/*************************************************************************** * 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. * * ------------------------------------------------------------------------ * * Object manipulation module * ****************************************************************************/ #include <sys/types.h> #include <stdio.h> #include <string.h> #include <time.h> #include "mud.h" #include "bet.h" /*double sqrt( double x );*/ /* * External functions */ void show_list_to_char args( ( OBJ_DATA *list, CHAR_DATA *ch, bool fShort, bool fShowNothing ) ); bool has_comlink args( ( CHAR_DATA *ch ) ); /* * Local functions. */ void get_obj args( ( CHAR_DATA *ch, OBJ_DATA *obj, OBJ_DATA *container ) ); bool remove_obj args( ( CHAR_DATA *ch, int iWear, bool fReplace ) ); void wear_obj args( ( CHAR_DATA *ch, OBJ_DATA *obj, bool fReplace, sh_int wear_bit ) ); /* * how resistant an object is to damage -Thoric */ sh_int get_obj_resistance( OBJ_DATA *obj ) { sh_int resist; resist = number_fuzzy(MAX_ITEM_IMPACT); /* magical items are more resistant */ if ( IS_OBJ_STAT( obj, ITEM_MAGIC ) ) resist += number_fuzzy(12); /* blessed objects should have a little bonus */ if ( IS_OBJ_STAT( obj, ITEM_BLESS ) ) resist += number_fuzzy(5); /* lets make store inventory pretty tough */ if ( IS_OBJ_STAT( obj, ITEM_INVENTORY ) ) resist += 20; /* okay... let's add some bonus/penalty for item level... */ resist += (obj->level / 10); /* and lasty... take armor or weapon's condition into consideration */ if (obj->item_type == ITEM_ARMOR || obj->item_type == ITEM_WEAPON) resist += (obj->value[0]); return URANGE(10, resist, 99); } void get_obj( CHAR_DATA *ch, OBJ_DATA *obj, OBJ_DATA *container ) { CLAN_DATA *clan; int weight; if ( !CAN_WEAR(obj, ITEM_TAKE) && (ch->top_level < sysdata.level_getobjnotake ) ) { send_to_char( "You can't take that.\n\r", ch ); return; } if ( IS_OBJ_STAT( obj, ITEM_PROTOTYPE ) && !can_take_proto( ch ) ) { send_to_char( "A godly force prevents you from getting close to it.\n\r", ch ); return; } if ( ch->carry_number + get_obj_number( obj ) > can_carry_n( ch ) ) { act( AT_PLAIN, "$d: you can't carry that many items.", ch, NULL, obj->name, TO_CHAR ); return; } if ( IS_OBJ_STAT( obj, ITEM_COVERING ) ) weight = obj->weight; else weight = get_obj_weight( obj ); if ( ch->carry_weight + weight > can_carry_w( ch ) ) { act( AT_PLAIN, "$d: you can't carry that much weight.", ch, NULL, obj->name, TO_CHAR ); return; } if ( container ) { if ( container->item_type == ITEM_KEYRING && !IS_OBJ_STAT(container, ITEM_COVERING) ) { act( AT_ACTION, "You remove $p from $P", ch, obj, container, TO_CHAR ); act( AT_ACTION, "$n removes $p from $P", ch, obj, container, TO_ROOM ); } else { act( AT_ACTION, IS_OBJ_STAT(container, ITEM_COVERING) ? "You get $p from beneath $P." : "You get $p from $P", ch, obj, container, TO_CHAR ); act( AT_ACTION, IS_OBJ_STAT(container, ITEM_COVERING) ? "$n gets $p from beneath $P." : "$n gets $p from $P", ch, obj, container, TO_ROOM ); } obj_from_obj( obj ); } else { act( AT_ACTION, "You get $p.", ch, obj, container, TO_CHAR ); act( AT_ACTION, "$n gets $p.", ch, obj, container, TO_ROOM ); obj_from_room( obj ); } /* Clan storeroom checks */ if ( xIS_SET(ch->in_room->room_flags, ROOM_CLANSTOREROOM) && (!container || container->carried_by == NULL) ) { for ( clan = first_clan; clan; clan = clan->next ) if ( clan->storeroom == ch->in_room->vnum ) save_clan_storeroom(ch, clan); } else if ( xIS_SET(ch->in_room->room_flags, ROOM_HOUSE ) ) { HOME_DATA * home; home = home_from_vnum(ch->in_room->vnum); if ( home != NULL ) save_home2(home); } if ( char_died(ch) ) return; if ( obj->item_type == ITEM_MONEY ) { ch->gold += obj->value[0]; extract_obj( obj ); } else { obj = obj_to_char( obj, ch ); } if ( char_died(ch) || obj_extracted(obj) ) return; oprog_get_trigger(ch, obj); return; } void do_get( CHAR_DATA *ch, char *argument ) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; OBJ_DATA *obj; OBJ_DATA *obj_next; OBJ_DATA *container; sh_int number; bool found; argument = one_argument( argument, arg1 ); if ( is_number(arg1) ) { number = atoi(arg1); if ( number < 1 ) { send_to_char( "That was easy...\n\r", ch ); return; } if ( (ch->carry_number + number) > can_carry_n(ch) ) { send_to_char( "You can't carry that many.\n\r", ch ); return; } argument = one_argument( argument, arg1 ); } else number = 0; argument = one_argument( argument, arg2 ); /* munch optional words */ if ( !str_cmp( arg2, "from" ) && argument[0] != '\0' ) argument = one_argument( argument, arg2 ); /* Get type. */ if ( arg1[0] == '\0' ) { send_to_char( "Get what?\n\r", ch ); return; } if ( ms_find_obj(ch) ) return; if ( arg2[0] == '\0' ) { if ( number <= 1 && str_cmp( arg1, "all" ) && str_prefix( "all.", arg1 ) ) { /* 'get obj' */ obj = get_obj_list( ch, arg1, ch->in_room->first_content ); if ( !obj ) { act( AT_PLAIN, "I see no $T here.", ch, NULL, arg1, TO_CHAR ); return; } separate_obj(obj); get_obj( ch, obj, NULL ); if ( xIS_SET(ch->in_room->room_flags, ROOM_HOUSE ) ) { HOME_DATA * home; if ( (home = home_from_vnum(ch->in_room->vnum)) != NULL ) save_home2(home); } if ( char_died(ch) ) return; if ( IS_SET( sysdata.save_flags, SV_GET ) ) save_char_obj( ch ); } else { sh_int cnt = 0; bool fAll; char *chk; if ( !str_cmp(arg1, "all") ) fAll = TRUE; else fAll = FALSE; if ( number > 1 ) chk = arg1; else chk = &arg1[4]; /* 'get all' or 'get all.obj' */ found = FALSE; for ( obj = ch->in_room->first_content; obj; obj = obj_next ) { obj_next = obj->next_content; if ( ( fAll || nifty_is_name( chk, obj->name ) ) && can_see_obj( ch, obj ) ) { found = TRUE; if ( number && (cnt + obj->count) > number ) split_obj( obj, number - cnt ); cnt += obj->count; get_obj( ch, obj, NULL ); if ( char_died(ch) || ch->carry_number >= can_carry_n( ch ) || ch->carry_weight >= can_carry_w( ch ) || (number && cnt >= number) ) { if ( IS_SET(sysdata.save_flags, SV_GET) && !char_died(ch) ) save_char_obj(ch); if ( xIS_SET(ch->in_room->room_flags, ROOM_HOUSE ) ) { HOME_DATA * home; if ( (home = home_from_vnum(ch->in_room->vnum)) != NULL ) save_home2(home); } return; } } } if ( !found ) { if ( fAll ) send_to_char( "I see nothing here.\n\r", ch ); else act( AT_PLAIN, "I see no $T here.", ch, NULL, chk, TO_CHAR ); } else { if ( IS_SET( sysdata.save_flags, SV_GET ) ) save_char_obj( ch ); if ( xIS_SET(ch->in_room->room_flags, ROOM_HOUSE ) ) { HOME_DATA * home; if ( (home = home_from_vnum(ch->in_room->vnum)) != NULL ) save_home2(home); } } } } else { /* 'get ... container' */ if ( !str_cmp( arg2, "all" ) || !str_prefix( "all.", arg2 ) ) { send_to_char( "You can't do that.\n\r", ch ); return; } if ( ( container = get_obj_here( ch, arg2 ) ) == NULL ) { act( AT_PLAIN, "I see no $T here.", ch, NULL, arg2, TO_CHAR ); return; } switch ( container->item_type ) { default: if ( !IS_OBJ_STAT( container, ITEM_COVERING ) ) { send_to_char( "That's not a container.\n\r", ch ); return; } if ( ch->carry_weight + container->weight > can_carry_w( ch ) ) { send_to_char( "It's too heavy for you to lift.