", ch);
}
if ( !str_cmp( arg, "dex" ) || !str_cmp( arg, "dexterity" ) )
{
if( mob->perm_dex <= ch->perm_dex
/* || ch->perm_dex >= 20 + race_table[ch->race]->dex_plus */
|| ch->perm_dex >= GET_MAX_DEX(ch)
|| ch->perm_dex >= 25 )
{
act( AT_TELL, "$n tells you 'I cannot help you... you are already more dextrous than I.'",
mob, NULL, ch, TO_VICT );
return;
}
send_to_char("&GYou begin to work at some challenging tests of coordination.\n\r", ch);
}
if ( !str_cmp( arg, "int" ) || !str_cmp( arg, "intelligence" ) )
{
if( mob->perm_int <= ch->perm_int
/*|| ch->perm_int >= 20 + race_table[ch->race]->int_plus */
|| ch->perm_int >= GET_MAX_INT(ch)
|| ch->perm_int >= 25 )
{
act( AT_TELL, "$n tells you 'I cannot help you... you are already more educated than I.'",
mob, NULL, ch, TO_VICT );
return;
}
send_to_char("&GYou begin your studies.\n\r", ch);
}
if ( !str_cmp( arg, "wis" ) || !str_cmp( arg, "wisdom" ) )
{
if( mob->perm_wis <= ch->perm_wis
/*|| ch->perm_wis >= 20 + race_table[ch->race]->wis_plus */
|| ch->perm_wis >= GET_MAX_WIS(ch)
|| ch->perm_wis >= 25 )
{
act( AT_TELL, "$n tells you 'I cannot help you... you are already far wiser than I.'",
mob, NULL, ch, TO_VICT );
return;
}
send_to_char("&GYou begin contemplating several ancient texts in an effort to gain wisdom.\n\r", ch);
}
if ( !str_cmp( arg, "con" ) || !str_cmp( arg, "constitution" ) )
{
if( mob->perm_con <= ch->perm_con
/*|| ch->perm_con >= 20 + race_table[ch->race]->con_plus */
|| ch->perm_con >= GET_MAX_CON(ch)
|| ch->perm_con >= 25 )
{
act( AT_TELL, "$n tells you 'I cannot help you... you are already healthier than I.'",
mob, NULL, ch, TO_VICT );
return;
}
send_to_char("&GYou begin your endurance training.\n\r", ch);
}
if ( !str_cmp( arg, "cha" ) || !str_cmp( arg, "charisma" ) )
{
if( mob->perm_cha <= ch->perm_cha
/*|| ch->perm_cha >= 20 + race_table[ch->race]->cha_plus */
|| ch->perm_cha >= GET_MAX_CHA(ch)
|| ch->perm_cha >= 25 )
{
act( AT_TELL, "$n tells you 'I cannot help you... you already are more charming than I.'",
mob, NULL, ch, TO_VICT );
return;
}
send_to_char("&GYou begin lessons in manners and refinement.\n\r", ch);
}
add_timer ( ch , TIMER_DO_FUN , 10 , do_train , 1 );
ch->dest_buf = str_dup(arg);
return;
case 1:
if ( !ch->dest_buf )
return;
strcpy(arg, ch->dest_buf);
DISPOSE( ch->dest_buf);
break;
case SUB_TIMER_DO_ABORT:
DISPOSE( ch->dest_buf );
ch->substate = SUB_NONE;
send_to_char("&RYou fail to complete your training.\n\r", ch);
return;
}
ch->substate = SUB_NONE;
/* if ( number_bits ( 2 ) == 0 )
{
successful = TRUE;
}*/
successful = TRUE;
if ( !str_cmp( arg, "str" ) || !str_cmp( arg, "strength" ) )
{
if ( !successful )
{
send_to_char("&RYou feel that you have wasted a lot of energy for nothing...\n\r", ch);
return;
}
send_to_char("&GAfter much exercise you feel a little stronger.\n\r", ch);
ch->perm_str++;
return;
}
if ( !str_cmp( arg, "dex" ) || !str_cmp( arg, "dexterity" ) )
{
if ( !successful )
{
send_to_char("&RAfter all that training, you still feel like a clutz...\n\r", ch);
return;
}
send_to_char("&GAfter working hard at many challenging tasks you feel a bit more coordinated.\n\r", ch);
ch->perm_dex++;
return;
}
if ( !str_cmp( arg, "int" ) || !str_cmp( arg, "intelligence" ) )
{
if ( !successful )
{
