/*************************************************************************** * Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, * * Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. * * * * Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael * * Chastain, Michael Quan, and Mitchell Tse. * * * * In order to use any part of this Merc Diku Mud, you must comply with * * both the original Diku license in 'license.doc' as well the Merc * * license in 'license.txt'. In particular, you may not remove either of * * these copyright notices. * * * * Much time and thought has gone into this software and you are * * benefitting. We hope that you share your changes too. What goes * * around, comes around. * ***************************************************************************/ #include <glib.h> #if defined(macintosh) #include <types.h> #else #include <sys/types.h> #endif #include <stdio.h> #include <stdlib.h> #include <string.h> #include <time.h> #include <merc.h> #include <interp.h> #include <fight.h> #include <player.h> /* * Local functions. */ #define CD CHAR_DATA void get_obj args( ( CHAR_DATA *ch, OBJ_DATA *obj, OBJ_DATA *container ) ); CD * find_keeper args( ( CHAR_DATA *ch ) ); int get_cost args( ( CHAR_DATA *keeper, OBJ_DATA *obj, bool fBuy ) ); void sheath args( ( CHAR_DATA *ch, bool right ) ); void draw args( ( CHAR_DATA *ch, bool right ) ); char *special_item_name args( ( OBJ_DATA *obj ) ); void call_all args( ( CHAR_DATA *ch ) ); #undef CD void do_call( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; CHAR_DATA *victim = NULL; ROOM_INDEX_DATA *chroom; ROOM_INDEX_DATA *objroom; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "What object do you wish to call?\n\r", ch ); return; } if (IS_NPC(ch)) {send_to_char("Not while switched.\n\r",ch); return;} if (!IS_HEAD(ch, LOST_HEAD)) { act("Your eyes flicker with yellow energy.",ch,NULL,NULL,TO_CHAR); act("$n's eyes flicker with yellow energy.",ch,NULL,NULL,TO_ROOM); } if (!str_cmp(arg,"all")) { call_all(ch); return; } if ( ( obj = get_obj_world( ch, arg ) ) == NULL ) { send_to_char( "Nothing like that in hell, earth, or heaven.\n\r", ch ); return; } if ( obj->item_type == ITEM_PAGE ) return; if (obj->questowner == NULL || obj->questowner->len < 2 || str_cmp(obj->questowner->str,ch->name->str)) { send_to_char( "Nothing happens.\n\r", ch ); return; } if ( ch->carry_weight + get_obj_weight( obj ) > can_carry_w( ch ) ) { send_to_char( "You can't carry that much weight!\n\r",ch); return; } if (obj->carried_by != NULL && obj->carried_by != ch) { victim = obj->carried_by; if (!IS_NPC(victim) && victim->desc != NULL && victim->desc->connected != CON_PLAYING) return; act("$p suddenly vanishes from your hands!",victim,obj,NULL,TO_CHAR); act("$p suddenly vanishes from $n's hands!",victim,obj,NULL,TO_ROOM); obj_from_char(obj); } else if (obj->in_room != NULL) { chroom = ch->in_room; objroom = obj->in_room; char_from_room(ch); char_to_room(ch,objroom); act("$p vanishes from the ground!",ch,obj,NULL,TO_ROOM); if (chroom == objroom) act("$p vanishes from the ground!",ch,obj,NULL,TO_CHAR); char_from_room(ch); char_to_room(ch,chroom); obj_from_room(obj); } else if (obj->in_obj != NULL) obj_from_obj(obj); else { if (!IS_HEAD(ch, LOST_HEAD)) send_to_char( "Nothing happens.\n\r", ch ); return; } obj_to_char(obj,ch); if (IS_SET(obj->extra_flags,ITEM_SHADOWPLANE)) REMOVE_BIT(obj->extra_flags,ITEM_SHADOWPLANE); act("$p materializes in your hands.",ch,obj,NULL,TO_CHAR); act("$p materializes in $n's hands.",ch,obj,NULL,TO_ROOM); do_autosave(ch,""); if (victim != NULL) do_autosave(victim,""); return; } void look_for_ownereq(OBJ_DATA *obj, CHAR_DATA *ch) { ROOM_INDEX_DATA *chroom; ROOM_INDEX_DATA *objroom; bool found = FALSE; OBJ_DATA *in_obj; if ( obj->item_type == ITEM_PAGE ) return; if ( obj->questowner == NULL || obj->questowner->len < 2 || str_cmp( ch->name->str, obj->questowner->str )) return; if ( ch->carry_weight + get_obj_weight( obj ) > can_carry_w( ch ) ) { send_to_char("{RYou are carring WAY too much.. wear something then try again!{x\n\r",ch); return; } found = TRUE; for ( in_obj = obj; in_obj->in_obj != NULL; in_obj = in_obj->in_obj ) ; if (in_obj->carried_by != NULL) { if (in_obj->carried_by == ch) return; } if (obj->carried_by != NULL) { if (obj->carried_by == ch || obj->carried_by->desc == NULL || obj->carried_by->desc->connected != CON_PLAYING) { if (!IS_NPC(obj->carried_by)) return; } act("$p suddenly vanishes from your hands!",obj->carried_by,obj,NULL,TO_CHAR); act("$p suddenly vanishes from $n's hands!",obj->carried_by,obj,NULL,TO_ROOM); SET_BIT(obj->carried_by->extra, EXTRA_CALL_ALL); obj_from_char(obj); } else if (obj->in_room != NULL) { chroom = ch->in_room; objroom = obj->in_room; char_from_room(ch); char_to_room(ch,objroom); act("$p vanishes from the ground!",ch,obj,NULL,TO_ROOM); if (chroom == objroom) act("$p vanishes from the ground!",ch,obj,NULL,TO_CHAR); char_from_room(ch); char_to_room(ch,chroom); obj_from_room(obj); } else if (obj->in_obj != NULL) obj_from_obj(obj); else return; obj_to_char(obj,ch); if (IS_SET(obj->extra_flags,ITEM_SHADOWPLANE)) REMOVE_BIT(obj->extra_flags,ITEM_SHADOWPLANE); if (!IS_HEAD(ch, LOST_HEAD)) { act("$p materializes in your hands.",ch,obj,NULL,TO_CHAR); act("$p materializes in $n's hands.",ch,obj,NULL,TO_ROOM); } return; } void call_all( CHAR_DATA *ch ) { CHAR_DATA *victim = NULL; DESCRIPTOR_DATA *d; bool found = FALSE; GSList *desc_list = descriptor_list; g_slist_foreach(object_list, (GFunc)look_for_ownereq, ch); if ( !found && !IS_HEAD(ch, LOST_HEAD) ) send_to_char( "Nothing happens.\n\r", ch ); for ( desc_list =descriptor_list; desc_list != NULL; desc_list = g_slist_next(desc_list)) { d = (DESCRIPTOR_DATA*)desc_list->data; if ( d->connected != CON_PLAYING ) continue; if ( (victim = d->character) == NULL ) continue; if ( IS_NPC(victim) ) continue; if ( ch != victim && !IS_EXTRA(victim,EXTRA_CALL_ALL) ) continue; REMOVE_BIT(victim->extra, EXTRA_CALL_ALL); do_autosave(victim,""); } g_slist_free(desc_list); return; } void get_obj( CHAR_DATA *ch, OBJ_DATA *obj, OBJ_DATA *container ) { OBJ_DATA *obj2; OBJ_DATA *obj_next; ROOM_INDEX_DATA *objroom; bool move_ch = FALSE; /* Objects should only have a shadowplane flag when on the floor */ if ( ch->plane != obj->plane ){ send_to_char( "Your hand passes right through it!\n\r", ch ); return; } if ( !CAN_WEAR(obj, ITEM_TAKE) && ch->level < LEVEL_HIGHJUDGE ) { send_to_char( "You can't take that.\n\r", ch ); return; } if ( ch->carry_number + 1 > can_carry_n( ch ) ) { act( "$d: you can't carry that many items.", ch, NULL, obj->name->str, TO_CHAR ); return; } if ( ch->carry_weight + get_obj_weight( obj ) > can_carry_w( ch ) ) { act( "$d: you can't carry that much weight.", ch, NULL, obj->name->str, TO_CHAR ); return; } if ( container != NULL ) { if (ch->plane != obj->plane ){ send_to_char( "Your hand passes right through it!\n\r", ch ); return; } act( "You get $p from $P.", ch, obj, container, TO_CHAR ); act( "$n gets $p from $P.", ch, obj, container, TO_ROOM ); for ( obj2 = container->contains; obj2 != NULL; obj2 = obj_next ) { obj_next = obj2->next_content; if ( obj2->chobj != NULL ) {act( "A hand reaches inside $P and takes $p out.", obj2->chobj, obj, container, TO_CHAR ); move_ch = TRUE;} } obj_from_obj( obj ); } else { act( "You pick up $p.", ch, obj, container, TO_CHAR ); act( "$n picks $p up.", ch, obj, container, TO_ROOM ); if (obj != NULL) obj_from_room( obj ); } if ( obj->item_type == ITEM_MONEY ) { ch->gold += obj->value[0]; extract_obj( obj ); } else { obj_to_char( obj, ch ); if ( move_ch && obj->chobj != NULL ) { if (obj->carried_by != NULL && obj->carried_by != obj->chobj) objroom = get_room_index(obj->carried_by->in_room->vnum); else objroom = NULL; if (objroom != NULL && get_room_index(obj->chobj->in_room->vnum) != objroom) { char_from_room(obj->chobj); char_to_room(obj->chobj,objroom); do_look(obj->chobj,"auto"); } } } return; } void do_get( CHAR_DATA *ch, char *argument ) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; OBJ_DATA *obj; OBJ_DATA *obj_next; OBJ_DATA *container; bool found; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); /* Get type. */ if ( arg1[0] == '\0' ) { send_to_char( "Get what?\n\r", ch ); return; } if ( arg2[0] == '\0' ) { if ( str_cmp( arg1, "all" ) && str_prefix( "all.", arg1 ) ) { /* 'get obj' */ obj = get_obj_list( ch, arg1, ch->in_room->contents ); if ( obj == NULL ) { act( "I see no $T here.", ch, NULL, arg1, TO_CHAR ); return; } if (IS_ARTIFACT(obj) && !CAN_PK(ch) && !IS_IMMORTAL(ch) ) { send_to_char( "You cannot pick artifacts up while mortal.