\n\r", ch ); return; } break; case ITEM_CONTAINER: case ITEM_DROID_CORPSE: case ITEM_CORPSE_PC: case ITEM_CORPSE_NPC: break; } if ( !IS_OBJ_STAT(container, ITEM_COVERING ) && IS_SET(container->value[1], CONT_CLOSED) ) { act( AT_PLAIN, "The $d is closed.", ch, NULL, container->name, TO_CHAR ); return; } if ( number <= 1 && str_cmp( arg1, "all" ) && str_prefix( "all.", arg1 ) ) { /* 'get obj container' */ obj = get_obj_list( ch, arg1, container->first_content ); if ( !obj ) { act( AT_PLAIN, IS_OBJ_STAT(container, ITEM_COVERING) ? "I see nothing like that beneath the $T." : "I see nothing like that in the $T.", ch, NULL, arg2, TO_CHAR ); return; } separate_obj(obj); get_obj( ch, obj, container ); if ( xIS_SET(ch->in_room->room_flags, ROOM_HOUSE ) ) { HOME_DATA * home; if ( (home = home_from_vnum(ch->in_room->vnum)) != NULL ) save_home2(home); } if ( char_died(ch) ) return; if ( IS_SET( sysdata.save_flags, SV_GET ) ) save_char_obj( ch ); } else { int cnt = 0; bool fAll; char *chk; /* 'get all container' or 'get all.obj container' */ if ( IS_OBJ_STAT( container, ITEM_DONATION ) ) { send_to_char( "The gods frown upon such an act of greed!\n\r", ch ); return; } if ( !str_cmp(arg1, "all") ) fAll = TRUE; else fAll = FALSE; if ( number > 1 ) chk = arg1; else chk = &arg1[4]; found = FALSE; for ( obj = container->first_content; obj; obj = obj_next ) { obj_next = obj->next_content; if ( ( fAll || nifty_is_name( chk, obj->name ) ) && can_see_obj( ch, obj ) ) { found = TRUE; if ( number && (cnt + obj->count) > number ) split_obj( obj, number - cnt ); cnt += obj->count; get_obj( ch, obj, container ); if ( char_died(ch) || ch->carry_number >= can_carry_n( ch ) || ch->carry_weight >= can_carry_w( ch ) || (number && cnt >= number) ) return; } } if ( !found ) { if ( fAll ) act( AT_PLAIN, IS_OBJ_STAT(container, ITEM_COVERING) ? "I see nothing beneath the $T." : "I see nothing in the $T.", ch, NULL, arg2, TO_CHAR ); else act( AT_PLAIN, IS_OBJ_STAT(container, ITEM_COVERING) ? "I see nothing like that beneath the $T." : "I see nothing like that in the $T.", ch, NULL, arg2, TO_CHAR ); } if ( char_died(ch) ) return; if ( found && IS_SET( sysdata.save_flags, SV_GET ) ) save_char_obj( ch ); if ( xIS_SET(ch->in_room->room_flags, ROOM_HOUSE ) ) { HOME_DATA * home; if ( (home = home_from_vnum(ch->in_room->vnum)) != NULL ) save_home2(home); } } } return; } void do_put( CHAR_DATA *ch, char *argument ) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; OBJ_DATA *container; OBJ_DATA *obj; OBJ_DATA *obj_next; CLAN_DATA *clan; sh_int count; int number; bool save_char = FALSE; argument = one_argument( argument, arg1 ); if ( is_number(arg1) ) { number = atoi(arg1); if ( number < 1 ) { send_to_char( "That was easy...\n\r", ch ); return; } argument = one_argument( argument, arg1 ); } else number = 0; argument = one_argument( argument, arg2 ); /* munch optional words */ if ( (!str_cmp(arg2, "into") || !str_cmp(arg2, "inside") || !str_cmp(arg2, "in") || !str_cmp(arg2, "under") || !str_cmp(arg2, "onto") || !str_cmp(arg2, "on")) && argument[0] != '\0' ) argument = one_argument( argument, arg2 ); if ( arg1[0] == '\0' || arg2[0] == '\0' ) { send_to_char( "Put what in what?\n\r", ch ); return; } if ( ms_find_obj(ch) ) return; if ( !str_cmp( arg2, "all" ) || !str_prefix( "all.", arg2 ) ) { send_to_char( "You can't do that.\n\r", ch ); return; } if ( ( container = get_obj_here( ch, arg2 ) ) == NULL ) { act( AT_PLAIN, "I see no $T here.", ch, NULL, arg2, TO_CHAR ); return; } if ( !container->carried_by && IS_SET( sysdata.save_flags, SV_PUT ) ) save_char = TRUE; if ( IS_OBJ_STAT(container, ITEM_COVERING) ) { if ( ch->carry_weight + container->weight > can_carry_w( ch ) ) { send_to_char( "It's too heavy for you to lift.\n\r", ch ); return; } } else { if ( container->item_type != ITEM_CONTAINER && container->item_type != ITEM_KEYRING && ( container->item_type != ITEM_FURNITURE && container->value[4] != 1 ) ) { send_to_char( "That's not a container.\n\r", ch ); return; } if ( IS_SET(container->value[1], CONT_CLOSED) ) { act( AT_PLAIN, "The $d is closed.", ch, NULL, container->name, TO_CHAR ); return; } } if ( number <= 1 && str_cmp( arg1, "all" ) && str_prefix( "all.", arg1 ) ) { /* 'put obj container' */ if ( ( obj = get_obj_carry( ch, arg1 ) ) == NULL ) { send_to_char( "You do not have that item.\n\r", ch ); return; } if ( obj == container ) { send_to_char( "You can't fold it into itself.\n\r", ch ); return; } if ( !can_drop_obj( ch, obj ) ) { send_to_char( "You can't let go of it.\n\r", ch ); return; } if ( container->item_type == ITEM_KEYRING && obj->item_type != ITEM_KEY ) { send_to_char( "That's not a key.\n\r", ch ); return; } if ( (IS_OBJ_STAT(container, ITEM_COVERING) && (get_obj_weight( obj ) / obj->count) > ((get_obj_weight( container ) / container->count) - container->weight)) ) { send_to_char( "It won't fit under there.\n\r", ch ); return; } if ( (get_obj_weight( obj ) / obj->count) + (get_obj_weight( container ) / container->count) > container->value[0] ) { send_to_char( "It won't fit.\n\r", ch ); return; } separate_obj(obj); separate_obj(container); obj_from_char( obj ); obj = obj_to_obj( obj, container ); if ( char_died(ch) ) return; count = obj->count; obj->count = 1; act( AT_ACTION, IS_OBJ_STAT( container, ITEM_COVERING ) ? "$n hides $p beneath $P." : "$n puts $p in $P.", ch, obj, container, TO_ROOM ); act( AT_ACTION, IS_OBJ_STAT( container, ITEM_COVERING ) ? "You hide $p beneath $P." : "You put $p in $P.", ch, obj, container, TO_CHAR ); obj->count = count; if ( save_char ) save_char_obj(ch); /* Clan storeroom check */ if ( xIS_SET(ch->in_room->room_flags, ROOM_CLANSTOREROOM) && container->carried_by == NULL) { for ( clan = first_clan; clan; clan = clan->next ) if ( clan->storeroom == ch->in_room->vnum ) save_clan_storeroom(ch, clan); } if ( xIS_SET(ch->in_room->room_flags, ROOM_HOUSE ) ) { HOME_DATA * home; if ( (home = home_from_vnum(ch->in_room->vnum)) != NULL ) save_home2(home); } } else { bool found = FALSE; int cnt = 0; bool fAll; char *chk; if ( !str_cmp(arg1, "all") ) fAll = TRUE; else fAll = FALSE; if ( number > 1 ) chk = arg1; else chk = &arg1[4]; separate_obj(container); /* 'put all container' or 'put all.obj container' */ for ( obj = ch->first_carrying; obj; obj = obj_next ) { obj_next = obj->next_content; if ( ( fAll || nifty_is_name( chk, obj->name ) ) && can_see_obj( ch, obj ) && obj->wear_loc == WEAR_NONE && obj != container && can_drop_obj( ch, obj ) && (container->item_type != ITEM_KEYRING || obj->item_type == ITEM_KEY) && get_obj_weight( obj ) + get_obj_weight( container ) <= container->value[0] ) { if ( number && (cnt + obj->count) > number ) split_obj( obj, number - cnt ); cnt += obj->count; obj_from_char( obj ); if ( container->item_type == ITEM_KEYRING ) { act( AT_ACTION, "$n slips $p onto $P.", ch, obj, container, TO_ROOM ); act( AT_ACTION, "You slip $p onto $P.", ch, obj, container, TO_CHAR ); } else { act( AT_ACTION, "$n puts $p in $P.", ch, obj, container, TO_ROOM ); act( AT_ACTION, "You put $p in $P.", ch, obj, container, TO_CHAR ); } obj = obj_to_obj( obj, container ); found = TRUE; if ( char_died(ch) ) return; if ( number && cnt >= number ) break; } } /* * Don't bother to save anything if nothing was dropped -Thoric */ if ( !found ) { if ( fAll ) act( AT_PLAIN, "You are not carrying anything.", ch, NULL, NULL, TO_CHAR ); else act( AT_PLAIN, "You are not carrying any $T.", ch, NULL, chk, TO_CHAR ); return; } if ( save_char ) save_char_obj(ch); /* Clan storeroom check */ if ( xIS_SET(ch->in_room->room_flags, ROOM_CLANSTOREROOM) && container->carried_by == NULL ) { for ( clan = first_clan; clan; clan = clan->next ) if ( clan->storeroom == ch->in_room->vnum ) save_clan_storeroom(ch, clan); } if ( xIS_SET(ch->in_room->room_flags, ROOM_HOUSE ) && container->carried_by == NULL ) { HOME_DATA * home; if ( (home = home_from_vnum(ch->in_room->vnum)) != NULL ) save_home2(home); } } return; } void do_drop( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; OBJ_DATA *obj_next; bool found; CLAN_DATA *clan; int number; argument = one_argument( argument, arg ); if ( is_number(arg) ) { number = atoi(arg); if ( number < 1 ) { send_to_char( "That was easy...