send_to_char("&RHitting the books leaves you only with sore eyes...\n\r", ch);
return;
}
send_to_char("&GAfter much study you feel a little more intellegent.\n\r", ch);
ch->perm_int++;
return;
}
if ( !str_cmp( arg, "wis" ) || !str_cmp( arg, "wisdom" ) )
{
if ( !successful )
{
send_to_char("&RStudying the ancient texts has left you more confused than wise...\n\r", ch);
return;
}
send_to_char("&GAfter contemplating several seemingly meaningless events you suddenly \n\rreceive a flash of insight into the workings of the universe.\n\r", ch);
ch->perm_wis++;
return;
}
if ( !str_cmp( arg, "con" ) || !str_cmp( arg, "constitution" ) )
{
if ( !successful )
{
send_to_char("&RYou spend long a long aerobics session exersising very hard but finish\n\rfeeling only tired and out of breath....\n\r", ch);
return;
}
send_to_char("&GAfter a long tiring exersise session you feel much healthier than before.\n\r", ch);
ch->perm_con++;
return;
}
if ( !str_cmp( arg, "cha" ) || !str_cmp( arg, "charisma" ) )
{
if ( !successful )
{
send_to_char("&RYou finish your self improvement session feeling a little depressed.\n\r", ch);
return;
}
send_to_char("&GYou spend some time focusing on how to improve your personality and feel \n\rmuch better about yourself and the ways others see you.\n\r", ch);
ch->perm_cha++;
return;
}
}
void do_suicide( CHAR_DATA *ch, char *argument )
{
char logbuf[MAX_STRING_LENGTH];
char arg[MAX_STRING_LENGTH];
if ( IS_NPC(ch) || !ch->pcdata )
{
send_to_char( "Yeah right!\n\r", ch );
return;
}
if ( argument[0] == '\0' )
{
send_to_char( "&RIf you really want to delete this character type suicide and your password.\n\r", ch );
send_to_char( "&RWith an optional phrase after the password for your own custom suicide message.\n\r",ch);
return;
}
argument = one_argument(argument, arg);
if ( strcmp( crypt( arg, ch->pcdata->pwd ), ch->pcdata->pwd ) )
{
send_to_char( "Sorry wrong password.\n\r", ch );
sprintf( logbuf , "%s attempting to commit suicide... WRONG PASSWORD!" , ch->name );
log_string( logbuf );
return;
}
if ( argument[0] == '\0' )
{
act( AT_BLOOD, "With a sad determination and trembling hands you slit your own throat!", ch, NULL, NULL, TO_CHAR );
act( AT_BLOOD, "Cold shivers run down your spine as you watch $n slit $s own throat!", ch, NULL, NULL, TO_ROOM );
}
else
{
act( AT_BLOOD, "$G $T", ch, NULL, argument, TO_ROOM );
act( AT_BLOOD, "$G $T", ch, NULL, argument, TO_CHAR );
}
sprintf( logbuf , "%s has commited suicide." , ch->name );
log_string( logbuf );
set_cur_char(ch);
raw_kill( ch, ch );
}
void do_bank( CHAR_DATA *ch, char *argument )
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
char arg3[MAX_INPUT_LENGTH];
long amount = 0;
argument = one_argument( argument , arg1 );
argument = one_argument( argument , arg2 );
argument = one_argument( argument , arg3 );
if ( IS_NPC(ch) || !ch->pcdata )
return;
if (!ch->in_room || !xIS_SET(ch->in_room->room_flags, ROOM_BANK) )
{
send_to_char( "You must be in a bank to do that!\n\r", ch );
return;
}
if ( arg1[0] == '\0' )
{
if ( ch->pcdata->clan )
{ ch_printf(ch,"To Deposit/Withdraw from clan funds:\n\rUsage: BANK clan <deposit|withdraw|ballance> [amount]\n\r"); }
send_to_char( "Usage: BANK <deposit|withdraw|ballance> [amount]\n\r", ch );
return;
}
if ( !str_cmp( arg1 , "clan" ) )
{
CLAN_DATA * clan;