\n\r", ch ); return; } if (obj->pIndexData->vnum == ch->questobj && str_cmp(obj->OOwner->str,ch->name->str)) { send_to_char("Thats not yours.. don't touch\n\r",ch); return; } // portals if (( obj->item_type == 27 ) && !IS_IMMORTAL(ch) ) { send_to_char( "You can't take that.\n\r", ch ); return; } get_obj( ch, obj, NULL ); } else { /* 'get all' or 'get all.obj' */ found = FALSE; for ( obj = ch->in_room->contents; obj != NULL; obj = obj_next ) { obj_next = obj->next_content; if ( ( arg1[3] == '\0' || is_name( &arg1[4], obj->name->str ) ) && can_see_obj( ch, obj ) ) { found = TRUE; if (obj->pIndexData->vnum == ch->questobj && str_cmp(obj->OOwner->str,ch->name->str)) { send_to_char("Thats not yours.. don't touch\n\r",ch); continue; } if (IS_ARTIFACT(obj) && !CAN_PK(ch) && !IS_IMMORTAL(ch) ) { send_to_char( "Leaving the artifact for a non-mortal.\n\r", ch ); } else get_obj( ch, obj, NULL ); } } if ( !found ) { if ( arg1[3] == '\0' ) send_to_char( "I see nothing here.\n\r", ch ); else act( "I see no $T here.", ch, NULL, &arg1[4], TO_CHAR ); } } } else { /* 'get ... container' */ if ( !str_cmp( arg2, "all" ) || !str_prefix( "all.", arg2 ) ) { send_to_char( "You can't do that.\n\r", ch ); return; } if ( ( container = get_obj_here( ch, arg2 ) ) == NULL ) { act( "I see no $T here.", ch, NULL, arg2, TO_CHAR ); return; } switch ( container->item_type ) { default: send_to_char( "That's not a container.\n\r", ch ); return; case ITEM_CONTAINER: case ITEM_CORPSE_NPC: break; case ITEM_CORPSE_PC: { char name[MAX_INPUT_LENGTH]; char *pd; if ( IS_NPC(ch) && ch->level < 12 ) { send_to_char( "You can't do that.\n\r", ch ); return; } pd = container->short_descr->str; pd = one_argument( pd, name ); pd = one_argument( pd, name ); pd = one_argument( pd, name ); } } if ( IS_SET(container->value[1], CONT_CLOSED) ) { act( "The $d is closed.", ch, NULL, container->name, TO_CHAR ); return; } if ( str_cmp( arg1, "all" ) && str_prefix( "all.", arg1 ) ) { /* 'get obj container' */ obj = get_obj_list( ch, arg1, container->contains ); if ( obj == NULL) { act( "I see nothing like that in the $T.", ch, NULL, arg2, TO_CHAR ); return; } if (IS_ARTIFACT(obj) && !CAN_PK(ch) && !IS_IMMORTAL(ch) ) { send_to_char( "Leaving the artifact for a non-mortal.\n\r", ch ); } else get_obj( ch, obj, container ); } else { /* 'get all container' or 'get all.obj container' */ found = FALSE; for ( obj = container->contains; obj != NULL; obj = obj_next ) { obj_next = obj->next_content; if ( ( arg1[3] == '\0' || is_name( &arg1[4], obj->name->str ) ) && can_see_obj( ch, obj ) ) { found = TRUE; if (IS_ARTIFACT(obj) && !CAN_PK(ch) && !IS_IMMORTAL(ch) ) { send_to_char( "Leaving the artifact for a non-mortal.\n\r", ch ); } else get_obj( ch, obj, container ); } } if ( !found ) { if ( arg1[3] == '\0' ) act( "I see nothing in the $T.", ch, NULL, arg2, TO_CHAR ); else act( "I see nothing like that in the $T.", ch, NULL, arg2, TO_CHAR ); } } } do_autosave(ch,""); 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 *obj2; OBJ_DATA *obj_next; OBJ_DATA *obj_next2; ROOM_INDEX_DATA *objroom = get_room_index(ROOM_VNUM_IN_OBJECT); argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if ( arg1[0] == '\0' || arg2[0] == '\0' ) { send_to_char( "Put what in what?\n\r", ch ); return; } if ( !str_cmp( arg2, "all" ) || !str_prefix( "all.", arg2 ) ) { send_to_char( "You can't do that.\n\r", ch ); return; } /* I'll leave this out for now - KaVir if ( ( ( container = get_obj_carry( ch, arg2 ) ) == NULL ) && ( ( container = get_obj_wear( ch, arg2 ) ) == NULL ) && ( IS_AFFECTED(ch,AFF_ETHEREAL) ) ) { send_to_char( "You can't let go of it!\n\r", ch ); return; } */ if ( ( container = get_obj_here( ch, arg2 ) ) == NULL ) { act( "I see no $T here.", ch, NULL, arg2, TO_CHAR ); return; } if ( container->item_type != ITEM_CONTAINER ) { send_to_char( "That's not a container.\n\r", ch ); return; } if ( IS_SET(container->value[1], CONT_CLOSED) ) { act( "The $d is closed.", ch, NULL, container->name, TO_CHAR ); return; } if ( str_cmp( arg1, "all" ) && str_prefix( "all.", arg1 ) ) { /* 'put obj container' */ if ( ( obj = get_obj_carry( ch, arg1 ) ) == 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 ( obj->item_type == ITEM_FOUNTAIN ) { send_to_char("You can't put that in there!\n\r",ch); return; } if (str_cmp(obj->questowner->str,"") && str_cmp(obj->questowner->str,ch->name->str)) { send_to_char("You can't put that in there!\n\r",ch); return; } if ( IS_SET( obj->quest, QUEST_ARTIFACT) ) { send_to_char("You cannot put artifacts in a container.\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 ( get_obj_weight( obj ) + get_obj_weight( container ) > container->value[0] ) { send_to_char( "It won't fit.\n\r", ch ); return; } for ( obj2 = container->contains; obj2 != NULL; obj2 = obj_next2 ) { obj_next2 = obj2->next_content; if ( obj2->chobj != NULL && obj != obj2) act( "A hand reaches inside $P and drops $p.", obj2->chobj, obj, container, TO_CHAR ); } obj_from_char( obj ); obj_to_obj( obj, container ); act( "$n puts $p in $P.", ch, obj, container, TO_ROOM ); act( "You put $p in $P.", ch, obj, container, TO_CHAR ); } else { /* 'put all container' or 'put all.obj container' */ for ( obj = ch->carrying; obj != NULL; obj = obj_next ) { obj_next = obj->next_content; if ( ( arg1[3] == '\0' || is_name( &arg1[4], obj->name->str ) ) && can_see_obj( ch, obj ) && obj->wear_loc == WEAR_NONE && obj != container && !IS_SET( obj->quest, QUEST_ARTIFACT) && can_drop_obj( ch, obj ) && get_obj_weight( obj ) + get_obj_weight( container ) <= container->value[0] ) { if ( obj->item_type == ITEM_FOUNTAIN ) { continue; } if (str_cmp(obj->questowner->str,"") && str_cmp(obj->questowner->str,ch->name->str)) { continue; } for ( obj2 = container->contains; obj2 != NULL; obj2 = obj_next2 ) { obj_next2 = obj2->next_content; if ( obj2->chobj != NULL && obj2->chobj->in_room != NULL) { if (objroom != get_room_index(obj2->chobj->in_room->vnum)) { char_from_room(obj2->chobj); char_to_room(obj2->chobj,objroom); do_look(obj2->chobj,"auto"); } if (obj != obj2) act( "A hand reaches inside $P and drops $p.", obj2->chobj, obj, container, TO_CHAR ); } } obj_from_char( obj ); obj_to_obj( obj, container ); act( "$n puts $p in $P.", ch, obj, container, TO_ROOM ); act( "You put $p in $P.", ch, obj, container, TO_CHAR ); } } } do_autosave(ch,""); return; } void do_drop( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj,*money; OBJ_DATA *obj_next; bool found; argument = one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Drop what?\n\r", ch ); return; } if ( is_number( arg ) ) { /* 'drop NNNN coins' */ int amount; amount = atoi(arg); argument = one_argument( argument, arg ); if ( amount <= 0 || ( str_cmp( arg, "coins" ) && str_cmp( arg, "coin" ) ) ) { send_to_char( "Sorry, you can't do that.\n\r", ch ); return; } /* Otherwise causes complications if there's a pile on each plane */ if ( ch->gold < amount ) { send_to_char( "You haven't got that many coins.\n\r", ch ); return; } ch->gold -= amount; for ( obj = ch->in_room->contents; obj != NULL; obj = obj_next ) { obj_next = obj->next_content; switch ( obj->pIndexData->vnum ) { case OBJ_VNUM_MONEY_ONE: amount += 1; extract_obj( obj ); break; case OBJ_VNUM_MONEY_SOME: amount += obj->value[0]; extract_obj( obj ); break; } } money = create_money( amount ); money->plane = ch->plane; obj_to_room( money, ch->in_room ); act( "$n drops some gold.", ch, NULL, NULL, TO_ROOM ); send_to_char( "OK.\n\r", ch ); do_autosave(ch,""); return; } if ( 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; } obj->plane = ch->plane; obj_from_char( obj ); obj_to_room( obj, ch->in_room ); /* Objects should only have a shadowplane flag when on the floor */ act( "$n drops $p.", ch, obj, NULL, TO_ROOM ); act( "You drop $p.", ch, obj, NULL, TO_CHAR ); } else { /* 'drop all' or 'drop all.obj' */ found = FALSE; for ( obj = ch->carrying; obj != NULL; obj = obj_next ) { obj_next = obj->next_content; if ( ( arg[3] == '\0' || is_name( &arg[4], obj->name->str ) ) && can_see_obj( ch, obj ) && obj->wear_loc == WEAR_NONE && can_drop_obj( ch, obj ) ) { found = TRUE; obj->plane = ch->plane; obj_from_char( obj ); obj_to_room( obj, ch->in_room ); /* Objects should only have a shadowplane flag when on the floor */ act( "$n drops $p.", ch, obj, NULL, TO_ROOM ); act( "You drop $p.", ch, obj, NULL, TO_CHAR ); } } if ( !found ) { if ( arg[3] == '\0' ) act( "You are not carrying anything.", ch, NULL, arg, TO_CHAR ); else act( "You are not carrying any $T.", ch, NULL, &arg[4], TO_CHAR ); } } do_autosave(ch,""); return; } void do_give( CHAR_DATA *ch, char *argument ) { char arg1 [MAX_INPUT_LENGTH]; char arg2 [MAX_INPUT_LENGTH]; CHAR_DATA *victim; OBJ_DATA *obj; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if ( arg1[0] == '\0' || arg2[0] == '\0' ) { send_to_char( "Give what to whom?