\n\r", ch ); return; } argument = one_argument( argument, arg ); } else number = 0; if ( arg[0] == '\0' ) { send_to_char( "Drop what?\n\r", ch ); return; } if ( ms_find_obj(ch) ) return; if ( xIS_SET( ch->in_room->room_flags, ROOM_NODROP ) || ( !IS_NPC(ch) && IS_SET( ch->act, PLR_LITTERBUG )) ) { set_char_color( AT_MAGIC, ch ); send_to_char( "A magical force stops you!\n\r", ch ); set_char_color( AT_TELL, ch ); send_to_char( "Someone tells you, 'No littering here!'\n\r", ch ); return; } if ( number > 0 ) { /* 'drop NNNN coins' */ if ( !str_cmp( arg, "credits" ) || !str_cmp( arg, "credit" ) ) { if ( ch->gold < number ) { send_to_char( "You haven't got that many credits.\n\r", ch ); return; } ch->gold -= number; for ( obj = ch->in_room->first_content; obj; obj = obj_next ) { obj_next = obj->next_content; switch ( obj->pIndexData->vnum ) { case OBJ_VNUM_MONEY_ONE: number += 1; extract_obj( obj ); break; case OBJ_VNUM_MONEY_SOME: number += obj->value[0]; extract_obj( obj ); break; } } act( AT_ACTION, "$n drops some credits.", ch, NULL, NULL, TO_ROOM ); obj_to_room( create_money( number ), ch->in_room ); send_to_char( "OK.\n\r", ch ); if ( IS_SET( sysdata.save_flags, SV_DROP ) ) save_char_obj( ch ); if ( xIS_SET(ch->in_room->room_flags, ROOM_HOUSE ) ) { HOME_DATA * home; if ( (home = home_from_vnum(ch->in_room->vnum)) != NULL ) save_home2(home); } return; } } if ( number <= 1 && str_cmp( arg, "all" ) && str_prefix( "all.", arg ) ) { /* 'drop obj' */ if ( ( obj = get_obj_carry( ch, arg ) ) == NULL ) { send_to_char( "You do not have that item.\n\r", ch ); return; } if ( !can_drop_obj( ch, obj ) ) { send_to_char( "You can't let go of it.\n\r", ch ); return; } separate_obj( obj ); act( AT_ACTION, "$n drops $p.", ch, obj, NULL, TO_ROOM ); act( AT_ACTION, "You drop $p.", ch, obj, NULL, TO_CHAR ); obj_from_char( obj ); obj = obj_to_room( obj, ch->in_room ); oprog_drop_trigger ( ch, obj ); /* mudprogs */ /* if ( xIS_SET(ch->in_room->room_flags, ROOM_HOUSE ) ) { HOME_DATA * home; if ( (home = home_from_vnum(ch->in_room->vnum)) != NULL ) save_home2(home); } */ if( char_died(ch) || obj_extracted(obj) ) return; /* Clan storeroom saving */ if ( xIS_SET(ch->in_room->room_flags, ROOM_CLANSTOREROOM) ) { for ( clan = first_clan; clan; clan = clan->next ) if ( clan->storeroom == ch->in_room->vnum ) save_clan_storeroom(ch, clan); } } else { int cnt = 0; char *chk; bool fAll; if ( !str_cmp(arg, "all") ) fAll = TRUE; else fAll = FALSE; if ( number > 1 ) chk = arg; else chk = &arg[4]; /* 'drop all' or 'drop all.obj' */ if ( xIS_SET( ch->in_room->room_flags, ROOM_NODROPALL ) ) { send_to_char( "You can't seem to do that here...\n\r", ch ); return; } found = FALSE; for ( obj = ch->first_carrying; obj; obj = obj_next ) { obj_next = obj->next_content; if ( (fAll || nifty_is_name( chk, obj->name ) ) && can_see_obj( ch, obj ) && obj->wear_loc == WEAR_NONE && can_drop_obj( ch, obj ) ) { found = TRUE; if ( obj->pIndexData->progtypes & DROP_PROG && obj->count > 1 ) { ++cnt; separate_obj( obj ); obj_from_char( obj ); if ( !obj_next ) obj_next = ch->first_carrying; } else { if ( number && (cnt + obj->count) > number ) split_obj( obj, number - cnt ); cnt += obj->count; obj_from_char( obj ); } act( AT_ACTION, "$n drops $p.", ch, obj, NULL, TO_ROOM ); act( AT_ACTION, "You drop $p.", ch, obj, NULL, TO_CHAR ); obj = obj_to_room( obj, ch->in_room ); oprog_drop_trigger( ch, obj ); /* mudprogs */ if ( char_died(ch) ) return; if ( number && cnt >= number ) break; } } /*if ( xIS_SET(ch->in_room->room_flags, ROOM_HOUSE ) ) { HOME_DATA * home; if ( (home = home_from_vnum(ch->in_room->vnum)) != NULL ) save_home2(home); } */ if ( xIS_SET(ch->in_room->room_flags, ROOM_CLANSTOREROOM) ) { for ( clan = first_clan; clan; clan = clan->next ) { if ( clan->storeroom == ch->in_room->vnum ) save_clan_storeroom(ch, clan); } } if ( !found ) { if ( fAll ) act( AT_PLAIN, "You are not carrying anything.", ch, NULL, NULL, TO_CHAR ); else act( AT_PLAIN, "You are not carrying any $T.", ch, NULL, chk, TO_CHAR ); } } if ( xIS_SET(ch->in_room->room_flags, ROOM_HOUSE ) ) { HOME_DATA * home; if ( (home = home_from_vnum(ch->in_room->vnum)) != NULL ) save_home2(home); } if ( IS_SET( sysdata.save_flags, SV_DROP ) ) save_char_obj( ch ); /* duping protector */ return; } void do_give( CHAR_DATA *ch, char *argument ) { char arg1 [MAX_INPUT_LENGTH]; char arg2 [MAX_INPUT_LENGTH]; char buf [MAX_INPUT_LENGTH]; CHAR_DATA *victim; OBJ_DATA *obj; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if ( !str_cmp( arg2, "to" ) && argument[0] != '\0' ) argument = one_argument( argument, arg2 ); if ( arg1[0] == '\0' || arg2[0] == '\0' ) { send_to_char( "Give what to whom?\n\r", ch ); return; } if ( ms_find_obj(ch) ) return; if ( is_number( arg1 ) ) { /* 'give NNNN coins victim' */ int amount; amount = atoi(arg1); if ( amount <= 0 || ( str_cmp( arg2, "credits" ) && str_cmp( arg2, "credit" ) ) ) { send_to_char( "Sorry, you can't do that.\n\r", ch ); return; } argument = one_argument( argument, arg2 ); if ( !str_cmp( arg2, "to" ) && argument[0] != '\0' ) argument = one_argument( argument, arg2 ); if ( arg2[0] == '\0' ) { send_to_char( "Give what to whom?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg2 ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( victim->home && victim->owner ) { if ( (get_char_world(ch, victim->owner )) != ch ) { do_say(victim,"I don't want your stinking stuff"); return; } } if ( ch->gold < amount ) { send_to_char( "Very generous of you, but you haven't got that many credits.\n\r", ch ); return; } ch->gold -= amount; victim->gold += amount; strcpy(buf, "$n gives you "); strcat(buf, arg1); strcat(buf, (amount > 1) ? " credits." : " credit."); act( AT_ACTION, buf, ch, NULL, victim, TO_VICT ); act( AT_ACTION, "$n gives $N some credits.", ch, NULL, victim, TO_NOTVICT ); act( AT_ACTION, "You give $N some credits.", ch, NULL, victim, TO_CHAR ); send_to_char( "OK.\n\r", ch ); mprog_bribe_trigger( victim, ch, amount ); if ( IS_SET( sysdata.save_flags, SV_GIVE ) && !char_died(ch) ) save_char_obj(ch); if ( IS_SET( sysdata.save_flags, SV_RECEIVE ) && !char_died(victim) ) save_char_obj(victim); return; } if ( ( obj = get_obj_carry( ch, arg1 ) ) == NULL ) { send_to_char( "You do not have that item.\n\r", ch ); return; } if ( obj->wear_loc != WEAR_NONE ) { send_to_char( "You must remove it first.\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg2 ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( victim->home && victim->owner ) { if ( (get_char_world(ch, victim->owner )) != ch ) { do_say(victim,"I don't want your stinking stuff"); return; } } if ( !can_drop_obj( ch, obj ) ) { send_to_char( "You can't let go of it.