if ( !ch->pcdata->clan )
{
send_to_char( "Your not in a clan.\n\r",ch);
return;
}
if (arg3[0] != '\0' )
amount = atoi(arg3);
clan = ch->pcdata->clan;
if ( !str_prefix( arg2 , "deposit" ) )
{
if ( amount <= 0 )
{
send_to_char( "You may only deposit amounts greater than zero.\n\r", ch );
do_bank( ch , "" );
return;
}
if ( ch->gold < amount )
{
send_to_char( "You don't have that many credits on you.\n\r", ch );
return;
}
ch->gold -= amount;
clan->funds += amount;
ch_printf( ch , "You deposit %ld credits into your clans account.\n\r" ,amount );
return;
}
else if ( !str_prefix( arg2 , "withdraw" ) )
{
if ( !ch->pcdata->clan )
{
send_to_char( "Your not in a clan.\n\r",ch);
return;
}
if ( (ch->pcdata && ch->pcdata->bestowments
&& is_name("withdraw", ch->pcdata->bestowments))
|| !str_cmp( ch->name, ch->pcdata->clan->leader ))
;
else
{
send_to_char( "&RYour organization hasn't seen fit to bestow you with that ability." ,ch );
return;
}
if ( amount <= 0 )
{
send_to_char( "You may only withdraw amounts greater than zero.\n\r", ch );
do_bank( ch , "" );
return;
}
if ( clan->funds < amount )
{
send_to_char( "Your clan doesn't have that many credits in its account.\n\r", ch );
return;
}
ch->gold += amount;
clan->funds -= amount;
ch_printf( ch , "You withdraw %ld credits from your clans account.\n\r" ,amount );
return;
}
else if ( !str_prefix( arg2 , "ballance" ) )
{
if ( !ch->pcdata->clan )
{
send_to_char( "Your not in a clan.\n\r",ch);
return;
}
ch_printf( ch , "Your clan has %ld credits in its account.\n\r" , clan->funds );
return;
}
else
{
do_bank( ch , "" );
return;
}
}
else {
if (arg2[0] != '\0' )
amount = atoi(arg2);
if ( !str_prefix( arg1 , "deposit" ) )
{
if ( amount <= 0 )
{
send_to_char( "You may only deposit amounts greater than zero.\n\r", ch );
do_bank( ch , "" );
return;
}
if ( ch->gold < amount )
{
send_to_char( "You don't have that many credits on you.\n\r", ch );
return;
}
ch->gold -= amount;
ch->pcdata->bank += amount;
ch_printf( ch , "You deposit %ld credits into your account.\n\r" ,amount );
return;
}
else if ( !str_prefix( arg1 , "withdraw" ) )
{
if ( amount <= 0 )
{
send_to_char( "You may only withdraw amounts greater than zero.\n\r", ch );
do_bank( ch , "" );
return;
}
if ( ch->pcdata->bank < amount )
{
send_to_char( "You don't have that many credits in your account.\n\r", ch );
return;
}
ch->gold += amount;
ch->pcdata->bank -= amount;
ch_printf( ch , "You withdraw %ld credits from your account.\n\r" ,amount );
return;
}
else if ( !str_prefix( arg1 , "ballance" ) )
{
ch_printf( ch , "You have %ld credits in your account.\n\r" , ch->pcdata->bank );
return;
}
else
{
do_bank( ch , "" );
return;
}
}
}
void do_rap( CHAR_DATA *ch, char *argument )
{
EXIT_DATA *pexit;
char arg [ MAX_INPUT_LENGTH ];
char buf [ MAX_INPUT_LENGTH ];
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Rap on what?\n\r", ch );
return;
}
if ( ch->fighting )
{
send_to_char( "You have better things to do with your hands right now.\n\r", ch );
return;
}
if ( ( pexit = get_exit(ch->in_room,get_dir(arg) )) != NULL)
{
ROOM_INDEX_DATA *to_room;
EXIT_DATA *pexit_rev;
char *keyword;
if ( (to_room = pexit->to_room) != NULL && xIS_SET( to_room->room_flags , ROOM_EMPTY_HOME ) )
{
send_to_char( "No Need to use the intercom, nobody lives there!\n\r", ch);