\n\r", ch ); return; } if ( is_number( arg1 ) ) { /* 'give NNNN coins victim' */ int amount; amount = atoi(arg1); if ( amount <= 0 || ( str_cmp( arg2, "coins" ) && str_cmp( arg2, "coin" ) ) ) { send_to_char( "Sorry, you can't do that.\n\r", ch ); return; } argument = one_argument( argument, arg2 ); if ( arg2[0] == '\0' ) { send_to_char( "Give what to whom?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg2 ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if (ch->plane != victim->plane){ send_to_char("They are not on this plane.\n\r",ch); return; } if ( ch->gold < amount ) { send_to_char( "You haven't got that much gold.\n\r", ch ); return; } ch->gold -= amount; victim->gold += amount; /* * Bribe trigger */ if ( IS_NPC(victim) && HAS_TRIGGER( victim, TRIG_BRIBE ) ) mp_bribe_trigger( victim, ch, ch->gold ? amount : amount * 100 ); act( "$n gives you some gold.", ch, NULL, victim, TO_VICT ); act( "$n gives $N some gold.", ch, NULL, victim, TO_NOTVICT ); act( "You give $N some gold.", ch, NULL, victim, TO_CHAR ); send_to_char( "OK.\n\r", ch ); do_autosave(ch,""); do_autosave(victim,""); return; } if ( ( obj = get_obj_carry( ch, arg1 ) ) == NULL ) { send_to_char( "You do not have that item.\n\r", ch ); return; } if ( obj->wear_loc != WEAR_NONE ) { send_to_char( "You must remove it first.\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg2 ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( !can_drop_obj( ch, obj ) ) { send_to_char( "You can't let go of it.\n\r", ch ); return; } if (ch->plane != victim->plane){ send_to_char("They are not in the same plane.\n\r",ch); return; } if ( victim->carry_number + 1 > can_carry_n( victim ) ) { act( "$N has $S hands full.", ch, NULL, victim, TO_CHAR ); return; } if ( victim->carry_weight + get_obj_weight( obj ) > can_carry_w( victim ) ) { act( "$N can't carry that much weight.", ch, NULL, victim, TO_CHAR ); return; } if ( !can_see_obj( victim, obj ) ) { act( "$N can't see it.", ch, NULL, victim, TO_CHAR ); return; } if (IS_ARTIFACT(obj) && !CAN_PK(victim) && !IS_IMMORTAL(victim)) { send_to_char( "You cannot give artifacts to mortals.\n\r", ch ); return; } obj_from_char( obj ); obj_to_char( obj, victim ); MOBtrigger = FALSE; act( "$n gives $p to $N.", ch, obj, victim, TO_NOTVICT ); act( "$n gives you $p.", ch, obj, victim, TO_VICT ); act( "You give $p to $N.", ch, obj, victim, TO_CHAR ); MOBtrigger = TRUE; /* * Give trigger */ if ( IS_NPC(victim) && HAS_TRIGGER( victim, TRIG_GIVE ) ) mp_give_trigger( victim, ch, obj ); do_autosave(ch,""); do_autosave(victim,""); return; } void do_fill( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; OBJ_DATA *fountain; bool found; int liquid; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Fill what?\n\r", ch ); return; } if ( ( obj = get_obj_carry( ch, arg ) ) == NULL ) { send_to_char( "You do not have that item.\n\r", ch ); return; } found = FALSE; for ( fountain = ch->in_room->contents; fountain != NULL; fountain = fountain->next_content ) { if ( fountain->item_type == ITEM_FOUNTAIN ) { found = TRUE; break; } } if ( !found ) { send_to_char( "There is no fountain here!\n\r", ch ); return; } if (ch->plane != obj->plane){ send_to_char("Don't think so, your not even on the same plane\n\r",ch); return; } if ( obj->item_type != ITEM_DRINK_CON ) { send_to_char( "You can't fill that.\n\r", ch ); return; } if ( obj->value[1] >= obj->value[0] ) { send_to_char( "Your container is already full.\n\r", ch ); return; } if ( (obj->value[2] != fountain->value[2]) && obj->value[1] > 0) { send_to_char( "You cannot mix two different liquids.\n\r", ch ); return; } act( "$n dips $p into $P.", ch, obj, fountain, TO_ROOM ); act( "You dip $p into $P.", ch, obj, fountain, TO_CHAR ); obj->value[2] = fountain->value[2]; obj->value[1] = obj->value[0]; liquid = obj->value[2]; act( "$n fills $p with $T.", ch, obj, liq_table[liquid].liq_name, TO_ROOM ); act( "You fill $p with $T.", ch, obj, liq_table[liquid].liq_name, TO_CHAR ); return; } void do_drink( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; char buf[MAX_INPUT_LENGTH]; OBJ_DATA *obj; CHAR_DATA *victim; int chance; int amount; int liquid; one_argument( argument, arg ); if ( arg[0] == '\0' ) { for ( obj = ch->in_room->contents; obj; obj = obj->next_content ) { if ( obj->item_type == ITEM_FOUNTAIN ) break; } if ( obj == NULL ) { send_to_char( "Drink what?\n\r", ch ); return; } } else { if ( ( obj = get_obj_here( ch, arg ) ) == NULL ) { if ( !IS_CLASS(ch,CLASS_VAMPIRE) ) { send_to_char( "You can't find it.\n\r", ch ); return; } else /* we're trying to drink from a char */ { if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "You can't find anything or anyone to drink from.\n\r", ch ); return; } if ( !IS_VAMPAFF(ch,VAM_FANGS) ) { send_to_char("You'd better get your fangs out!\n\r", ch); return; } switch (ch->plane){ case PLANE_SPIRIT: send_to_char("You cannot drink on this plane.\n\e",ch); return; case PLANE_PUNISHMENT: send_to_char("You cannot drink on this plane.\n\e",ch); return; } if ( is_tempsafe(ch) ) { send_to_char( "You cannot drink in a safe room.\n\r", ch ); return; } if (IS_EXTRA(ch,TIED_UP) || IS_EXTRA(ch,BLINDFOLDED)) { send_to_char( "Not while you are tied up or blindfolded!\n\r", ch ); return; } if ( !IS_NPC( victim ) && !CAN_PK( victim ) ) { send_to_char( "You can only feed on mobiles and Avatars.\n\r", ch ); return; } if ( victim->level > 95 && ch->level < 10 ) // high level mobs { send_to_char("You can't drink from them!\n\r", ch); return; } chance = 60; if ( get_disc(ch,DISC_CELERITY) > 0 ) chance += 10; if ( get_disc(ch,DISC_DOMINATE) > 0 ) chance += 10; if ( get_disc(ch,DISC_OBFUSCATE) > 0 ) chance += 5; if ( number_percent() < chance ) { /* if ( !IS_NPC(victim) && victim->position == POS_MORTAL ) { <SET DIABLARIE STUFF> } */ if ( victim->hit < 2000 ) { sprintf( buf, "You can't get enough blood from %s.\n\r", PERS(victim,ch) ); send_to_char( buf, ch ); return; } if ( victim->hit > 200000 ) { sprintf( buf, "You can't get close enough to %s.\n\r", PERS(victim,ch) ); send_to_char( buf, ch ); return; } amount = number_range(3, 10); if ( amount == 8 && ch->beast != 0 && ch->beast < 100 && number_range(1,500) <= ch->beast) { ch->beast = UMIN(ch->beast + 1,100); if ( ch->beast == 100 ) send_to_char("You feel your beast take more control over your actions.\n\r", ch); else send_to_char("Your beast has fully taken over control of your actions!\n\r", ch); } if ( get_disc(ch,DISC_QUIETUS) >= 5 ) amount = amount * 2; if ( get_disc(victim,DISC_VICISSITUDE) >= 5 ) amount = -10; if ( get_disc(victim,DISC_SERPENTIS) >= 3 ) amount = -10; gain_condition( ch, COND_THIRST, amount * 5 ); act("You sink your teeth into $S neck and drink.",ch,NULL,victim,TO_CHAR); act("$n sinks $s teeth into $N's neck and drinks.",ch,NULL,victim,TO_NOTVICT); act("$n sinks $s teeth into your neck and drinks.",ch,NULL,victim,TO_VICT); victim->hit -= ( amount * 10 ); WAIT_STATE( ch, PULSE_VIOLENCE / 2 ); if ( !IS_NPC(ch) && IS_CLASS(ch, CLASS_VAMPIRE) && ch->pcdata->condition[COND_THIRST] >= 100 + ch->pcdata->stats[UNI_BLOOD_MAX] ) send_to_char( "Your blood thirst is sated.\n\r", ch ); return; } else { multi_hit( ch, victim, TYPE_UNDEFINED ); return; } } } } if ( !IS_NPC(ch) && ch->pcdata->condition[COND_DRUNK] > 10 ) { send_to_char( "You fail to reach your mouth. *Hic*\n\r", ch ); return; } switch (ch->plane){ case PLANE_SPIRIT: send_to_char("You cannot drink on this plane.\n\e",ch); return; case PLANE_PUNISHMENT: send_to_char("You cannot drink on this plane.\n\e",ch); return; } switch ( obj->item_type ) { default: send_to_char( "You can't drink from that.\n\r", ch ); break; case ITEM_POTION: do_quaff(ch,obj->name->str); return; case ITEM_FOUNTAIN: if ( ( liquid = obj->value[2] ) >= LIQ_MAX ) { bug( "Do_drink: bad liquid number %d.", liquid ); liquid = obj->value[2] = 0; } if ( liquid != 13 && IS_CLASS(ch,CLASS_VAMPIRE) ) { send_to_char( "You can only drink blood.\n\r", ch ); break; } act( "$n drinks from $p.", ch, obj, liq_table[liquid].liq_name, TO_ROOM ); act( "You drink $T from $p.", ch, obj, liq_table[liquid].liq_name, TO_CHAR ); amount = number_range(3, 10); amount = UMIN(amount, obj->value[1]); gain_condition( ch, COND_DRUNK, amount * liq_table[liquid].liq_affect[COND_DRUNK ] ); gain_condition( ch, COND_THIRST, amount * liq_table[liquid].liq_affect[COND_THIRST ] ); if ( !IS_NPC(ch) && !IS_CLASS(ch, CLASS_VAMPIRE) && ch->pcdata->condition[COND_DRUNK] > 10 ) send_to_char( "You feel drunk.