\n\r", ch ); return; } if ( victim->carry_number + (get_obj_number(obj)/obj->count) > can_carry_n( victim ) ) { act( AT_PLAIN, "$N has $S hands full.", ch, NULL, victim, TO_CHAR ); return; } if ( victim->carry_weight + (get_obj_weight(obj)/obj->count) > can_carry_w( victim ) ) { act( AT_PLAIN, "$N can't carry that much weight.", ch, NULL, victim, TO_CHAR ); return; } if ( !can_see_obj( victim, obj ) ) { act( AT_PLAIN, "$N can't see it.", ch, NULL, victim, TO_CHAR ); return; } if (IS_OBJ_STAT( obj, ITEM_PROTOTYPE ) && !can_take_proto( victim ) ) { act( AT_PLAIN, "You cannot give that to $N!", ch, NULL, victim, TO_CHAR ); return; } separate_obj( obj ); obj_from_char( obj ); act( AT_ACTION, "$n gives $p to $N.", ch, obj, victim, TO_NOTVICT ); act( AT_ACTION, "$n gives you $p.", ch, obj, victim, TO_VICT ); act( AT_ACTION, "You give $p to $N.", ch, obj, victim, TO_CHAR ); obj = obj_to_char( obj, victim ); if ( IS_NPC(victim) && victim->home != NULL ) save_vendor (victim); mprog_give_trigger( victim, ch, obj ); if ( IS_SET( sysdata.save_flags, SV_GIVE ) && !char_died(ch) ) save_char_obj(ch); if ( IS_SET( sysdata.save_flags, SV_RECEIVE ) && !char_died(victim) ) save_char_obj(victim); return; } /* * Damage an object. -Thoric * Affect player's AC if necessary. * Make object into scraps if necessary. * Send message about damaged object. */ obj_ret damage_obj( OBJ_DATA *obj ) { CHAR_DATA *ch; obj_ret objcode; ch = obj->carried_by; objcode = rNONE; separate_obj( obj ); if ( obj->item_type == ITEM_PAPER) return rNONE; if ( ch ) act( AT_OBJECT, "($p gets damaged)", ch, obj, NULL, TO_CHAR ); else if ( obj->in_room && ( ch = obj->in_room->first_person ) != NULL ) { act( AT_OBJECT, "($p gets damaged)", ch, obj, NULL, TO_ROOM ); act( AT_OBJECT, "($p gets damaged)", ch, obj, NULL, TO_CHAR ); ch = NULL; } if ( ch && obj->item_type != ITEM_LIGHT ) oprog_damage_trigger(ch, obj); if ( obj_extracted(obj) ) return global_objcode; switch( obj->item_type ) { default: make_scraps( obj ); objcode = rOBJ_SCRAPPED; break; case ITEM_CONTAINER: if (--obj->value[3] <= 0) { make_scraps( obj ); objcode = rOBJ_SCRAPPED; } break; case ITEM_ARMOR: if ( ch && obj->value[0] >= 1 ) ch->armor += apply_ac( obj, obj->wear_loc ); if (--obj->value[0] <= 0) { if ( ch ) { make_scraps( obj ); objcode = rOBJ_SCRAPPED; } else { obj->value[0] = 1; ch->armor -= apply_ac( obj, obj->wear_loc ); } } else if ( ch && obj->value[0] >= 1 ) ch->armor -= apply_ac( obj, obj->wear_loc ); break; case ITEM_WEAPON: if (--obj->value[0] <= 0) { if ( ch ) { make_scraps( obj ); objcode = rOBJ_SCRAPPED; } else obj->value[0] = 1; /* make_scraps( obj ); objcode = rOBJ_SCRAPPED; */ } break; } return objcode; } /* * Remove an object. */ bool remove_obj( CHAR_DATA *ch, int iWear, bool fReplace ) { OBJ_DATA *obj, *tmpobj; if ( ( obj = get_eq_char( ch, iWear ) ) == NULL ) return TRUE; if ( !fReplace && ch->carry_number + get_obj_number( obj ) > can_carry_n( ch ) ) { act( AT_PLAIN, "$d: you can't carry that many items.", ch, NULL, obj->name, TO_CHAR ); return FALSE; } if ( !fReplace ) return FALSE; if ( IS_OBJ_STAT(obj, ITEM_NOREMOVE) ) { act( AT_PLAIN, "You can't remove $p.", ch, obj, NULL, TO_CHAR ); return FALSE; } if ( obj == get_eq_char( ch, WEAR_WIELD ) && ( tmpobj = get_eq_char( ch, WEAR_DUAL_WIELD)) != NULL ) tmpobj->wear_loc = WEAR_WIELD; unequip_char( ch, obj ); if ( obj->value[3] != WEAPON_LIGHTSABER) { act( AT_ACTION, "$n stops using $p.", ch, obj, NULL, TO_ROOM ); act( AT_ACTION, "You stop using $p.", ch, obj, NULL, TO_CHAR ); } else { if ( !IS_NPC(ch) && IS_SET( ch->act , PLR_SOUND ) ) { act( AT_ACTION, "!!SOUND(saberoff.wav U=http://mercury.spaceports.com/~gavin1/)$n's lightsaber deactivates with a small flash and a sharp hiss.", ch, obj, NULL, TO_ROOM ); act( AT_ACTION, "!!SOUND(saberoff.wav U=http://mercury.spaceports.com/~gavin1/)Your lightsaber deactivates with a small flash and a sharp hiss.", ch, obj, NULL, TO_CHAR ); } else { act( AT_ACTION, "$n's lightsaber deactivates with a small flash and a sharp hiss.", ch, obj, NULL, TO_ROOM ); act( AT_ACTION, "Your lightsaber deactivates with a small flash and a sharp hiss.", ch, obj, NULL, TO_CHAR ); } } oprog_remove_trigger( ch, obj ); return TRUE; } /* * See if char could be capable of dual-wielding -Thoric */ bool could_dual( CHAR_DATA *ch ) { if ( IS_NPC(ch) ) return TRUE; if ( xIS_SET(ch->bodyparts,BODY_L_HAND) || xIS_SET(ch->bodyparts,BODY_R_HAND) ) return FALSE; if ( ch->pcdata->learned[gsn_dual_wield] ) return TRUE; return FALSE; } /* * See if char can dual wield at this time -Thoric */ bool can_dual( CHAR_DATA *ch ) { if ( !could_dual(ch) ) return FALSE; if ( get_eq_char( ch, WEAR_DUAL_WIELD ) ) { send_to_char( "You are already wielding two weapons!\n\r", ch ); return FALSE; } if ( get_eq_char( ch, WEAR_HOLD ) ) { send_to_char( "You cannot dual wield while holding something!\n\r", ch ); return FALSE; } return TRUE; } /* * Check to see if there is room to wear another object on this location * (Layered clothing support) */ bool can_layer( CHAR_DATA *ch, OBJ_DATA *obj, sh_int wear_loc ) { OBJ_DATA *otmp; sh_int bitlayers = 0; sh_int objlayers = obj->pIndexData->layers; for ( otmp = ch->first_carrying; otmp; otmp = otmp->next_content ) if ( otmp->wear_loc == wear_loc ) { if ( !otmp->pIndexData->layers ) return FALSE; else bitlayers |= otmp->pIndexData->layers; } if ( (bitlayers && !objlayers) || bitlayers > objlayers ) return FALSE; if ( !bitlayers || ((bitlayers & ~objlayers) == bitlayers) ) return TRUE; return FALSE; } /* * Wear one object. * Optional replacement of existing objects. * Big repetitive code, ick. * Restructured a bit to allow for specifying body location -Thoric */ void wear_obj( CHAR_DATA *ch, OBJ_DATA *obj, bool fReplace, sh_int wear_bit ) { char buf[MAX_STRING_LENGTH]; OBJ_DATA *tmpobj; sh_int bit, tmp; bool check_size; separate_obj( obj ); if ( wear_bit > -1 ) { bit = wear_bit; if ( !CAN_WEAR(obj, 1 << bit) ) { if ( fReplace ) { switch( 1 << bit ) { case ITEM_HOLD: send_to_char( "You cannot hold that.\n\r", ch ); break; case ITEM_WIELD: send_to_char( "You cannot wield that.\n\r", ch ); break; default: sprintf( buf, "You cannot wear that on your %s.\n\r", w_flags[bit] ); send_to_char( buf, ch ); } } return; } } else { for ( bit = -1, tmp = 1; tmp < 31; tmp++ ) { if ( CAN_WEAR(obj, 1 << tmp) ) { bit = tmp; break; } } } check_size = FALSE; if ( 1 << bit == ITEM_WIELD || 1 << bit == ITEM_HOLD || obj->item_type == ITEM_LIGHT || 1 << bit == ITEM_WEAR_SHIELD ) check_size = FALSE; else if ( ch->race == RACE_DEFEL ) check_size = TRUE; else if ( ch->race == RACE_DUINUOGWUIN ) check_size = TRUE; else if ( !IS_NPC(ch) ) { switch (ch->race) { default: case RACE_TRANDOSHAN: case RACE_VERPINE: case RACE_HUMAN: case RACE_ADARIAN: case RACE_RODIAN: case RACE_TWI_LEK: if ( !IS_OBJ_STAT(obj, ITEM_HUMAN_SIZE) ) check_size = TRUE; break; case RACE_HUTT: if ( !IS_OBJ_STAT(obj, ITEM_HUTT_SIZE) ) check_size = TRUE; break; case RACE_GAMORREAN: case RACE_MON_CALAMARI: case RACE_QUARREN: case RACE_WOOKIEE: if ( !IS_OBJ_STAT(obj, ITEM_LARGE_SIZE) ) check_size = TRUE; break; case RACE_CHADRA_FAN: case RACE_EWOK: case RACE_NOGHRI: case RACE_JAWA: if ( !IS_OBJ_STAT(obj, ITEM_SMALL_SIZE) ) check_size = TRUE; break; } } /* this seems redundant but it enables both multiple sized objects to be used as well as objects with no size flags at all */ if ( check_size ) { if ( ch->race == RACE_DUINUOGWUIN ) { act( AT_MAGIC, "It will probably be impossible to find something that fits your enormous body.", ch, NULL, NULL, TO_CHAR ); act( AT_ACTION, "$n tries to use $p, but is too big.", ch, obj, NULL, TO_ROOM ); return; } if ( ch->race == RACE_DEFEL ) { act( AT_MAGIC, "It is against your nature to wear anything that might make you visible.", ch, NULL, NULL, TO_CHAR ); act( AT_ACTION, "$n wants to use $p, but doesn't.", ch, obj, NULL, TO_ROOM ); return; } if ( IS_OBJ_STAT(obj, ITEM_HUTT_SIZE) ) { act( AT_MAGIC, "That item is too big for you.", ch, NULL, NULL, TO_CHAR ); act( AT_ACTION, "$n tries to use $p, but it is too big.", ch, obj, NULL, TO_ROOM ); return; } if ( IS_OBJ_STAT(obj, ITEM_LARGE_SIZE) || IS_OBJ_STAT(obj, ITEM_HUMAN_SIZE) ) { act( AT_MAGIC, "That item is the wrong size for you.", ch, NULL, NULL, TO_CHAR ); act( AT_ACTION, "$n tries to use $p, but can't.", ch, obj, NULL, TO_ROOM ); return; } if ( IS_OBJ_STAT(obj, ITEM_SMALL_SIZE) ) { act( AT_MAGIC, "That item is too small for you.", ch, NULL, NULL, TO_CHAR ); act( AT_ACTION, "$n tries to use $p, but it is too small.", ch, obj, NULL, TO_ROOM ); return; } } /* currently cannot have a light in non-light position */ if ( obj->item_type == ITEM_LIGHT ) { if ( !remove_obj( ch, WEAR_LIGHT, fReplace ) ) return; if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) ) { if ( !obj->action_desc || obj->action_desc[0]=='\0' ) { act( AT_ACTION, "$n holds $p as a light.", ch, obj, NULL, TO_ROOM ); act( AT_ACTION, "You hold $p as your light.", ch, obj, NULL, TO_CHAR ); } else actiondesc( ch, obj, NULL ); } equip_char( ch, obj, WEAR_LIGHT ); oprog_wear_trigger( ch, obj ); return; } if ( bit == -1 ) { if ( fReplace ) send_to_char( "You can't wear, wield, or hold that.