return;
}
else if ( (to_room = pexit->to_room) != NULL
&& !xIS_SET(to_room->room_flags,ROOM_PLR_HOME)
&& !xIS_SET(to_room->room_flags,ROOM_HOUSE) )
{
send_to_char( "Nobody Owns That Home!\n\r", ch);
return;
}
keyword = capitalize( dir_name[pexit->vdir] );
act( AT_ACTION, "You use the intercom to the $d.", ch, NULL, keyword, TO_CHAR );
act( AT_ACTION, "$n uses the intercom to the $d.", ch, NULL, keyword, TO_ROOM );
if ( (to_room = pexit->to_room) != NULL && (pexit_rev = pexit->rexit) != NULL
&& pexit_rev->to_room == ch->in_room )
{
sprintf( buf, "%s uses the intercom from outside!\n\r", ch->name );
echo_to_room( AT_ACTION , to_room , buf );
ch->buzzedfrom = ch->in_room->vnum;
ch->buzzed = pexit->to_room->vnum;
}
}
else
{
send_to_char("There is no home there!\n\r",ch);
}
return;
}
void do_invite( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
ROOM_INDEX_DATA *room;
CHAR_DATA *rch;
one_argument( argument, arg );
if (IS_NPC(ch))
return;
if ( arg[0] == '\0' )
{
send_to_char( "invite whom?\n\r", ch );
return;
}
if ( ch->fighting )
{
send_to_char( "You have better things to do with your hands right now.\n\r", ch );
return;
}
if (!xIS_SET(ch->in_room->room_flags,ROOM_HOUSE) )
{
if (ch->pcdata->plr_home && ch->pcdata->plr_home->vnum != ch->in_room->vnum)
{
send_to_char("You do not own this home",ch);
return;
}
}
else
{
HOME_DATA *home;
if ( ( home = home_from_entrance(ch->in_room->vnum) ) == NULL )
{
bug("No Home here(%d)",ch->in_room->vnum,0);
return;
}
if ( home && !check_member(ch,home))
{
send_to_char("You do not own this home",ch);
return;
}
}
rch = get_char_world(ch, arg);
if (!rch)
{
send_to_char("There is no-one there!\n\r",ch);
return;
}
if ( !rch->buzzed || !rch->buzzedfrom )
return;
if ( rch->buzzed != ch->in_room->vnum || rch->buzzedfrom != rch->in_room->vnum )
{
ch_printf(ch,"%s doesn't want in!\n\r", he_she[rch->sex] );
return;
}
room = ch->in_room;
ch_printf( rch, "%s invites you in!\n\r", ch->name );
ch_printf( ch, "You invite %s in!\n\r", rch->name );
char_from_room( rch );
char_to_room( rch , ch->in_room );
act( AT_ACTION, "$N gets invited into $n's room!", ch, NULL, rch, TO_NOTVICT);
return;
}
void do_sellhome( CHAR_DATA *ch, char *argument )
{
ROOM_INDEX_DATA *room;
if ( !ch->in_room )
return;
if ( IS_NPC(ch) || !ch->pcdata )
return;
if ( ch->pcdata->plr_home == NULL )
{
send_to_char( "&RYou do not have a home to sell!\n\r&w", ch);
return;
}
if ( ch->pcdata->plr_home )
{
ch->gold += 75000;
room = ch->pcdata->plr_home;
STRFREE( room->name );
room->name = STRALLOC( "An Empty Apartment" );
xREMOVE_BIT( room->room_flags , ROOM_PLR_HOME );
xSET_BIT( room->room_flags , ROOM_EMPTY_HOME );
fold_area( room->area, room->area->filename, FALSE );
ch->pcdata->plr_home = NULL;
}
do_save( ch , "" );
}
void do_cyber(CHAR_DATA *ch, char *argument)
{
CHAR_DATA *mob;
char arg[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
int cost;
if ( IS_NPC(ch) )
return;
/* check for surgeon */
for ( mob = ch->in_room->first_person; mob; mob = mob->next_in_room )
{
if ( IS_NPC(mob) && IS_SET(mob->act, ACT_IS_SURGEON) )
break;
}
/* if there are no surgeon, display the characters enhancements*/
if ( mob == NULL )
{
sprintf(buf, "Cyber Parts:\n\r %s\n\r",
cyber_bit_name(ch->pcdata->cyber));
send_to_char(buf,ch);
return;
}