\n\r", ch ); if ( !IS_NPC(ch) && !IS_CLASS(ch, CLASS_VAMPIRE) && ch->pcdata->condition[COND_FULL] >= 50 ) send_to_char( "You are full.\n\r", ch ); if ( !IS_NPC(ch) && !IS_CLASS(ch, CLASS_VAMPIRE) && ch->pcdata->condition[COND_THIRST] >= 50 ) send_to_char( "You do not feel thirsty.\n\r", ch ); if ( !IS_NPC(ch) && IS_CLASS(ch, CLASS_VAMPIRE) && ch->pcdata->condition[COND_THIRST] >= 100 ) send_to_char( "Your blood thirst is sated.\n\r", ch ); if ( obj->value[3] != 0 && (!IS_NPC(ch) && !IS_CLASS(ch, CLASS_VAMPIRE))) { /* The shit was poisoned ! */ AFFECT_DATA af; act( "$n chokes and gags.", ch, NULL, NULL, TO_ROOM ); send_to_char( "You choke and gag.\n\r", ch ); af.type = gsn_poison; af.duration = 3 * amount; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_POISON; affect_join( ch, &af ); } 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 ( liquid != 13 && IS_CLASS(ch,CLASS_VAMPIRE) ) { send_to_char( "You can only drink blood.\n\r", ch ); break; } act( "$n drinks from $p.", ch, obj, NULL, TO_ROOM ); // act( "$n drinks $T from $p.", ch, obj, liq_table[liquid].liq_name, TO_ROOM ); act( "You drink $T from $p.", ch, obj, liq_table[liquid].liq_name, TO_CHAR ); amount = number_range(3, 10); amount = UMIN(amount, obj->value[1]); gain_condition( ch, COND_DRUNK, amount * liq_table[liquid].liq_affect[COND_DRUNK ] ); gain_condition( ch, COND_FULL, amount * liq_table[liquid].liq_affect[COND_FULL ] ); gain_condition( ch, COND_THIRST, amount * liq_table[liquid].liq_affect[COND_THIRST ] ); if ( !IS_NPC(ch) && !IS_CLASS(ch, CLASS_VAMPIRE) && ch->pcdata->condition[COND_DRUNK] > 10 ) send_to_char( "You feel drunk.\n\r", ch ); if ( !IS_NPC(ch) && !IS_CLASS(ch, CLASS_VAMPIRE) && ch->pcdata->condition[COND_FULL] >= 50 ) send_to_char( "You are full.\n\r", ch ); if ( !IS_NPC(ch) && !IS_CLASS(ch, CLASS_VAMPIRE) && ch->pcdata->condition[COND_THIRST] >= 50 ) send_to_char( "You do not feel thirsty.\n\r", ch ); if ( !IS_NPC(ch) && IS_CLASS(ch, CLASS_VAMPIRE) && ch->pcdata->condition[COND_THIRST] >= 100 ) send_to_char( "Your blood thirst is sated.\n\r", ch ); if ( obj->value[3] != 0 && (!IS_NPC(ch) && !IS_CLASS(ch, CLASS_VAMPIRE))) { /* The shit was poisoned ! */ AFFECT_DATA af; act( "$n chokes and gags.", ch, NULL, NULL, TO_ROOM ); send_to_char( "You choke and gag.\n\r", ch ); af.type = gsn_poison; af.duration = 3 * amount; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_POISON; affect_join( ch, &af ); } obj->value[1] -= amount; if ( obj->value[1] <= 0 ) { obj->value[1] = 0; } break; } return; } void do_empty( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; int liquid; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Empty what?\n\r", ch ); return; } if ( ( obj = get_obj_here( ch, arg ) ) == NULL ) { send_to_char( "You can't find it.\n\r", ch ); return; } if (ch->plane != PLANE_NORMAL){ send_to_char("Nope, not on this plane.\n\r",ch); return; } switch ( obj->item_type ) { default: send_to_char( "You cannot empty that.\n\r", ch ); 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; } act( "$n empties $T from $p.", ch, obj, liq_table[liquid].liq_name, TO_ROOM ); act( "You empty $T from $p.", ch, obj, liq_table[liquid].liq_name, TO_CHAR ); obj->value[1] = 0; break; } return; } void do_eat( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; int level; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Eat what?\n\r", ch ); return; } if ( ( obj = get_obj_carry( ch, arg ) ) == NULL ) { send_to_char( "You do not have that item.\n\r", ch ); return; } if ( !IS_IMMORTAL(ch) ) { if ( !IS_NPC(ch) && IS_CLASS(ch, CLASS_VAMPIRE) && obj->item_type == ITEM_FOOD) { send_to_char( "You are unable to stomach it.\n\r", ch ); return; } if ( obj->item_type != ITEM_FOOD && obj->item_type != ITEM_PILL && obj->item_type != ITEM_EGG && obj->item_type != ITEM_QUEST && obj->item_type != ITEM_COOKIE ) { if (IS_NPC(ch) || !IS_SET(ch->special,SPC_WOLFMAN) || obj->item_type != ITEM_TRASH) { send_to_char( "That's not edible.\n\r", ch ); return; } } if ( !IS_NPC(ch) && ch->pcdata->condition[COND_FULL] >= 50 && obj->item_type != ITEM_TRASH && obj->item_type != ITEM_QUEST && obj->item_type != ITEM_PILL && obj->item_type != ITEM_COOKIE) { send_to_char( "You are too full to eat more.\n\r", ch ); return; } } act( "$n eats $p.", ch, obj, NULL, TO_ROOM ); act( "You eat $p.", ch, obj, NULL, TO_CHAR ); switch ( obj->item_type ) { default: break; case ITEM_FOOD: if ( !IS_NPC(ch) ) { int condition; condition = ch->pcdata->condition[COND_FULL]; gain_condition( ch, COND_FULL, obj->value[0] ); if ( condition == 0 && ch->pcdata->condition[COND_FULL] > 10 ) send_to_char( "You are no longer hungry.\n\r", ch ); else if ( ch->pcdata->condition[COND_FULL] >= 50 ) send_to_char( "You are full.\n\r", ch ); } if ( obj->value[3] != 0 ) { /* The shit was poisoned! */ AFFECT_DATA af; act( "$n chokes and gags.", ch, NULL, NULL, TO_ROOM ); send_to_char( "You choke and gag.\n\r", ch ); af.type = gsn_poison; af.duration = 2 * obj->value[0]; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_POISON; affect_join( ch, &af ); } break; case ITEM_PILL: level = obj->value[0]; if (level < 1) level = 1; if (level > MAX_SPELL) level = MAX_SPELL; obj_cast_spell( obj->value[1], level, ch, ch, NULL ); obj_cast_spell( obj->value[2], level, ch, ch, NULL ); obj_cast_spell( obj->value[3], level, ch, ch, NULL ); if (ch->position == POS_FIGHTING) { if (!IS_IMMORTAL( ch)) WAIT_STATE(ch, 36 ); } break; case ITEM_QUEST: if ( !IS_NPC(ch) ) ch->pcdata->quest += obj->value[0]; break; case ITEM_EGG: if ( !IS_NPC(ch) ) { int condition; condition = ch->pcdata->condition[COND_FULL]; gain_condition( ch, COND_FULL, obj->value[1] ); if ( condition == 0 && ch->pcdata->condition[COND_FULL] > 10 ) send_to_char( "You are no longer hungry.\n\r", ch ); else if ( ch->pcdata->condition[COND_FULL] >= 50 ) send_to_char( "You are full.\n\r", ch ); } /* Note to myself...remember to set v2 for mobiles that hatch within * the player (like aliens ;). KaVir. - SAY WHAT? rc */ if ( obj->value[3] != 0 ) { /* The shit was poisoned! */ AFFECT_DATA af; act( "$n chokes and gags.", ch, NULL, NULL, TO_ROOM ); send_to_char( "You choke and gag.\n\r", ch ); af.type = gsn_poison; af.duration = 2 * obj->value[0]; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_POISON; affect_join( ch, &af ); } break; } if (obj != NULL) extract_obj( obj ); return; } /* * Remove an object. */ bool remove_obj( CHAR_DATA *ch, int iWear, bool fReplace ) { OBJ_DATA *obj; if ( ( obj = get_eq_char( ch, iWear ) ) == NULL ) return TRUE; if ( !fReplace ) return FALSE; if ( IS_SET(obj->extra_flags, ITEM_NOREMOVE) ) { act( "You can't remove $p.", ch, obj, NULL, TO_CHAR ); return FALSE; } if (IS_ITEMAFF(ch, ITEMA_RAGER) && ch->fighting != NULL ) { act( "You can't remove $p.", ch, obj, NULL, TO_CHAR ); return FALSE; } unequip_char( ch, obj ); act( "$n stops using $p.", ch, obj, NULL, TO_ROOM ); act( "You stop using $p.", ch, obj, NULL, TO_CHAR ); return TRUE; } /* * Wear one object. * Optional replacement of existing objects. * Big repetitive code, ick. */ void wear_obj( CHAR_DATA *ch, OBJ_DATA *obj, bool fReplace ) { bool wolf_ok = FALSE; if (obj->questowner != NULL && obj->questowner->len > 2 ) { if (str_cmp(obj->questowner->str,ch->name->str)) { send_to_char("You can't wear someone elses claimed eq!\n\r",ch); return; } } if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_WEREWOLF) && IS_SET(obj->spectype, SITEM_WOLFWEAPON)) wolf_ok = TRUE; if ( CAN_WEAR( obj, ITEM_WIELD ) || CAN_WEAR( obj, ITEM_HOLD ) || CAN_WEAR( obj, ITEM_WEAR_SHIELD )) { if ( get_eq_char( ch, WEAR_WIELD ) != NULL && get_eq_char( ch, WEAR_HOLD ) != NULL && get_eq_char( ch, WEAR_SHIELD ) != NULL && !remove_obj( ch, WEAR_SHIELD, fReplace ) && !remove_obj( ch, WEAR_WIELD , fReplace ) && !remove_obj( ch, WEAR_HOLD , fReplace ) ) return; if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WIELD)) { send_to_char("You are unable to use it.\n\r",ch); return; } if (get_eq_char( ch, WEAR_WIELD ) == NULL && is_ok_to_wear(ch,wolf_ok,"right_hand")) { if (IS_SWWF(ch) && ch->pcdata->wwf_shape != SHAPE_HOMID) { send_to_char("You cannot wield this in this shape.