\n\r", ch ); return; } switch ( 1 << bit ) { default: bug( "wear_obj: uknown/unused item_wear bit %d", bit ); if ( fReplace ) send_to_char( "You can't wear, wield, or hold that.\n\r", ch ); return; case ITEM_WEAR_FINGER: if ( get_eq_char( ch, WEAR_FINGER_L ) && get_eq_char( ch, WEAR_FINGER_R ) && !remove_obj( ch, WEAR_FINGER_L, fReplace ) && !remove_obj( ch, WEAR_FINGER_R, fReplace ) ) return; if ( !get_eq_char( ch, WEAR_FINGER_L ) ) { if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) ) { if ( !obj->action_desc || obj->action_desc[0]=='\0' ) { act( AT_ACTION, "$n slips $s left finger into $p.", ch, obj, NULL, TO_ROOM ); act( AT_ACTION, "You slip your left finger into $p.", ch, obj, NULL, TO_CHAR ); } else actiondesc( ch, obj, NULL ); } equip_char( ch, obj, WEAR_FINGER_L ); oprog_wear_trigger( ch, obj ); return; } if ( !get_eq_char( ch, WEAR_FINGER_R ) ) { if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) ) { if ( !obj->action_desc || obj->action_desc[0]=='\0' ) { act( AT_ACTION, "$n slips $s right finger into $p.", ch, obj, NULL, TO_ROOM ); act( AT_ACTION, "You slip your right finger into $p.", ch, obj, NULL, TO_CHAR ); } else actiondesc( ch, obj, NULL ); } equip_char( ch, obj, WEAR_FINGER_R ); oprog_wear_trigger( ch, obj ); return; } bug( "Wear_obj: no free finger.", 0 ); send_to_char( "You already wear something on both fingers.\n\r", ch ); return; case ITEM_WEAR_NECK: if ( get_eq_char( ch, WEAR_NECK_1 ) != NULL && get_eq_char( ch, WEAR_NECK_2 ) != NULL && !remove_obj( ch, WEAR_NECK_1, fReplace ) && !remove_obj( ch, WEAR_NECK_2, fReplace ) ) return; if ( !get_eq_char( ch, WEAR_NECK_1 ) ) { if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) ) { if ( !obj->action_desc || obj->action_desc[0]=='\0' ) { act( AT_ACTION, "$n wears $p around $s neck.", ch, obj, NULL, TO_ROOM ); act( AT_ACTION, "You wear $p around your neck.", ch, obj, NULL, TO_CHAR ); } else actiondesc( ch, obj, NULL ); } equip_char( ch, obj, WEAR_NECK_1 ); oprog_wear_trigger( ch, obj ); return; } if ( !get_eq_char( ch, WEAR_NECK_2 ) ) { if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) ) { if ( !obj->action_desc || obj->action_desc[0]=='\0' ) { act( AT_ACTION, "$n wears $p around $s neck.", ch, obj, NULL, TO_ROOM ); act( AT_ACTION, "You wear $p around your neck.", ch, obj, NULL, TO_CHAR ); } else actiondesc( ch, obj, NULL ); } equip_char( ch, obj, WEAR_NECK_2 ); oprog_wear_trigger( ch, obj ); return; } bug( "Wear_obj: no free neck.", 0 ); send_to_char( "You already wear two neck items.\n\r", ch ); return; case ITEM_WEAR_BODY: if ( !can_layer( ch, obj, WEAR_BODY ) ) { send_to_char( "It won't fit overtop of what you're already wearing.\n\r", ch ); return; } if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) ) { if ( !obj->action_desc || obj->action_desc[0]=='\0' ) { act( AT_ACTION, "$n fits $p on $s body.", ch, obj, NULL, TO_ROOM ); act( AT_ACTION, "You fit $p on your body.", ch, obj, NULL, TO_CHAR ); } else actiondesc( ch, obj, NULL ); } equip_char( ch, obj, WEAR_BODY ); oprog_wear_trigger( ch, obj ); return; case ITEM_WEAR_HEAD: if ( ch->race == RACE_VERPINE || ch->race == RACE_TWI_LEK ) { send_to_char( "You cant wear anything on your head.\n\r", ch ); return; } if ( !remove_obj( ch, WEAR_HEAD, fReplace ) ) return; if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) ) { if ( !obj->action_desc || obj->action_desc[0]=='\0' ) { act( AT_ACTION, "$n dons $p upon $s head.", ch, obj, NULL, TO_ROOM ); act( AT_ACTION, "You don $p upon your head.", ch, obj, NULL, TO_CHAR ); } else actiondesc( ch, obj, NULL ); } equip_char( ch, obj, WEAR_HEAD ); oprog_wear_trigger( ch, obj ); return; case ITEM_WEAR_EYES: if ( !remove_obj( ch, WEAR_EYES, fReplace ) ) return; if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) ) { if ( !obj->action_desc || obj->action_desc[0]=='\0' ) { act( AT_ACTION, "$n places $p on $s eyes.", ch, obj, NULL, TO_ROOM ); act( AT_ACTION, "You place $p on your eyes.", ch, obj, NULL, TO_CHAR ); } else actiondesc( ch, obj, NULL ); } equip_char( ch, obj, WEAR_EYES ); oprog_wear_trigger( ch, obj ); return; case ITEM_WEAR_FACE: if ( !remove_obj( ch, WEAR_FACE, fReplace ) ) return; if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) ) { act( AT_ACTION, "$n places $p on $s face.", ch, obj, NULL, TO_ROOM ); act( AT_ACTION, "You place $p on your face.", ch, obj, NULL, TO_CHAR ); } equip_char( ch, obj, WEAR_FACE ); oprog_wear_trigger( ch, obj ); return; case ITEM_WEAR_EARS: if ( ch->race == RACE_VERPINE ) { send_to_char( "What ears?.\n\r", ch ); return; } if ( !remove_obj( ch, WEAR_EARS, fReplace ) ) return; if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) ) { if ( !obj->action_desc || obj->action_desc[0]=='\0' ) { act( AT_ACTION, "$n wears $p on $s ears.", ch, obj, NULL, TO_ROOM ); act( AT_ACTION, "You wear $p on your ears.", ch, obj, NULL, TO_CHAR ); } else actiondesc( ch, obj, NULL ); } equip_char( ch, obj, WEAR_EARS ); oprog_wear_trigger( ch, obj ); return; case ITEM_WEAR_LEGS: if ( ch->race == RACE_HUTT ) { send_to_char( "Hutts don't have legs.\n\r", ch ); return; } if ( !can_layer( ch, obj, WEAR_LEGS ) ) { send_to_char( "It won't fit overtop of what you're already wearing.\n\r", ch ); return; } if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) ) { if ( !obj->action_desc || obj->action_desc[0]=='\0' ) { act( AT_ACTION, "$n slips into $p.", ch, obj, NULL, TO_ROOM ); act( AT_ACTION, "You slip into $p.", ch, obj, NULL, TO_CHAR ); } else actiondesc( ch, obj, NULL ); } equip_char( ch, obj, WEAR_LEGS ); oprog_wear_trigger( ch, obj ); return; case ITEM_WEAR_FEET: if ( ch->race == RACE_HUTT ) { send_to_char( "Hutts don't have feet!\n\r", ch ); return; } if ( !can_layer( ch, obj, WEAR_FEET ) ) { send_to_char( "It won't fit overtop of what you're already wearing.\n\r", ch ); return; } if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) ) { if ( !obj->action_desc || obj->action_desc[0]=='\0' ) { act( AT_ACTION, "$n wears $p on $s feet.", ch, obj, NULL, TO_ROOM ); act( AT_ACTION, "You wear $p on your feet.", ch, obj, NULL, TO_CHAR ); } else actiondesc( ch, obj, NULL ); } equip_char( ch, obj, WEAR_FEET ); oprog_wear_trigger( ch, obj ); return; case ITEM_WEAR_HANDS: if ( !can_layer( ch, obj, WEAR_HANDS ) ) { send_to_char( "It won't fit overtop of what you're already wearing.\n\r", ch ); return; } if ( xIS_SET(ch->bodyparts,BODY_L_HAND) || xIS_SET(ch->bodyparts,BODY_R_HAND) ) { send_to_char( "It hurts too much!\n\r", ch); return; } if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) ) { if ( !obj->action_desc || obj->action_desc[0]=='\0' ) { act( AT_ACTION, "$n wears $p on $s hands.", ch, obj, NULL, TO_ROOM ); act( AT_ACTION, "You wear $p on your hands.", ch, obj, NULL, TO_CHAR ); } else actiondesc( ch, obj, NULL ); } equip_char( ch, obj, WEAR_HANDS ); oprog_wear_trigger( ch, obj ); return; case ITEM_WEAR_ARMS: if ( !can_layer( ch, obj, WEAR_ARMS ) ) { send_to_char( "It won't fit overtop of what you're already wearing.