one_argument(argument,arg);
/* if there are a surgeon, give a list*/
if (arg[0] == '\0')
{
/* display price list */
do_say( mob, "I have these parts in stock:" );
do_say( mob," comm : Internal Comm Unit 750000 creds");
do_say( mob," eyes : Infrared Eyes 1000000 creds");
do_say( mob," legs : Cyber Replacements 1250000 creds");
do_say( mob," reflex : Augmented Reflexes 1500000 creds");
do_say( mob," mind : Internal Computer 1600000 creds");
do_say( mob," muscle : Augmented Muscles 1600000 creds");
do_say( mob," chest : External Chest Plating 1750000 creds");
do_say( mob," reactor : Internal Reactor 2000000 creds");
do_say( mob," sterile : cybernetic sterliation 1150000 creds");
do_say( mob," Type cyber <type> to buy one, or help cyber to get more info.");
return;
}
/* Lets see what the character wants to have */
if (!str_prefix(arg,"comm"))
{
cost = 750000;
if (cost > (ch->gold))
{
do_say( mob, "You do not have enough creds for my services." );
return;
}
if (IS_SET(ch->pcdata->cyber,CYBER_COMM))
{
do_say(mob,"You already got that part." );
return;
}
SET_BIT (ch->pcdata->cyber, CYBER_COMM );
}
else if (!str_prefix(arg,"eyes"))
{
cost = 1000000;
if (cost > (ch->gold))
{
do_say( mob, "You do not have enough creds for my services." );
return;
}
if (IS_SET(ch->pcdata->cyber,CYBER_EYES))
{
do_say(mob,"You already got that part." );
return;
}
SET_BIT (ch->pcdata->cyber, CYBER_EYES );
ch->affected_by = AFF_INFRARED;
}
else if (!str_prefix(arg,"legs"))
{
cost = 1250000;
if (cost > (ch->gold))
{
do_say( mob, "You do not have enough creds for my services." );
return;
}
if (IS_SET(ch->pcdata->cyber,CYBER_LEGS))
{
do_say(mob,"You already got that part." );
return;
}
SET_BIT (ch->pcdata->cyber, CYBER_LEGS );
ch->max_move += number_range ( 200 , 500 );
}
else if (!str_prefix(arg,"chest"))
{
cost = 1750000;
if (cost > (ch->gold))
{
do_say( mob, "You do not have enough creds for my services." );
return;
}
if (IS_SET(ch->pcdata->cyber,CYBER_CHEST))
{
do_say(mob,"You already got that part." );
return;
}
SET_BIT (ch->pcdata->cyber, CYBER_CHEST );
}
else if (!str_prefix(arg,"reflex"))
{
cost = 1500000;
if (cost > (ch->gold))
{
do_say( mob, "You do not have enough creds for my services." );
return;
}
if (IS_SET(ch->pcdata->cyber,CYBER_REFLEXES))
{
do_say(mob,"You already got that part." );
return;
}
SET_BIT (ch->pcdata->cyber, CYBER_REFLEXES );
}
else if (!str_prefix(arg,"reactor"))
{
cost = 2000000;
if (cost > (ch->gold))
{
do_say( mob, "You do not have enough creds for my services." );
return;
}
if (IS_SET(ch->pcdata->cyber,CYBER_REACTOR))
{
do_say(mob,"You already got that part." );
return;
}
SET_BIT (ch->pcdata->cyber, CYBER_REACTOR );
}
else if (!str_prefix(arg,"mind"))
{
cost = 450000;
if (cost > (ch->gold))
{
do_say( mob, "You do not have enough creds for my services." );
return;
}
if (IS_SET(ch->pcdata->cyber,CYBER_MIND))
{
do_say(mob,"You already got that part." );
return;
}
SET_BIT (ch->pcdata->cyber, CYBER_MIND );
}
else if (!str_prefix(arg,"muscle"))
{
cost = 1600000;
if (cost > (ch->gold))
{
do_say( mob, "You do not have enough creds for my services." );
return;
}
if (IS_SET(ch->pcdata->cyber,CYBER_STRENGTH))
{
do_say(mob,"You already got that part." );
return;
}
SET_BIT (ch->pcdata->cyber, CYBER_STRENGTH );
}