\n\r",ch); return; } act( "$n clutches $p in $s right hand.", ch, obj, NULL, TO_ROOM ); act( "You clutch $p in your right hand.", ch, obj, NULL, TO_CHAR ); if (obj->item_type == ITEM_WEAPON) { if ( obj->pIndexData->vnum == 30000 || IS_OBJ_STAT(obj,ITEM_LOYAL)) { if ( obj->questowner->str != NULL && str_cmp(ch->name->str,obj->questowner->str) && obj->questowner->len > 1 ) { act( "$p leaps out of $n's hand.", ch, obj, NULL, TO_ROOM ); act( "$p leaps out of your hand.", ch, obj, NULL, TO_CHAR ); obj_from_char(obj); obj_to_room(obj,ch->in_room); return; } } equip_char( ch, obj, WEAR_WIELD ); if (!IS_NPC(ch)) do_skillz(ch, ch->name->str); return; } equip_char( ch, obj, WEAR_WIELD ); return; } else if (get_eq_char( ch, WEAR_HOLD ) == NULL && is_ok_to_wear(ch,wolf_ok,"left_hand")) { if (IS_SWWF(ch) && ch->pcdata->wwf_shape != SHAPE_HOMID) { send_to_char("You cannot wield this in this shape.\n\r",ch); return; } act( "$n clutches $p in $s left hand.", ch, obj, NULL, TO_ROOM ); act( "You clutch $p in your left hand.", ch, obj, NULL, TO_CHAR ); if (obj->item_type == ITEM_WEAPON) { if ( obj->pIndexData->vnum == 30000 || IS_OBJ_STAT(obj,ITEM_LOYAL)) { if ( obj->questowner != NULL && str_cmp(ch->name->str,obj->questowner->str) && obj->questowner->len > 1 ) { act( "$p leaps out of $n's hand.", ch, obj, NULL, TO_ROOM ); act( "$p leaps out of your hand.", ch, obj, NULL, TO_CHAR ); obj_from_char(obj); obj_to_room(obj,ch->in_room); return; } } equip_char( ch, obj, WEAR_HOLD ); if (!IS_NPC(ch)) do_skillz(ch, ch->name->str); return; } equip_char( ch, obj, WEAR_HOLD ); return; } if (!is_ok_to_wear(ch,wolf_ok,"left_hand") && !is_ok_to_wear(ch,wolf_ok,"right_hand")) send_to_char( "You cannot use anything in your hands.\n\r", ch ); else send_to_char( "You have no free hands.\n\r", ch ); return; } if ( obj->item_type == ITEM_LIGHT ) { if ( !remove_obj( ch, WEAR_LIGHT, fReplace ) ) return; act( "$n lights $p and uses it.", ch, obj, NULL, TO_ROOM ); act( "You light $p and use it.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_LIGHT ); return; } if ( obj->item_type == ITEM_CONTAINER && IS_SET(ch->extra,EXTRA_HAGS)) { if (!remove_obj(ch,WEAR_HAGS,fReplace)) return; equip_char( ch, obj, WEAR_HAGS ); return; } if ( obj->item_type == ITEM_WWF_CONT ) { if ( !remove_obj( ch, WEAR_HIDDEN, fReplace ) ) return; equip_char( ch, obj, WEAR_HIDDEN ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_FINGER ) ) { if ( get_eq_char( ch, WEAR_FINGER_L ) != NULL && get_eq_char( ch, WEAR_FINGER_R ) != NULL && !remove_obj( ch, WEAR_FINGER_L, fReplace ) && !remove_obj( ch, WEAR_FINGER_R, fReplace ) ) return; if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WEAR_FINGER)) { send_to_char("You are unable to wear it.\n\r",ch); return; } if ( get_eq_char( ch, WEAR_FINGER_L ) == NULL && is_ok_to_wear(ch,wolf_ok,"left_finger")) { act( "$n places $p on $s left finger.", ch, obj, NULL, TO_ROOM ); act( "You place $p on your left finger.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_FINGER_L ); return; } else if ( get_eq_char( ch, WEAR_FINGER_R ) == NULL && is_ok_to_wear(ch,wolf_ok,"right_finger")) { act( "$n places $p on $s right finger.", ch, obj, NULL, TO_ROOM ); act( "You place $p on your right finger.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_FINGER_R ); return; } if (!is_ok_to_wear(ch,wolf_ok,"left_finger") && !is_ok_to_wear(ch,wolf_ok,"right_finger")) send_to_char( "You cannot wear any rings.\n\r", ch ); else send_to_char( "You cannot wear any more rings.\n\r", ch ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_NECK ) ) { if ( get_eq_char( ch, WEAR_NECK_1 ) != NULL && get_eq_char( ch, WEAR_NECK_2 ) != NULL && !remove_obj( ch, WEAR_NECK_1, fReplace ) && !remove_obj( ch, WEAR_NECK_2, fReplace ) ) return; if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WEAR_NECK)) { send_to_char("You are unable to wear it.\n\r",ch); return; } if ( get_eq_char( ch, WEAR_NECK_1 ) == NULL ) { act( "$n slips $p around $s neck.", ch, obj, NULL, TO_ROOM ); act( "You slip $p around your neck.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_NECK_1 ); return; } if ( get_eq_char( ch, WEAR_NECK_2 ) == NULL ) { act( "$n slips $p around $s neck.", ch, obj, NULL, TO_ROOM ); act( "You slip $p around your neck.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_NECK_2 ); return; } bug( "Wear_obj: no free neck.", 0 ); send_to_char( "You are already wearing two things around your neck.\n\r", ch ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_BODY ) ) { if ( !remove_obj( ch, WEAR_BODY, fReplace ) ) return; if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WEAR_BODY)) { send_to_char("You are unable to wear it.\n\r",ch); return; } act( "$n fits $p on $s body.", ch, obj, NULL, TO_ROOM ); act( "You fit $p on your body.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_BODY ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_HEAD ) ) { if ( !remove_obj( ch, WEAR_HEAD, fReplace ) ) return; if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WEAR_HEAD)) { send_to_char("You are unable to wear it.\n\r",ch); return; } if (!is_ok_to_wear(ch,wolf_ok,"head")) { send_to_char("You have no head to wear it on.\n\r",ch); return; } act( "$n places $p on $s head.", ch, obj, NULL, TO_ROOM ); act( "You place $p on your head.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_HEAD ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_FACE ) ) { if ( !remove_obj( ch, WEAR_FACE, fReplace ) ) return; if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WEAR_HEAD)) { send_to_char("You are unable to wear it.\n\r",ch); return; } if ( ( obj->quest == QUEST_MASTERY ) && (!is_name(ch->name->str, obj->name->str)) ) { send_to_char("Too bad it's not really yours!\n\r",ch); return; } if (!is_ok_to_wear(ch,wolf_ok,"face")) { send_to_char("You have no face to wear it on.\n\r",ch); return; } act( "$n places $p on $s face.", ch, obj, NULL, TO_ROOM ); act( "You place $p on your face.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_FACE ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_LEGS ) ) { if ( !remove_obj( ch, WEAR_LEGS, fReplace ) ) return; if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WEAR_LEGS)) { send_to_char("You are unable to wear it.\n\r",ch); return; } if (!is_ok_to_wear(ch,wolf_ok,"legs")) { send_to_char("You have no legs to wear them on.\n\r",ch); return; } act( "$n slips $s legs into $p.", ch, obj, NULL, TO_ROOM ); act( "You slip your legs into $p.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_LEGS ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_FEET ) ) { if ( !remove_obj( ch, WEAR_FEET, fReplace ) ) return; if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WEAR_FEET)) { send_to_char("You are unable to wear it.\n\r",ch); return; } if (!is_ok_to_wear(ch,wolf_ok,"feet")) { send_to_char("You have no feet to wear them on.\n\r",ch); return; } act( "$n slips $s feet into $p.", ch, obj, NULL, TO_ROOM ); act( "You slip your feet into $p.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_FEET ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_HANDS ) ) { if ( !remove_obj( ch, WEAR_HANDS, fReplace ) ) return; if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WEAR_HANDS)) { send_to_char("You are unable to wear it.\n\r",ch); return; } if (!is_ok_to_wear(ch,wolf_ok,"hands")) { send_to_char("You have no hands to wear them on.\n\r",ch); return; } act( "$n pulls $p onto $s hands.", ch, obj, NULL, TO_ROOM ); act( "You pull $p onto your hands.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_HANDS ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_ARMS ) ) { if ( !remove_obj( ch, WEAR_ARMS, fReplace ) ) return; if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WEAR_ARMS)) { send_to_char("You are unable to wear it.\n\r",ch); return; } if (!is_ok_to_wear(ch,wolf_ok,"arms")) { send_to_char("You have no arms to wear them on.\n\r",ch); return; } act( "$n slides $s arms into $p.", ch, obj, NULL, TO_ROOM ); act( "You slide your arms into $p.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_ARMS ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_ABOUT ) ) { if ( !remove_obj( ch, WEAR_ABOUT, fReplace ) ) return; if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WEAR_ABOUT)) { send_to_char("You are unable to wear it.\n\r",ch); return; } act( "$n pulls $p about $s body.", ch, obj, NULL, TO_ROOM ); act( "You pull $p about your body.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_ABOUT ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_WAIST ) ) { if ( !remove_obj( ch, WEAR_WAIST, fReplace ) ) return; if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WEAR_WAIST)) { send_to_char("You are unable to wear it.\n\r",ch); return; } act( "$n ties $p around $s waist.", ch, obj, NULL, TO_ROOM ); act( "You tie $p around your waist.