\n\r", ch ); return; } if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) ) { if ( !obj->action_desc || obj->action_desc[0]=='\0' ) { act( AT_ACTION, "$n wears $p on $s arms.", ch, obj, NULL, TO_ROOM ); act( AT_ACTION, "You wear $p on your arms.", ch, obj, NULL, TO_CHAR ); } else actiondesc( ch, obj, NULL ); } equip_char( ch, obj, WEAR_ARMS ); oprog_wear_trigger( ch, obj ); return; case ITEM_WEAR_ABOUT: if ( !can_layer( ch, obj, WEAR_ABOUT ) ) { send_to_char( "It won't fit overtop of what you're already wearing.\n\r", ch ); return; } if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) ) { if ( !obj->action_desc || obj->action_desc[0]=='\0' ) { act( AT_ACTION, "$n wears $p about $s body.", ch, obj, NULL, TO_ROOM ); act( AT_ACTION, "You wear $p about your body.", ch, obj, NULL, TO_CHAR ); } else actiondesc( ch, obj, NULL ); } equip_char( ch, obj, WEAR_ABOUT ); oprog_wear_trigger( ch, obj ); return; case ITEM_WEAR_BACK: if ( !remove_obj( ch, WEAR_BACK, fReplace ) ) return; if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) ) { act( AT_ACTION, "$n slings $p on $s back.", ch, obj, NULL, TO_ROOM ); act( AT_ACTION, "You sling $p on your back.", ch, obj, NULL, TO_CHAR ); } equip_char( ch, obj, WEAR_BACK ); oprog_wear_trigger( ch, obj ); return; case ITEM_WEAR_WAIST: if ( !can_layer( ch, obj, WEAR_WAIST ) ) { send_to_char( "It won't fit overtop of what you're already wearing.\n\r", ch ); return; } if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) ) { if ( !obj->action_desc || obj->action_desc[0]=='\0' ) { act( AT_ACTION, "$n wears $p about $s waist.", ch, obj, NULL, TO_ROOM ); act( AT_ACTION, "You wear $p about your waist.", ch, obj, NULL, TO_CHAR ); } else actiondesc( ch, obj, NULL ); } equip_char( ch, obj, WEAR_WAIST ); oprog_wear_trigger( ch, obj ); return; case ITEM_WEAR_WRIST: if ( get_eq_char( ch, WEAR_WRIST_L ) && get_eq_char( ch, WEAR_WRIST_R ) && !remove_obj( ch, WEAR_WRIST_L, fReplace ) && !remove_obj( ch, WEAR_WRIST_R, fReplace ) ) return; if ( !get_eq_char( ch, WEAR_WRIST_L ) ) { if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) ) { if ( !obj->action_desc || obj->action_desc[0]=='\0' ) { act( AT_ACTION, "$n fits $p around $s left wrist.", ch, obj, NULL, TO_ROOM ); act( AT_ACTION, "You fit $p around your left wrist.", ch, obj, NULL, TO_CHAR ); } else actiondesc( ch, obj, NULL ); } equip_char( ch, obj, WEAR_WRIST_L ); oprog_wear_trigger( ch, obj ); return; } if ( !get_eq_char( ch, WEAR_WRIST_R ) ) { if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) ) { if ( !obj->action_desc || obj->action_desc[0]=='\0' ) { act( AT_ACTION, "$n fits $p around $s right wrist.", ch, obj, NULL, TO_ROOM ); act( AT_ACTION, "You fit $p around your right wrist.", ch, obj, NULL, TO_CHAR ); } else actiondesc( ch, obj, NULL ); } equip_char( ch, obj, WEAR_WRIST_R ); oprog_wear_trigger( ch, obj ); return; } bug( "Wear_obj: no free wrist.", 0 ); send_to_char( "You already wear two wrist items.\n\r", ch ); return; case ITEM_WEAR_SHIELD: if ( !remove_obj( ch, WEAR_SHIELD, fReplace ) ) return; if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) ) { if ( !obj->action_desc || obj->action_desc[0]=='\0' ) { act( AT_ACTION, "$n uses $p as an energy shield.", ch, obj, NULL, TO_ROOM ); act( AT_ACTION, "You use $p as an energy shield.", ch, obj, NULL, TO_CHAR ); } else actiondesc( ch, obj, NULL ); } equip_char( ch, obj, WEAR_SHIELD ); oprog_wear_trigger( ch, obj ); return; case ITEM_WEAR_ANKLE: if ( get_eq_char( ch, WEAR_ANKLE_L ) && get_eq_char( ch, WEAR_ANKLE_R ) && !remove_obj( ch, WEAR_ANKLE_L, fReplace ) && !remove_obj( ch, WEAR_ANKLE_R, fReplace ) ) return; if ( !get_eq_char( ch, WEAR_ANKLE_L ) ) { if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) ) { act( AT_ACTION, "$n fits $p around $s left ankle.", ch, obj, NULL, TO_ROOM ); act( AT_ACTION, "You fit $p around your left ankle.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_ANKLE_L ); oprog_wear_trigger( ch, obj ); return; } } if ( !get_eq_char( ch, WEAR_ANKLE_R ) ) { if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) ) { act( AT_ACTION, "$n fits $p around $s right ankle.", ch, obj, NULL, TO_ROOM ); act( AT_ACTION, "You fit $p around your right ankle.", ch, obj, NULL, TO_CHAR ); } equip_char( ch, obj, WEAR_ANKLE_R ); oprog_wear_trigger( ch, obj ); return; } bug( "Wear_obj: no free ankle.", 0 ); send_to_char( "You already wear two ankle items.\n\r", ch ); return; case ITEM_WIELD: if ( (tmpobj = get_eq_char( ch, WEAR_WIELD )) != NULL && !could_dual(ch) ) { send_to_char( "You're already wielding something.\n\r", ch ); return; } if ( xIS_SET(ch->bodyparts,BODY_L_HAND) || xIS_SET(ch->bodyparts,BODY_R_HAND) ) { send_to_char( "It hurts too much!\n\r", ch); return; } if ( tmpobj ) { if ( can_dual(ch) ) { if ( get_obj_weight( obj ) + get_obj_weight( tmpobj ) > str_app[get_curr_str(ch)].wield ) { send_to_char( "It is too heavy for you to wield.\n\r", ch ); return; } if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) ) { if ( !obj->action_desc || obj->action_desc[0]=='\0' ) { if ( obj->value[3] != WEAPON_LIGHTSABER) { act( AT_ACTION, "$n dual-wields $p.", ch, obj, NULL, TO_ROOM ); act( AT_ACTION, "You dual-wield $p.", ch, obj, NULL, TO_CHAR ); } else { if ( !IS_NPC(ch) && IS_SET( ch->act , PLR_SOUND ) ) { act( AT_ACTION, "!!SOUND(saber.wav U=http://mercury.spaceports.com/~gavin1/)$n dual-wields $p.", ch, obj, NULL, TO_ROOM ); act( AT_ACTION, "!!SOUND(saber.wav U=http://mercury.spaceports.com/~gavin1/)You dual-wield $p.", ch, obj, NULL, TO_CHAR ); } else { act( AT_ACTION, "$n dual-wields $p.", ch, obj, NULL, TO_ROOM ); act( AT_ACTION, "You dual-wield $p.", ch, obj, NULL, TO_CHAR ); } } } else actiondesc( ch, obj, NULL ); } equip_char( ch, obj, WEAR_DUAL_WIELD ); oprog_wear_trigger( ch, obj ); } return; } if ( get_obj_weight( obj ) > str_app[get_curr_str(ch)].wield ) { send_to_char( "It is too heavy for you to wield.\n\r", ch ); return; } if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) ) { if ( !obj->action_desc || obj->action_desc[0]=='\0' ) { if ( obj->value[3] != WEAPON_LIGHTSABER) { act( AT_ACTION, "$n wields $p.", ch, obj, NULL, TO_ROOM ); act( AT_ACTION, "You wield $p.", ch, obj, NULL, TO_CHAR ); } else { if ( !IS_NPC(ch) && IS_SET( ch->act , PLR_SOUND ) ) { act( AT_ACTION, "!!SOUND(saber.wav U=http://mercury.spaceports.com/~gavin1/)$n wields $p.", ch, obj, NULL, TO_ROOM ); act( AT_ACTION, "!!SOUND(saber.wav U=http://mercury.spaceports.com/~gavin1/)You wield $p.", ch, obj, NULL, TO_CHAR ); } else { act( AT_ACTION, "$n wields $p.", ch, obj, NULL, TO_ROOM ); act( AT_ACTION, "You wield $p.", ch, obj, NULL, TO_CHAR ); } } } else actiondesc( ch, obj, NULL ); } equip_char( ch, obj, WEAR_WIELD ); oprog_wear_trigger( ch, obj ); return; case ITEM_HOLD: if ( get_eq_char( ch, WEAR_DUAL_WIELD ) ) { send_to_char( "You cannot hold something AND two weapons!\n\r", ch ); return; } if ( xIS_SET(ch->bodyparts,BODY_L_HAND) || xIS_SET(ch->bodyparts,BODY_R_HAND) ) { send_to_char( "It hurts too much!\n\r", ch); return; } if ( !remove_obj( ch, WEAR_HOLD, fReplace ) ) return; if ( obj->item_type == ITEM_DEVICE || obj->item_type == ITEM_GRENADE || obj->item_type == ITEM_FOOD || obj->item_type == ITEM_CONTRACEPTIVE || obj->item_type == ITEM_PILL || obj->item_type == ITEM_POTION || obj->item_type == ITEM_DRINK_CON || obj->item_type == ITEM_SALVE || obj->item_type == ITEM_PIPE || obj->item_type == ITEM_HERB || obj->item_type == ITEM_KEY || !