else if (!str_prefix(arg,"sterile"))
{
cost = 1150000;
if (cost > (ch->gold))
{
do_say( mob, "You do not have enough creds for my services.");
return;
}
if (IS_SET(ch->pcdata->cyber,CYBER_STERILE))
{
do_say(mob,"You already have had that operation");
return;
}
SET_BIT(ch->pcdata->cyber,CYBER_STERILE);
}
else
{
do_say( mob, "Type 'cyber' for a list of cybernetics." );
return;
}
WAIT_STATE(ch,PULSE_VIOLENCE);
ch->gold -= cost;
do_say( mob,"There we go, better then then the original." );
}
void do_homeid( CHAR_DATA *ch, char *argument )
{
HOME_DATA * home;
if ( !ch->in_room )
return;
if ( IS_NPC(ch) || !ch->pcdata )
return;
if ( ch->pcdata->plr_home != NULL )
ch_printf( ch, "Your home ID number is %d.\n\r" , ch->pcdata->plr_home->vnum );
if ( ( home = home_from_vnum( ch->in_room->vnum ) ) != NULL )
ch_printf( ch, "You are in a home now (%s).\n\r" , home->name );
else
ch_printf( ch, "You are not in a home right now.\n\r" );
}
/*
* Extended Bitvector Routines -Thoric
*/
/* check to see if the extended bitvector is completely empty */
bool ext_is_empty( EXT_BV *bits )
{
int x;
for ( x = 0; x < XBI; x++ )
if ( bits->bits[x] != 0 )
return FALSE;
return TRUE;
}
void ext_clear_bits( EXT_BV *bits )
{
int x;
for ( x = 0; x < XBI; x++ )
bits->bits[x] = 0;
}
/* for use by xHAS_BITS() -- works like IS_SET() */
int ext_has_bits( EXT_BV *var, EXT_BV *bits )
{
int x, bit;
for ( x = 0; x < XBI; x++ )
if ( (bit=(var->bits[x] & bits->bits[x])) != 0 )
return bit;
return 0;
}
/* for use by xSAME_BITS() -- works like == */
bool ext_same_bits( EXT_BV *var, EXT_BV *bits )
{
int x;
for ( x = 0; x < XBI; x++ )
if ( var->bits[x] != bits->bits[x] )
return FALSE;
return TRUE;
}
/* for use by xSET_BITS() -- works like SET_BIT() */
void ext_set_bits( EXT_BV *var, EXT_BV *bits )
{
int x;
for ( x = 0; x < XBI; x++ )
var->bits[x] |= bits->bits[x];
}
/* for use by xREMOVE_BITS() -- works like REMOVE_BIT() */
void ext_remove_bits( EXT_BV *var, EXT_BV *bits )
{
int x;
for ( x = 0; x < XBI; x++ )
var->bits[x] &= ~(bits->bits[x]);
}
/* for use by xTOGGLE_BITS() -- works like TOGGLE_BIT() */
void ext_toggle_bits( EXT_BV *var, EXT_BV *bits )
{
int x;
for ( x = 0; x < XBI; x++ )
var->bits[x] ^= bits->bits[x];
}
/*
* Read an extended bitvector from a file. -Thoric
*/
EXT_BV fread_bitvector( FILE *fp )
{
EXT_BV ret;
int c, x = 0;
int num = 0;
memset( &ret, '\0', sizeof(ret) );
for ( ;; )
{
num = fread_number(fp);
if ( x < XBI )
ret.bits[x] = num;
++x;
if ( (c=getc(fp)) != '&' )
{
ungetc(c, fp);
break;
}
}
return ret;
}
/* return a string for writing a bitvector to a file */
char *print_bitvector( EXT_BV *bits )
{
static char buf[XBI * 12];
char *p = buf;
int x, cnt = 0;
for ( cnt = XBI-1; cnt > 0; cnt-- )
if ( bits->bits[cnt] )
break;
for ( x = 0; x <= cnt; x++ )
{
sprintf(p, "%d", bits->bits[x]);
p += strlen(p);
if ( x < cnt )
*p++ = '&';
}
*p = '\0';
return buf;
}
/*
* Write an extended bitvector to a file -Thoric
*/
void fwrite_bitvector( EXT_BV *bits, FILE *fp )
{
fputs( print_bitvector(bits), fp );
}
EXT_BV meb( int bit )
{
EXT_BV bits;
xCLEAR_BITS(bits);
if ( bit >= 0 )
xSET_BIT(bits, bit);
return bits;
}
EXT_BV multimeb( int bit, ... )
{
EXT_BV bits;
va_list param;
int b;
xCLEAR_BITS(bits);
if ( bit < 0 )
return bits;
xSET_BIT(bits, bit);
va_start(param, bit);