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_WAIST ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_WRIST ) ) { if ( get_eq_char( ch, WEAR_WRIST_L ) != NULL && get_eq_char( ch, WEAR_WRIST_R ) != NULL && !remove_obj( ch, WEAR_WRIST_L, fReplace ) && !remove_obj( ch, WEAR_WRIST_R, fReplace ) ) return; if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WEAR_WRIST)) { send_to_char("You are unable to wear it.\n\r",ch); return; } if ( get_eq_char( ch, WEAR_WRIST_L ) == NULL && is_ok_to_wear(ch,wolf_ok,"right_wrist")) { act( "$n slides $s left wrist into $p.", ch, obj, NULL, TO_ROOM ); act( "You slide your left wrist into $p.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_WRIST_L ); return; } else if ( get_eq_char( ch, WEAR_WRIST_R ) == NULL && is_ok_to_wear(ch,wolf_ok,"left_wrist")) { act( "$n slides $s left wrist into $p.", ch, obj, NULL, TO_ROOM ); act( "You slide your right wrist into $p.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_WRIST_R ); return; } if (!is_ok_to_wear(ch,wolf_ok,"left_wrist") && !is_ok_to_wear(ch,wolf_ok,"right_wrist")) send_to_char( "You cannot wear anything on your wrists.\n\r", ch ); else send_to_char( "You cannot wear any more on your wrists.\n\r", ch ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_SHIELD ) ) { if ( !remove_obj( ch, WEAR_SHIELD, fReplace ) ) return; if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WEAR_SHIELD)) { send_to_char("You are unable to wear it.\n\r",ch); return; } act( "$n straps $p onto $s shield arm.", ch, obj, NULL, TO_ROOM ); act( "You strap $p onto your shield arm.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_SHIELD ); return; } if ( CAN_WEAR( obj, ITEM_WIELD ) ) { if ( !remove_obj( ch, WEAR_WIELD, fReplace ) ) return; if (!IS_NPC(ch) && !IS_FORM(ch,ITEM_WIELD)) { send_to_char("You are unable to wield it.\n\r",ch); return; } if ( get_obj_weight( obj ) > str_app[get_curr_str(ch)].wield ) { send_to_char( "It is too heavy for you to wield.\n\r", ch ); return; } act( "$n wields $p.", ch, obj, NULL, TO_ROOM ); act( "You wield $p.", ch, obj, NULL, TO_CHAR ); if ( obj->pIndexData->vnum == 30000 || IS_OBJ_STAT(obj,ITEM_LOYAL)) { if ( obj->questowner != NULL && str_cmp(ch->name->str,obj->questowner->str) && obj->questowner->len > 1 ) { act( "$p leaps out of $n's hand.", ch, obj, NULL, TO_ROOM ); act( "$p leaps out of your hand.", ch, obj, NULL, TO_CHAR ); obj_from_char(obj); obj_to_room(obj,ch->in_room); return; } } equip_char( ch, obj, WEAR_WIELD ); if (!IS_NPC(ch)) do_skillz(ch, ch->name->str); return; } if ( fReplace ) send_to_char( "You can't wear, wield or hold that.\n\r", ch ); return; } void do_wear( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; one_argument( argument, arg ); if (IS_AFFECTED(ch,AFF_POLYMORPH) && !IS_NPC(ch) && !IS_VAMPAFF(ch,VAM_DISGUISED) && !IS_CLASS(ch, CLASS_WEREWOLF)) { send_to_char( "You cannot wear anything in this form.\n\r", ch ); return; } if ( arg[0] == '\0' ) { send_to_char( "Wear, wield, or hold what?\n\r", ch ); return; } if (IS_NPC(ch) && IS_SET(ch->act,ACT_ANIMAL)) { return; } if (IS_SWWF(ch) && (ch->pcdata->wwf_shape == SHAPE_CRINOS || ch->pcdata->wwf_shape == SHAPE_HISPO || ch->pcdata->wwf_shape == SHAPE_LUPUS)) { send_to_char("Not in that form!\n\r",ch); return; } if ( !str_cmp( arg, "all" ) ) { OBJ_DATA *obj_next; for ( obj = ch->carrying; obj != NULL; obj = obj_next ) { obj_next = obj->next_content; if ( obj->wear_loc == WEAR_NONE && can_see_obj( ch, obj ) && obj->item_type != ITEM_WWF_CONT) wear_obj( ch, obj, FALSE ); } return; } else { if ( ( obj = get_obj_carry( ch, arg ) ) == NULL ) { send_to_char( "You do not have that item.\n\r", ch ); return; } if (obj->item_type == ITEM_WWF_CONT) return; wear_obj( ch, obj, TRUE ); } return; } void do_remove( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Remove what?\n\r", ch ); return; } if ( !str_cmp( arg, "all" ) ) { OBJ_DATA *obj_next; for ( obj = ch->carrying; obj != NULL; obj = obj_next ) { obj_next = obj->next_content; if ( obj->item_type != ITEM_WWF_CONT && 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 do not have that item.\n\r", ch ); return; } if (obj->item_type == ITEM_WWF_CONT) return; remove_obj( ch, obj->wear_loc, TRUE ); return; } void do_sacrifice( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; char buf[MAX_INPUT_LENGTH]; char log_buf[MAX_INPUT_LENGTH]; int expgain; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char("Sacrifice what?\n\r",ch); return; } obj = get_obj_list( ch, arg, ch->in_room->contents ); if ( obj == NULL ) { send_to_char( "You can't find it.\n\r", ch ); return; } if (obj->in_room == NULL) /* destroy it */ { extract_obj(obj); return; } if (obj->points > 3999 && !IS_IMMORTAL(ch)) { send_to_char("You can't sacrifice mythical equipment.\n\r",ch); return; } if ( obj->item_type == ITEM_CORPSE_NPC ) { OBJ_DATA *t_obj, *next_obj; if (IS_SET(mudsetting->mud_setting,MS_LIVING_DEAD)) return; for (t_obj = obj->contains; t_obj != NULL; t_obj = next_obj) { next_obj = t_obj->next_content; obj_from_obj(t_obj); if (IS_SET(t_obj->quest, QUEST_ARTIFACT) || t_obj->points > 100 ) obj_to_room(t_obj,obj->in_room); else extract_obj(t_obj); } } if ( !CAN_WEAR(obj, ITEM_TAKE) || obj->item_type == ITEM_QUEST || obj->item_type == ITEM_MONEY || obj->item_type == ITEM_TREASURE || obj->item_type == ITEM_QUESTCARD || IS_SET(obj->quest, QUEST_ARTIFACT) || ( ( obj->questowner != NULL && !IS_IMMORTAL(ch)) && obj->questowner->len > 1 && (str_cmp(ch->name->str,obj->questowner->str) && obj->item_type != ITEM_CORPSE_NPC))) { act( "You are unable to drain any energy from $p.", ch, obj, 0, TO_CHAR ); return; } else if (obj->chobj != NULL && !IS_NPC(obj->chobj) && obj->chobj->pcdata->obj_vnum != 0) { act( "You are unable to drain any energy from $p.", ch, obj, 0, TO_CHAR ); return; } expgain = obj->cost / 100; if (expgain < 1) expgain = 1; if (expgain > 50) expgain = 50; ch->exp += expgain; sprintf( buf,"You drain %d exp of energy from $p.", expgain ); act( buf, ch, obj, NULL, TO_CHAR ); act( "$p disintegrates into a fine powder.", ch, obj, NULL, TO_CHAR ); act( "$n drains the energy from $p.", ch, obj, NULL, TO_ROOM ); act( "$p disintegrates into a fine powder.", ch, obj, NULL, TO_ROOM ); if (obj->points > 0 && !IS_NPC(ch) && obj->item_type != ITEM_PAGE) { sprintf( buf, "You receive a refund of %d quest points from $p.", obj->points); act( buf, ch, obj, NULL, TO_CHAR ); ch->pcdata->quest += obj->points; } sprintf(log_buf,"%s sacrificed %s.\n\r",ch->name->str,obj->short_descr->str); if (obj->pIndexData->vnum != OBJ_VNUM_CORPSE_NPC) logchan(log_buf,NULL,NULL,WIZ_SACCING,0,LEVEL_IMMORTAL); extract_obj( obj ); return; } void do_quaff( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; int level; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Quaff what?\n\r", ch ); return; } if ( ( obj = get_obj_carry( ch, arg ) ) == NULL ) { send_to_char( "You do not have that potion.\n\r", ch ); return; } if ( obj->item_type != ITEM_POTION ) { send_to_char( "You can quaff only potions.\n\r", ch ); return; } act( "$n quaffs $p.", ch, obj, NULL, TO_ROOM ); act( "You quaff $p.", ch, obj, NULL ,TO_CHAR ); level = obj->value[0]; if (level < 1) level = 1; if (level > MAX_SPELL) level = MAX_SPELL; obj_cast_spell( obj->value[1], level, ch, ch, NULL ); obj_cast_spell( obj->value[2], level, ch, ch, NULL ); obj_cast_spell( obj->value[3], level, ch, ch, NULL ); extract_obj( obj ); if (ch->position == POS_FIGHTING) { if (!IS_IMMORTAL( ch)) WAIT_STATE(ch, 6 ); } return; } void do_recite( CHAR_DATA *ch, char *argument ) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; CHAR_DATA *victim; OBJ_DATA *scroll; OBJ_DATA *obj; int level; victim = NULL; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if ( ch->position == POS_FIGHTING ) { send_to_char("You lose your concentration while fighting.\n\r",ch); return; } if ( ( scroll = get_obj_carry( ch, arg1 ) ) == NULL ) { send_to_char( "You do not have that scroll.\n\r", ch ); return; } if ( scroll->item_type != ITEM_SCROLL ) { send_to_char( "You can recite only scrolls.\n\r", ch ); return; } obj = NULL; if ( arg2[0] == '\0' ) { victim = ch; } else { if ( ( victim = get_char_room ( ch, arg2 ) ) == NULL && ( obj = get_obj_here ( ch, arg2 ) ) == NULL ) { send_to_char( "You can't find it.\n\r", ch ); return; } } if (victim != NULL) { if (!IS_NPC(victim) && (!CAN_PK(ch) || !CAN_PK(victim)) && (ch != victim)) { send_to_char( "You are unable to affect them.\n\r", ch ); return; } /* You cannot attack across planes */ if (ch->plane != victim->plane){ send_to_char("Your going to attack who?