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) ) { act( AT_ACTION, "$n holds $p in $s hands.", ch, obj, NULL, TO_ROOM ); act( AT_ACTION, "You hold $p in your hands.", ch, obj, NULL, TO_CHAR ); } equip_char( ch, obj, WEAR_HOLD ); oprog_wear_trigger( ch, obj ); return; } } void do_wear( CHAR_DATA *ch, char *argument ) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; OBJ_DATA *obj; sh_int wear_bit; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if ( (!str_cmp(arg2, "on") || !str_cmp(arg2, "upon") || !str_cmp(arg2, "around")) && argument[0] != '\0' ) argument = one_argument( argument, arg2 ); if ( arg1[0] == '\0' ) { send_to_char( "Wear, wield, or hold what?\n\r", ch ); return; } if ( ms_find_obj(ch) ) return; if ( !str_cmp( arg1, "all" ) ) { OBJ_DATA *obj_next; for ( obj = ch->first_carrying; obj; obj = obj_next ) { obj_next = obj->next_content; if ( obj->wear_loc == WEAR_NONE && can_see_obj( ch, obj ) ) wear_obj( ch, obj, FALSE, -1 ); } return; } else { if ( ( obj = get_obj_carry( ch, arg1 ) ) == NULL ) { send_to_char( "You do not have that item.\n\r", ch ); return; } if ( arg2[0] != '\0' ) wear_bit = get_wflag(arg2); else wear_bit = -1; wear_obj( ch, obj, TRUE, wear_bit ); } return; } void do_remove( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj, *obj_next; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Remove what?\n\r", ch ); return; } if ( ms_find_obj(ch) ) return; if ( !str_cmp( arg, "all" ) ) /* SB Remove all */ { for ( obj = ch->first_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 ) { send_to_char( "You are not using that item.\n\r", ch ); return; } if ( (obj_next=get_eq_char(ch, obj->wear_loc)) != obj ) { act( AT_PLAIN, "You must remove $p first.", ch, obj_next, NULL, TO_CHAR ); return; } remove_obj( ch, obj->wear_loc, TRUE ); return; } void do_bury( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; bool shovel; sh_int move; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "What do you wish to bury?\n\r", ch ); return; } if ( ms_find_obj(ch) ) return; shovel = FALSE; for ( obj = ch->first_carrying; obj; obj = obj->next_content ) if ( obj->item_type == ITEM_SHOVEL ) { shovel = TRUE; break; } obj = get_obj_list_rev( ch, arg, ch->in_room->last_content ); if ( !obj ) { send_to_char( "You can't find it.\n\r", ch ); return; } separate_obj(obj); if ( !CAN_WEAR(obj, ITEM_TAKE) ) { act( AT_PLAIN, "You cannot bury $p.", ch, obj, 0, TO_CHAR ); return; } switch( ch->in_room->sector_type ) { case SECT_CITY: case SECT_INSIDE: send_to_char( "The floor is too hard to dig through.\n\r", ch ); return; case SECT_WATER_SWIM: case SECT_WATER_NOSWIM: case SECT_UNDERWATER: send_to_char( "You cannot bury something here.\n\r", ch ); return; case SECT_AIR: send_to_char( "What? In the air?!\n\r", ch ); return; } if ( obj->weight > (UMAX(5, (can_carry_w(ch) / 10))) && !shovel ) { send_to_char( "You'd need a shovel to bury something that big.\n\r", ch ); return; } move = (obj->weight * 50 * (shovel ? 1 : 5)) / UMAX(1, can_carry_w(ch)); move = URANGE( 2, move, 1000 ); if ( move > ch->move ) { send_to_char( "You don't have the energy to bury something of that size.\n\r", ch ); return; } ch->move -= move; act( AT_ACTION, "You solemnly bury $p...", ch, obj, NULL, TO_CHAR ); act( AT_ACTION, "$n solemnly buries $p...", ch, obj, NULL, TO_ROOM ); SET_BIT( obj->extra_flags, ITEM_BURRIED ); WAIT_STATE( ch, URANGE( 10, move / 2, 100 ) ); return; } void do_sacrifice( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; one_argument( argument, arg ); if ( arg[0] == '\0' || !str_cmp( arg, ch->name ) ) { act( AT_ACTION, "$n offers $mself to $s deity, who graciously declines.", ch, NULL, NULL, TO_ROOM ); send_to_char( "Your deity appreciates your offer and may accept it later.", ch ); return; } if ( ms_find_obj(ch) ) return; obj = get_obj_list_rev( ch, arg, ch->in_room->last_content ); if ( !obj ) { send_to_char( "You can't find it.\n\r", ch ); return; } separate_obj(obj); if ( !CAN_WEAR(obj, ITEM_TAKE) ) { act( AT_PLAIN, "$p is not an acceptable sacrifice.", ch, obj, 0, TO_CHAR ); return; } if ( obj->item_type == ITEM_GRENADE || obj->item_type == ITEM_LANDMINE ) { act( AT_PLAIN, "$p is not an acceptable sacrifice.", ch, obj, 0, TO_CHAR ); return; } send_to_char( "Gavin gives you his thanks for your sacrifice.\n\r",ch ); act( AT_ACTION, "$n sacrifices $p to Gavin.", ch, obj, NULL, TO_ROOM ); oprog_sac_trigger( ch, obj ); if ( obj_extracted(obj) ) return; if ( cur_obj == obj->serial ) global_objcode = rOBJ_SACCED; extract_obj( obj ); return; } /* * Save items in a clan storage room -Scryn & Thoric */ void save_clan_storeroom( CHAR_DATA *ch, CLAN_DATA *clan ) { FILE *fp; char filename[256]; sh_int templvl; OBJ_DATA *contents; if ( !clan ) { bug( "save_clan_storeroom: Null clan pointer!", 0 ); return; } if ( !ch ) { bug ("save_clan_storeroom: Null ch pointer!", 0); return; } sprintf( filename, "%s%s.vault", CLAN_DIR, clan->filename ); if ( ( fp = fopen( filename, "w" ) ) == NULL ) { bug( "save_clan_storeroom: fopen", 0 ); perror( filename ); } else { templvl = ch->top_level; ch->top_level = LEVEL_HERO; /* make sure EQ doesn't get lost */ contents = ch->in_room->last_content; if (contents) fwrite_obj(ch, contents, fp, 0, OS_CARRY ); fprintf( fp, "#END\n" ); ch->top_level = templvl; fclose( fp ); return; } return; } /* put an item on auction, or see the stats on the current item or bet */ void do_auction (CHAR_DATA *ch, char *argument) { OBJ_DATA *obj; char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; int i; int bet = 50; argument = one_argument (argument, arg1); set_char_color( AT_LBLUE, ch ); if (IS_NPC(ch)) /* NPC can be extracted at any time and thus can't auction! */ return; if ( !has_comlink(ch) ) { send_to_char( "You need a Comlink to participate in the auctions!\n\r", ch); return; } if (arg1[0] == '\0') { if (auction->item != NULL) { obj = auction->item; /* show item data here */ if (auction->bet > 0) sprintf (buf, "Current bid on this item is %d credits.\n\r",auction->bet); else sprintf (buf, "No bids on this item have been received.\n\r"); set_char_color ( AT_BLUE, ch ); send_to_char (buf,ch); sprintf( buf, "&RHere is the info on the Item currently Being Actioned:\n\rName: &B'%s'&R Type: &B%s&R.\n\rIt normally costs &B%d&R.\n\r", obj->name, aoran( item_type_name( obj ) ), obj->cost ); send_to_char( buf, ch ); sprintf( buf, "&RWorn on: &B%s&R\n\r", flag_string(obj->wear_flags -1, w_flags ) ); send_to_char( buf, ch ); switch ( obj->item_type ) { case ITEM_ARMOR: ch_printf( ch, "&RCurrent armor level is is &B%d&R. ( based on current condition )\n\r", obj->value[0] ); ch_printf( ch, "&RMaximum armor level is &B%d&R. ( based on top condition )\n\r", obj->value[1] ); break; } if ( ( obj->item_type == ITEM_CONTAINER ) && ( obj->first_content ) ) { send_to_char( "&GContents:&G&W\n\r", ch ); set_char_color ( AT_WHITE, ch ); show_list_to_char( obj->first_content, ch, TRUE, FALSE ); } if (IS_IMMORTAL(ch)) { sprintf(buf, "&RSeller: &B%s&R. &RBidder: &B%s&R. Round: &B%d&R.\n\r", auction->seller->name, auction->buyer->name, (auction->going + 1)); send_to_char(buf, ch); sprintf(buf, "&RTime left in round: &B%d&R.\n\r", auction->pulse); send_to_char(buf, ch); } return; } else { set_char_color ( AT_LBLUE, ch ); send_to_char ( "\n\rThere is nothing being auctioned right now. What would you like to auction?\n\r", ch ); return; } } if ( IS_IMMORTAL(ch) && !str_cmp(arg1,"stop")) { if (auction->item == NULL) { send_to_char ("There is no auction to stop.