while ((b = va_arg(param, int)) != -1)
xSET_BIT(bits, b);
va_end(param);
return bits;
}
void do_clone( CHAR_DATA *ch, char *argument )
{
long credits;
long quest;
char clanname[MAX_STRING_LENGTH];
char bestowments[MAX_STRING_LENGTH];
int flags,bank;
ROOM_INDEX_DATA *home;
MOB_INDEX_DATA *vendor;
int package,value;
bool success = TRUE;
if ( IS_NPC(ch) )
{
ch_printf( ch, "Yeah right!\n\r" );
return;
}
if ( ch->in_room->vnum != 10001 )
{
ch_printf( ch, "You can't do that here!\n\r" );
return;
}
if ( argument[0] == '\0' )
{
ch_printf( ch, "Syntax: clone [Package #]\n\r");
ch_printf( ch, "Please Choose a cloning Package.\n\r" );
ch_printf( ch, "At this time we have the following packages:\n\r" );
ch_printf( ch, "[ 1000] [Package 1] Back Room Job.\n\r");
ch_printf( ch, "\tHigh chance of failed Cloning\n\r");
ch_printf( ch, "\tLeaves Nothing For The New Clone\n\r");
ch_printf( ch, "[ 30000] [Package 2] Cloning By Interns.\n\r");
ch_printf( ch, "\tAverage chance of failed Cloning\n\r");
ch_printf( ch, "\tLeaves the new clone 1k credits and a comlink\n\r");
ch_printf(ch, "&B[&W 75000&B]&W &B[&WPackage 3&B]&W Cloning By New Doctors\n\r");
ch_printf(ch, "\tBelow Average chance of failed Cloning(Thats good)\n\r");
ch_printf( ch, "[100000] [Package 4] Cloning By Respectable Scientits.\n\r");
ch_printf( ch, "\tNext to no chance of failed Cloning\n\r");
ch_printf( ch, "\tLeaves the new clone 10k credits, a comlink, and a blaster \n\r");
return;
}
if ( argument[0] != '\0' )
{
value = atoi(argument);
if ( value == 1 )
{
if ( ch->gold < 1000 )
{
ch_printf( ch, "You don't have enough credits... You need %d.\n\r" , 1000 );
return;
}
else
{
ch->gold -= 1000;
ch_printf( ch, "You pay %d credits for cloning.\n\r", 1000 );
ch_printf( ch, "You are escorted into a small room.\n\r\n\r" );
char_from_room( ch );
char_to_room( ch, get_room_index( 10011 ) );
package = 1;
}
}
else if ( value == 2 )
{
if ( ch->gold < 30000 )
{
ch_printf( ch, "You don't have enough credits... You need %d.\n\r", 30000 );
return;
}
else
{
ch->gold -= 30000;
ch_printf( ch, "You pay %d credits for cloning.\n\r", 30000 );
ch_printf( ch, "You are escorted into a small room.\n\r\n\r");
char_from_room( ch );
char_to_room( ch, get_room_index( 10012 ) );
package = 2;
}
}
else if ( value == 3 )
{
if ( ch->gold < 75000 )
{
ch_printf( ch, "You do not have enough credits for this operation\n\r");
return;
}
else
{
ch->gold -= 75000;
ch_printf( ch, "You pay %d credits for cloning!\n\r", 75000);
ch_printf( ch, "You are escored into a small room\n\r");
char_from_room( ch );
char_to_room( ch, get_room_index( 10013 ) );
package = 3;
}
}
else if ( value == 4 )
{
if ( ch->gold < 100000 )
{
ch_printf( ch, "You do not have enough credits... You need %d.\n\r", 100000 );
return;
}
else
{
ch->gold -= 100000;
ch_printf( ch, "You pay %d credits for cloning.\n\r", 100000 );
ch_printf( ch, "You are escorted into a small room.\n\r\n\r");
char_from_room( ch );
char_to_room( ch, get_room_index( 10014 ) );
package = 4;
}
}
else
{
ch_printf( ch, "Syntax: clone [Package #]\n\r");
return;
}
}
value = number_percent();
if ( package == 1 && value <= 75 ) { success = FALSE; }
else if ( package == 2 && value <= 40 ) { success = FALSE; }
else if ( package == 3 && value <= 25 ) { success = FALSE; }