\n\r",ch); return; } if (check_pk(ch,victim,CHECK_DELAY|CHECK_ATTACK)) return; } act( "$n recites $p.", ch, scroll, NULL, TO_ROOM ); act( "You recite $p.", ch, scroll, NULL, TO_CHAR ); level = scroll->value[0]; if (level < 1) level = 1; if (level > MAX_SPELL) level = MAX_SPELL; obj_cast_spell( scroll->value[1], level, ch, victim, obj ); obj_cast_spell( scroll->value[2], level, ch, victim, obj ); obj_cast_spell( scroll->value[3], level, ch, victim, obj ); extract_obj( scroll ); if (ch->position == POS_FIGHTING) { WAIT_STATE(ch,PULSE_VIOLENCE * 2); } return; } void do_brandish( CHAR_DATA *ch, char *argument ) { CHAR_DATA *vch; CHAR_DATA *vch_next; OBJ_DATA *temp; OBJ_DATA *staff; int sn; int level; vch = NULL; if (HAS_DELAY(ch)) { send_to_char( "Not with a wait timer...\n\r", ch ); return; } staff = get_eq_char( ch, WEAR_WIELD ); temp = get_eq_char( ch, WEAR_HOLD ); if ( staff == NULL && temp == NULL ) { send_to_char( "You hold nothing in your hand.\n\r", ch ); return; } if ( staff == NULL ) staff = temp; if ( temp == NULL ) temp = staff; if ( staff->item_type != ITEM_STAFF ) staff=temp; if ( staff->item_type != ITEM_STAFF ) { send_to_char( "You can brandish only with a staff.\n\r", ch ); return; } if ( ( sn = staff->value[3] ) < 0 || sn >= MAX_SKILL || skill_table[sn].spell_fun == 0 ) { bug( "Do_brandish: bad sn %d.", sn ); return; } if (!IS_IMMORTAL( ch)) WAIT_STATE( ch, 2 * PULSE_VIOLENCE ); if ( staff->value[2] > 0 ) { act( "$n brandishes $p.", ch, staff, NULL, TO_ROOM ); act( "You brandish $p.", ch, staff, NULL, TO_CHAR ); for ( vch = ch->in_room->people; vch; vch = vch_next ) { vch_next = vch->next_in_room; if (check_pk(ch,vch,CHECK_DELAY|CHECK_ATTACK)) return; switch ( skill_table[sn].target ) { default: bug( "Do_brandish: bad target for sn %d.", sn ); return; case TAR_IGNORE: if ( vch != ch ) continue; break; case TAR_CHAR_OFFENSIVE: if (ch->plane != vch->plane){ send_to_char("Your going to attack who?\n\r",ch); return; } if ( IS_NPC(ch) ? IS_NPC(vch) : !IS_NPC(vch) ) continue; if (!IS_NPC(vch) && (!CAN_PK(ch) || !CAN_PK(vch)) && (ch != vch)) { send_to_char( "You are unable to affect them.\n\r", ch ); return; } break; case TAR_CHAR_DEFENSIVE: if (ch->plane != vch->plane){ send_to_char("Your going to do what to who?\n\r",ch); return; } if ( IS_NPC(ch) ? !IS_NPC(vch) : IS_NPC(vch) ) continue; break; case TAR_CHAR_SELF: if ( vch != ch ) continue; break; } level = staff->value[0]; if (level < 1) level = 1; if (level > MAX_SPELL) level = MAX_SPELL; obj_cast_spell( staff->value[3], level, ch, vch, NULL ); } } if ( --staff->value[2] <= 0 ) { act( "$n's $p blazes bright and is gone.", ch, staff, NULL, TO_ROOM ); act( "Your $p blazes bright and is gone.", ch, staff, NULL, TO_CHAR ); extract_obj( staff ); } return; } void do_zap( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; OBJ_DATA *temp; OBJ_DATA *wand; OBJ_DATA *obj; int level; victim = NULL; one_argument( argument, arg ); if ( arg[0] == '\0' && ch->fighting == NULL ) { send_to_char( "Zap whom or what?\n\r", ch ); return; } if (HAS_DELAY(ch)) { send_to_char( "Not with a wait timer...\n\r", ch ); return; } wand = get_eq_char( ch, WEAR_WIELD ); temp = get_eq_char( ch, WEAR_HOLD ); if ( wand == NULL && temp == NULL ) { send_to_char( "You hold nothing in your hand.\n\r", ch ); return; } if ( wand == NULL ) wand = temp; if ( temp == NULL ) temp = wand; if ( wand->item_type != ITEM_WAND ) wand=temp; if ( wand->item_type != ITEM_WAND ) { send_to_char( "You can zap only with a wand.\n\r", ch ); return; } obj = NULL; if ( arg[0] == '\0' ) { if ( ch->fighting != NULL ) { victim = ch->fighting; } else { send_to_char( "Zap whom or what?\n\r", ch ); return; } } else { if ( ( victim = get_char_room ( ch, arg ) ) == NULL && ( obj = get_obj_here ( ch, arg ) ) == NULL ) { send_to_char( "You can't find it.\n\r", ch ); return; } } if (!IS_NPC(victim) && (!CAN_PK(ch) || !CAN_PK(victim)) && (ch != victim)) { send_to_char( "You are unable to affect them.\n\r", ch ); return; } if (ch->plane != victim->plane){ send_to_char("They are not on this plane.\n\r",ch); return; } if (!IS_IMMORTAL( ch)) WAIT_STATE( ch, 2 * PULSE_VIOLENCE ); if ( wand->value[2] > 0 ) { if ( victim != NULL ) { act( "$n zaps $N with $p.", ch, wand, victim, TO_ROOM ); act( "You zap $N with $p.", ch, wand, victim, TO_CHAR ); } else { if (victim != NULL && check_pk(ch,victim,CHECK_DELAY|CHECK_ATTACK)) return; act( "$n zaps $P with $p.", ch, wand, obj, TO_ROOM ); act( "You zap $P with $p.", ch, wand, obj, TO_CHAR ); } level = wand->value[0]; if (level < 1) level = 1; if (level > MAX_SPELL) level = MAX_SPELL; obj_cast_spell( wand->value[3], level, ch, victim, obj ); } if ( --wand->value[2] <= 0 ) { act( "$n's $p explodes into fragments.", ch, wand, NULL, TO_ROOM ); act( "Your $p explodes into fragments.", ch, wand, NULL, TO_CHAR ); extract_obj( wand ); } return; } void do_steal( CHAR_DATA *ch, char *argument ) { char buf [MAX_STRING_LENGTH]; char arg1 [MAX_INPUT_LENGTH]; char arg2 [MAX_INPUT_LENGTH]; CHAR_DATA *victim; OBJ_DATA *obj; int percent; victim = NULL; if (HAS_DELAY(ch)) { send_to_char( "Not with a wait timer...\n\r", ch ); return; } argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if ( arg1[0] == '\0' || arg2[0] == '\0' ) { send_to_char( "Steal what from whom?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg2 ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if (is_safe(ch,victim)) { send_to_char("Not here.\n\r",ch); return; } if (ch->plane != victim->plane){ send_to_char("They are not on this plane.\n\r",ch); return; } if ( ch->level < 3 ) { send_to_char( "That's pointless.\n\r", ch ); return; } if ( victim->level < 3 ) { send_to_char( "That's pointless.\n\r", ch ); return; } if ( victim == ch ) { send_to_char( "That's pointless.\n\r", ch ); return; } if ( IS_IMMORTAL( victim )) { send_to_char("Steal from an immortal, are you crazy?!\n\r", ch); return; } if (check_pk(ch,victim,CHECK_DELAY|CHECK_ATTACK)) return; if (!IS_IMMORTAL( ch)) WAIT_STATE( ch, skill_table[gsn_steal].beats ); percent = number_percent( ) + ( IS_AWAKE(victim) ? 10 : -50 ); if (IS_IMMFLAW(ch,IMM_FLAW_STEAL)) percent += 100; if ( ( ch->level + number_range(1,20) < victim->level ) || ( !IS_NPC(ch) && !IS_NPC(victim) && ch->level < 3 ) || ( !IS_NPC(ch) && !IS_NPC(victim) && victim->level < 3 ) || ( victim->position == POS_FIGHTING ) || ( !IS_NPC(victim) && IS_IMMMERIT(victim,IMM_MERIT_STEAL) ) || ( !IS_NPC(victim) && IS_IMMORTAL(victim) ) || ( !IS_NPC(ch) && percent > ch->pcdata->learned[gsn_steal] ) ) { /* * Failure. */ send_to_char( "Oops.\n\r", ch ); act( "$n tried to steal from you.\n\r", ch, NULL, victim, TO_VICT ); act( "$n tried to steal from $N.\n\r", ch, NULL, victim, TO_NOTVICT ); sprintf( buf, "%s is a bloody thief!", ch->name->str ); do_shout( victim, buf ); if ( !IS_NPC(ch) ) { if ( IS_NPC(victim) ) { multi_hit( victim, ch, TYPE_UNDEFINED ); } else { log_string2( buf ); logchan(log_buf, NULL, NULL,WIZ_GENERAL,0, LEVEL_QUESTMAKER); save_char_obj( ch ); } } return; } if ( !str_cmp( arg1, "coin" ) || !str_cmp( arg1, "coins" ) || !str_cmp( arg1, "gold" ) ) { int amount; amount = victim->gold * number_range(1, 10) / 100; if ( amount <= 0 ) { send_to_char( "You couldn't get any gold.\n\r", ch ); return; } ch->gold += amount; victim->gold -= amount; sprintf( buf, "Bingo! You got %d gold coins.\n\r", amount ); send_to_char( buf, ch ); do_autosave(ch,""); do_autosave(victim,""); return; } if ( ( obj = get_obj_carry( victim, arg1 ) ) == NULL ) { send_to_char( "You can't find it.\n\r", ch ); return; } if ( !can_drop_obj( ch, obj ) || IS_SET(obj->extra_flags, ITEM_LOYAL) || IS_SET(obj->extra_flags, ITEM_INVENTORY) ) { send_to_char( "You can't pry it away.\n\r", ch ); return; } if ( ch->carry_number + 1 > can_carry_n( ch ) ) { send_to_char( "You have your hands full.\n\r", ch ); return; } if ( ch->carry_weight + get_obj_weight( obj ) > can_carry_w( ch ) ) { send_to_char( "You can't carry that much weight.\n\r", ch ); return; } obj_from_char( obj ); obj_to_char( obj, ch ); send_to_char( "You got it!\n\r", ch ); do_autosave(ch,""); do_autosave(victim,""); return; } /* * Shopping commands. */ CHAR_DATA *find_keeper( CHAR_DATA *ch ) { CHAR_DATA *keeper; SHOP_DATA *pShop; char buf [MAX_STRING_LENGTH]; pShop = NULL; for ( keeper = ch->in_room->people; keeper; keeper = keeper->next_in_room ) { if ( IS_NPC(keeper) && (pShop = keeper->pIndexData->pShop) != NULL ) break; } if ( pShop == NULL ) { send_to_char( "You can't do that here.