\n\r",ch); return; } else /* stop the auction */ { set_char_color ( AT_LBLUE, ch ); sprintf (buf,"Sale of %s has been stopped by an Immortal.", auction->item->short_descr); talk_auction (buf); obj_to_char (auction->item, auction->seller); if ( IS_SET( sysdata.save_flags, SV_AUCTION ) ) save_char_obj(auction->seller); auction->item = NULL; if (auction->buyer != NULL && auction->buyer != auction->seller) /* return money to the buyer */ { auction->buyer->gold += auction->bet; send_to_char ("Your money has been returned.\n\r",auction->buyer); } return; } } if (!str_cmp(arg1,"bid") ) { if (auction->item != NULL) { int newbet; /*if ( ch == auction->seller) { send_to_char("You can't bid on your own item!\n\r", ch); return; }*/ /* make - perhaps - a bet now */ if (argument[0] == '\0') { send_to_char ("Bid how much?\n\r",ch); return; } newbet = parsebet (auction->bet, argument); /* ch_printf( ch, "Bid: %d\n\r",newbet); */ if (newbet < auction->starting) { send_to_char("You must place a bid that is higher than the starting bet.\n\r", ch); return; } /* to avoid slow auction, use a bigger amount than 100 if the bet is higher up - changed to 10000 for our high economy */ /* if ( auction->item->cost ) { if ( auction->item->cost < 1000 ) bet = 100; if ( auction->item->cost < 100000 ) bet = 10000; if ( auction->item->cost < 1000000 ) bet = 100000; } else */ bet = 100; if (newbet < (auction->bet + bet)) { sprintf (buf,"You must at least bid %d credits over the current bid.\n\r", bet ); send_to_char (buf,ch); return; } if (newbet > ch->gold) { send_to_char ("You don't have that much money!\n\r",ch); return; } if (newbet > 2000000000) { send_to_char("You can't bid over 2 billion credits.\n\r", ch); return; } /* the actual bet is OK! */ /* return the gold to the last buyer, if one exists */ if (auction->buyer != NULL && auction->buyer != auction->seller) auction->buyer->gold += auction->bet; ch->gold -= newbet; /* substract the gold - important :) */ if ( IS_SET( sysdata.save_flags, SV_AUCTION ) ) save_char_obj(ch); auction->buyer = ch; auction->bet = newbet; auction->going = 0; auction->pulse = PULSE_AUCTION; /* start the auction over again */ sprintf (buf,"A bid of %d credits has been received on %s.\n\r",newbet,auction->item->short_descr); talk_auction (buf); return; } else { send_to_char ("There isn't anything being auctioned right now.\n\r",ch); return; } } /* finally... */ if ( ms_find_obj(ch) ) return; obj = get_obj_carry (ch, arg1); /* does char have the item ? */ if (obj == NULL) { send_to_char ("You aren't carrying that.\n\r",ch); return; } if (obj->timer > 0) { send_to_char ("You can't auction objects that are decaying.\n\r", ch); return; } /* prevent repeat auction items */ for(i = 0; i < AUCTION_MEM && auction->history[i]; i++) { if(auction->history[i] == obj->pIndexData) { send_to_char("Such an item has been auctioned " "recently, try again later.\n\r", ch); return; } } argument = one_argument (argument, arg2); if (arg2[0] == '\0') { auction->starting = 0; strcpy(arg2, "0"); } if ( !is_number(arg2) ) { send_to_char("You must input a number at which to start the auction.\n\r", ch); return; } if ( atoi(arg2) < 0 ) { send_to_char("You can't auction something for less than 0 credits!\n\r", ch); return; } if (auction->item == NULL) switch (obj->item_type) { default: act (AT_TELL, "You cannot auction $Ts.",ch, NULL, item_type_name (obj), TO_CHAR); return; /* insert any more item types here... items with a timer MAY NOT BE AUCTIONED! */ case ITEM_CONTRACEPTIVE: case ITEM_LIGHT: case ITEM_WEAPON: case ITEM_TREASURE: case ITEM_ARMOR: case ITEM_POTION: case ITEM_FURNITURE: case ITEM_CONTAINER: case ITEM_DRINK_CON: case ITEM_KEY: case ITEM_FOOD: case ITEM_PILL: case ITEM_HERB_CON: case ITEM_SHOVEL: case ITEM_LENS: case ITEM_CRYSTAL: case ITEM_DURAPLAST: case ITEM_BATTERY: case ITEM_TOOLKIT: case ITEM_DURASTEEL: case ITEM_OVEN: case ITEM_MIRROR: case ITEM_CIRCUIT: case ITEM_SUPERCONDUCTOR: case ITEM_HERB: case ITEM_COMLINK: case ITEM_MEDPAC: case ITEM_FABRIC: case ITEM_RARE_METAL: case ITEM_THREAD: case ITEM_SPICE: case ITEM_SMUT: case ITEM_DEVICE: case ITEM_GRENADE: case ITEM_LANDMINE: separate_obj(obj); obj_from_char (obj); if ( IS_SET( sysdata.save_flags, SV_AUCTION ) ) save_char_obj(ch); auction->item = obj; auction->bet = 0; auction->buyer = ch; auction->seller = ch; auction->pulse = PULSE_AUCTION; auction->going = 0; auction->starting = atoi(arg2); /* add the new item to the history */ if(AUCTION_MEM > 0) { memmove((char *) auction->history+sizeof(OBJ_INDEX_DATA *), auction->history, (AUCTION_MEM - 1)*sizeof(OBJ_INDEX_DATA *)); auction->history[0] = obj->pIndexData; } /* reset the history timer */ auction->hist_timer = 0; if (auction->starting > 0) auction->bet = auction->starting; sprintf (buf, "A new item is being auctioned: %s at %d credits.", obj->short_descr, auction->starting); talk_auction (buf); return; } /* switch */ else { act (AT_TELL, "Try again later - $p is being auctioned right now!",ch,auction->item,NULL,TO_CHAR); if ( !IS_IMMORTAL(ch) ) WAIT_STATE( ch, PULSE_VIOLENCE ); return; } } /* Make objects in rooms that are nofloor fall - Scryn 1/23/96 */ void obj_fall( OBJ_DATA *obj, bool through ) { EXIT_DATA *pexit; ROOM_INDEX_DATA *to_room; static int fall_count; char buf[MAX_STRING_LENGTH]; static bool is_falling; /* Stop loops from the call to obj_to_room() -- Altrag */ if ( !obj->in_room || is_falling ) return; if (fall_count > 30) { bug( "object falling in loop more than 30 times", 0 ); extract_obj(obj); fall_count = 0; return; } if ( xIS_SET( obj->in_room->room_flags, ROOM_NOFLOOR ) && CAN_GO( obj, DIR_DOWN ) && !IS_OBJ_STAT( obj, ITEM_MAGIC ) ) { pexit = get_exit( obj->in_room, DIR_DOWN ); to_room = pexit->to_room; if (through) fall_count++; else fall_count = 0; if (obj->in_room == to_room) { sprintf(buf, "Object falling into same room, room %d", to_room->vnum); bug( buf, 0 ); extract_obj( obj ); return; } if (obj->in_room->first_person) { act( AT_PLAIN, "$p falls far below...", obj->in_room->first_person, obj, NULL, TO_ROOM ); act( AT_PLAIN, "$p falls far below...", obj->in_room->first_person, obj, NULL, TO_CHAR ); } obj_from_room( obj ); is_falling = TRUE; obj = obj_to_room( obj, to_room ); is_falling = FALSE; if (obj->in_room->first_person) { act( AT_PLAIN, "$p falls from above...", obj->in_room->first_person, obj, NULL, TO_ROOM ); act( AT_PLAIN, "$p falls from above...", obj->in_room->first_person, obj, NULL, TO_CHAR ); } if (!xIS_SET( obj->in_room->room_flags, ROOM_NOFLOOR ) && through ) { /* int dam = (int)9.81*sqrt(fall_count*2/9.81)*obj->weight/2; */ int dam = fall_count*obj->weight/2; /* Damage players */ if ( obj->in_room->first_person && number_percent() > 15 ) { CHAR_DATA *rch; CHAR_DATA *vch = NULL; int chcnt = 0; for ( rch = obj->in_room->first_person; rch; rch = rch->next_in_room, chcnt++ ) if ( number_range( 0, chcnt ) == 0 ) vch = rch; act( AT_WHITE, "$p falls on $n!", vch, obj, NULL, TO_ROOM ); act( AT_WHITE, "$p falls on you!", vch, obj, NULL, TO_CHAR ); damage( vch, vch, dam*vch->top_level, TYPE_UNDEFINED ); } /* Damage objects */ switch( obj->item_type ) { case ITEM_WEAPON: case ITEM_ARMOR: if ( (obj->value[0] - dam) <= 0 ) { if (obj->in_room->first_person) { act( AT_PLAIN, "$p is destroyed by the fall!", obj->in_room->first_person, obj, NULL, TO_ROOM ); act( AT_PLAIN, "$p is destroyed by the fall!", obj->in_room->first_person, obj, NULL, TO_CHAR ); } make_scraps(obj); } else obj->value[0] -= dam; break; default: if ( (dam*15) > get_obj_resistance(obj) ) { if (obj->in_room->first_person) { act( AT_PLAIN, "$p is destroyed by the fall!", obj->in_room->first_person, obj, NULL, TO_ROOM ); act( AT_PLAIN, "$p is destroyed by the fall!", obj->in_room->first_person, obj, NULL, TO_CHAR ); } make_scraps(obj); } break; } } obj_fall( obj, TRUE ); } return; }