else if ( package == 4 && value <= 5 ) { success = FALSE; }
else if ( package > 4 ) { bug( "Out of package range clonning package", 0); return; }
else { success = TRUE; }
if ( success)
{
flags = ch->act;
bank = ch->pcdata->bank;
ch->pcdata->bank = 0;
credits = ch->gold;
ch->gold = 0;
if ( package == 4 )
ch->gold = 10000;
quest = ch->pcdata->quest_curr;
ch->pcdata->quest_curr = 0;
home = ch->pcdata->plr_home;
ch->pcdata->plr_home = NULL;
vendor = ch->pcdata->vendor;
ch->pcdata->vendor = NULL;
if ( ch->pcdata->clan_name && ch->pcdata->clan_name[0] != '\0' )
{
strcpy( clanname, ch->pcdata->clan_name);
STRFREE( ch->pcdata->clan_name );
ch->pcdata->clan_name = STRALLOC( "" );
strcpy( bestowments, ch->pcdata->bestowments);
DISPOSE( ch->pcdata->bestowments );
ch->pcdata->bestowments = str_dup( "" );
ch->pcdata->pdeaths++;
save_clone( ch, package );
STRFREE( ch->pcdata->clan_name );
ch->pcdata->clan_name = STRALLOC( clanname );
DISPOSE( ch->pcdata->bestowments );
ch->pcdata->bestowments = str_dup( bestowments );
}
else
{
ch->pcdata->pdeaths++;
save_clone( ch, package );
}
ch->pcdata->plr_home = home;
ch->gold = credits;
ch->act = flags;
ch->pcdata->quest_curr = quest;
ch->pcdata->bank = bank;
ch->pcdata->vendor = vendor;
}
if ( package == 1 )
{
char_from_room( ch );
char_to_room( ch, get_room_index( 10015 ) );
}
else if ( package == 2 )
{
char_from_room( ch );
char_to_room( ch, get_room_index( 10016 ) );
}
else if ( package == 3 )
{
char_from_room( ch );
char_to_room( ch, get_room_index( 10017 ) );
}
else if ( package == 4 )
{
char_from_room( ch );
char_to_room( ch, get_room_index( 10018 ) );
}
else
{
char_from_room( ch );
char_to_room( ch, get_room_index( 10002 ) );
}
do_look( ch , "" );
send_to_char( "\n\r&WA small tissue sample is taken from your arm.\n\r"
"&ROuch!\n\r\n\r", ch );
if ( success)
{
ch->pcdata->pdeaths--;
send_to_char( "&WYou have been succesfully cloned.\n\r", ch );
}
else
{
send_to_char( "&WThe cloning process failed.\n\r", ch);
}
ch->hit--;
}
void do_knock( CHAR_DATA *ch, char *argument)
{
EXIT_DATA *pexit;
char arg [ MAX_INPUT_LENGTH ];
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Knock on what?\n\r", ch );
return;
}
if ( ch->fighting )
{
send_to_char( "You have better things to do with your hands right now.\n\r", ch );
return;
}
if ( ( pexit = find_door( ch, arg, FALSE ) ) != NULL )
{
ROOM_INDEX_DATA *to_room;
EXIT_DATA *pexit_rev;
char *keyword;
if ( !IS_SET( pexit->exit_info, EX_CLOSED ) )
{
send_to_char( "Why knock? It's open.\n\r", ch );
return;
}
if ( IS_SET( pexit->exit_info, EX_SECRET ) )
keyword = "wall";
else
keyword = pexit->keyword;
act( AT_ACTION, "You knock loudly on the $d.", ch, NULL, keyword, TO_CHAR );
act( AT_ACTION, "$n knock loudly on the $d.", ch, NULL, keyword, TO_ROOM );
if ( (to_room = pexit->to_room) != NULL
&& ( pexit_rev = pexit->rexit) != NULL
&& pexit_rev->to_room == ch->in_room )
{
CHAR_DATA *rch;
for ( rch = to_room->first_person; rch; rch = rch->next_in_room )
{
act( AT_ACTION, "Someone knock loudly from the other side of the $d.",
rch, NULL, pexit_rev->keyword, TO_CHAR );
}
}
}
else
{
act( AT_ACTION, "You make knocking motions through the air.",
ch, NULL, NULL, TO_CHAR );
act( AT_ACTION, "$n makes knocking motions through the air.",
ch, NULL, NULL, TO_ROOM );
}
return;
}