\n\r", ch ); return NULL; } /* * Shop hours. */ if ( time_info.hour < pShop->open_hour ) { str_cpy( buf, "Sorry, come back later." ); do_say( keeper, buf ); return NULL; } if ( time_info.hour > pShop->close_hour ) { str_cpy( buf, "Sorry, come back tomorrow." ); do_say( keeper, buf ); return NULL; } /* * Invisible or hidden people. */ if ( !can_see( keeper, ch ) ) { str_cpy( buf, "I don't trade with folks I can't see." ); do_say( keeper, buf ); return NULL; } return keeper; } int get_cost( CHAR_DATA *keeper, OBJ_DATA *obj, bool fBuy ) { SHOP_DATA *pShop; int cost; if ( obj == NULL || ( pShop = keeper->pIndexData->pShop ) == NULL ) return 0; if ( fBuy ) { if (obj->item_type == ITEM_FOOD) cost = (obj->value[0] * pShop->profit_buy / 500) + 1; else cost = (obj->level * pShop->profit_buy / 100) + 1; } else { OBJ_DATA *obj2; int itype; cost = 0; for ( itype = 0; itype < MAX_TRADE; itype++ ) { if ( obj->item_type == pShop->buy_type[itype] ) { if (obj->item_type == ITEM_FOOD) cost = (obj->value[0] * pShop->profit_sell / 500) + 1; else cost = (obj->level * pShop->profit_sell / 100) + 1; break; } } for ( obj2 = keeper->carrying; obj2; obj2 = obj2->next_content ) { if ( obj->pIndexData == obj2->pIndexData ) { cost = 0; break; } } } if ( obj->item_type == ITEM_STAFF || obj->item_type == ITEM_WAND ) cost = cost * obj->value[2] / obj->value[1]; return cost; } void do_buy( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; argument = one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Buy what?\n\r", ch ); return; } if ( IS_SET(ch->in_room->room_flags, ROOM_PET_SHOP) ) { char buf[MAX_STRING_LENGTH]; CHAR_DATA *pet; int pChoise = 0,pVnum = 0; if ( IS_NPC(ch) ) return; if (!IS_IMMORTAL(ch)) { send_to_char("Pets are not finished yet! get outta here!\n\r",ch); return; } if (!str_cmp(arg,"dog")) { pChoise = PET_TYPE_DOG; pVnum = MOB_VNUM_PET_DOG; } if (!str_cmp(arg,"cat")) { pChoise = PET_TYPE_CAT; pVnum = MOB_VNUM_PET_CAT; } if (!str_cmp(arg,"lion")) { pChoise = PET_TYPE_LION; pVnum = MOB_VNUM_PET_LION; } if (pChoise == 0) { send_to_char( "Sorry, you can't buy that here.\n\r", ch ); return; } if (get_mob_index(pVnum) == NULL) return; pet = create_mobile(get_mob_index(pVnum)); if ( pet == NULL ) { send_to_char( "Sorry, you can't buy that here.\n\r", ch ); return; } if ( ch->gold < 100 ) { send_to_char( "You can't afford it.\n\r", ch ); return; } ch->gold -= 100; SET_BIT(pet->mob_con, MOBCON_PET); pet->pet_stats[PET_HUNGER] = 100; pet->pet_stats[PET_THIRST] = 100; pet->pet_stats[PET_AFFECTION] = 100; pet->pet_stats[PET_BEHAVIOR] = 0; pet->pet_stats[PET_PERM_AFF] = 35; pet->pet_stats[PET_TYPE] = pChoise; ch->pet = pet; pet->pet_master = ch; argument = one_argument( argument, arg ); sprintf( buf, "%s %s", pet->name->str, arg ); pet->name = g_string_assign(pet->name,buf); sprintf( buf, "%sA neck tag says 'I belong to %s'.\n\r", pet->description->str, ch->name->str ); pet->description = g_string_assign(pet->description,buf); char_to_room( pet, ch->in_room ); add_follower( pet, ch ); send_to_char( "Enjoy your pet.\n\r", ch ); act( "$n bought $N as a pet.", ch, NULL, pet, TO_ROOM ); return; } else { CHAR_DATA *keeper; OBJ_DATA *obj; int cost; if ( ( keeper = find_keeper( ch ) ) == NULL ) return; obj = get_obj_carry( keeper, arg ); cost = get_cost( keeper, obj, TRUE ); if ( cost <= 0 || !can_see_obj( ch, obj ) ) { act( "$n tells you 'I don't sell that -- try 'list''.", keeper, NULL, ch, TO_VICT ); ch->reply = keeper; return; } if ( ch->gold < cost ) { act( "$n tells you 'You can't afford to buy $p'.", keeper, obj, ch, TO_VICT ); ch->reply = keeper; return; } // if ( (obj->level > ch->level) && ch->level < 3 ) // { // act( "$n tells you 'You can't use $p yet'.", // keeper, obj, ch, TO_VICT ); // ch->reply = keeper; // return; // } if ( ch->carry_number + 1 > can_carry_n( ch ) ) { send_to_char( "You can't carry that many items.\n\r", ch ); return; } if ( ch->carry_weight + get_obj_weight( obj ) > can_carry_w( ch ) ) { send_to_char( "You can't carry that much weight.\n\r", ch ); return; } act( "$n buys $p.", ch, obj, NULL, TO_ROOM ); act( "You buy $p.", ch, obj, NULL, TO_CHAR ); ch->gold -= cost; keeper->gold += cost; if ( IS_SET( obj->extra_flags, ITEM_INVENTORY ) ) obj = create_object( obj->pIndexData, obj->level ); else obj_from_char( obj ); obj_to_char( obj, ch ); return; } } void do_list( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; if ( IS_SET(ch->in_room->room_flags, ROOM_PET_SHOP) ) { ROOM_INDEX_DATA *pRoomIndexNext; bool found; pRoomIndexNext = get_room_index( ch->in_room->vnum + 1 ); if ( pRoomIndexNext == NULL ) { bug( "Do_list: bad pet shop at vnum %d.", ch->in_room->vnum ); send_to_char( "You can't do that here.\n\r", ch ); return; } found = TRUE; send_to_char("Pets you can buy: \n\r",ch); send_to_char("----------------------------\n\r",ch); send_to_char(" Dog 100 gold \n\r",ch); send_to_char("----------------------------\n\r",ch); return; } else { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *keeper; OBJ_DATA *obj; int cost; bool found; one_argument( argument, arg ); if ( ( keeper = find_keeper( ch ) ) == NULL ) return; found = FALSE; for ( obj = keeper->carrying; obj; obj = obj->next_content ) { if ( obj->wear_loc == WEAR_NONE && can_see_obj( ch, obj ) && ( cost = get_cost( keeper, obj, TRUE ) ) > 0 && ( arg[0] == '\0' || is_name( arg, obj->name->str ) ) ) { if ( !found ) { found = TRUE; send_to_char( "[Price] Item\n\r", ch ); } sprintf( buf, "[%5d] %s.\n\r", cost, capitalize( obj->short_descr->str ) ); send_to_char( buf, ch ); } } if ( !found ) { if ( arg[0] == '\0' ) send_to_char( "You can't buy anything here.\n\r", ch ); else send_to_char( "You can't buy that here.\n\r", ch ); } return; } } void do_sell( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; char arg[MAX_INPUT_LENGTH]; CHAR_DATA *keeper; OBJ_DATA *obj; int cost; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Sell what?\n\r", ch ); return; } if ( ( keeper = find_keeper( ch ) ) == NULL ) return; if ( ( obj = get_obj_carry( ch, arg ) ) == NULL ) { act( "$n tells you 'You don't have that item'.", keeper, NULL, ch, TO_VICT ); ch->reply = keeper; return; } if ( !can_drop_obj( ch, obj ) ) { send_to_char( "You can't let go of it.\n\r", ch ); return; } // don't sell if object is claimed, or it will be called back - FIX if ( strcmp(obj->questowner->str,"")) { send_to_char( "You can't sell that.\n\r", ch ); return; } if ( ( cost = get_cost( keeper, obj, FALSE ) ) <= 0 ) { act( "$n looks uninterested in $p.", keeper, obj, ch, TO_VICT ); return; } act( "$n sells $p.", ch, obj, NULL, TO_ROOM ); sprintf( buf, "You sell $p for %d gold piece%s.", cost, cost == 1 ? "" : "s" ); act( buf, ch, obj, NULL, TO_CHAR ); ch->gold += cost; keeper->gold -= cost; if ( keeper->gold < 0 ) keeper->gold = 0; if ( obj->item_type == ITEM_TRASH ) { extract_obj( obj ); } else { obj_from_char( obj ); obj_to_char( obj, keeper ); } return; } void do_value( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; char arg[MAX_INPUT_LENGTH]; CHAR_DATA *keeper; OBJ_DATA *obj; int cost; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Value what?\n\r", ch ); return; } if ( ( keeper = find_keeper( ch ) ) == NULL ) return; if ( ( obj = get_obj_carry( ch, arg ) ) == NULL ) { act( "$n tells you 'You don't have that item'.", keeper, NULL, ch, TO_VICT ); ch->reply = keeper; return; } if ( !can_drop_obj( ch, obj ) ) { send_to_char( "You can't let go of it.\n\r", ch ); return; } if ( ( cost = get_cost( keeper, obj, FALSE ) ) <= 0 ) { act( "$n looks uninterested in $p.", keeper, obj, ch, TO_VICT ); return; } sprintf( buf, "$n tells you 'I'll give you %d gold coins for $p'.", cost ); act( buf, keeper, obj, ch, TO_VICT ); ch->reply = keeper; return; } void do_activate( CHAR_DATA *ch, char *argument ) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; OBJ_DATA *obj; OBJ_DATA *obj2; CHAR_DATA *victim; CHAR_DATA *victim_next; CHAR_DATA *mount; CHAR_DATA *mob; ROOM_INDEX_DATA *pRoomIndex; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if ( arg1[0] == '\0' ) { send_to_char( "Which item do you wish to activate?\n\r", ch ); return; } if ( (obj = get_obj_wear(ch,arg1)) == NULL ) { if ( ( obj = get_obj_here( ch, arg1 ) ) == NULL ) { send_to_char( "You can't find that item.\n\r", ch ); return; } /* You should only be able to use nontake items on floor */ if (CAN_WEAR(obj, ITEM_TAKE)) { send_to_char( "But you are not wearing it!\n\r", ch ); return; } } if (HAS_PROG(obj->pIndexData,TRIG_ACTIVATE)) { oprog_percent_trigger(obj,ch,NULL,NULL,TRIG_ACTIVATE); return; } if ( obj == NULL || !IS_SET(obj->spectype, SITEM_ACTIVATE) ) { send_to_char( "This item cannot be activated.\n\r", ch ); return; } if ( IS_SET(obj->spectype, SITEM_TARGET) && arg2[0] == '\0' ) { send_to_char( "Who do you wish to activate it on?\n\r", ch ); return; } if ( IS_SET(obj->spectype, SITEM_TARGET) ) { if ( ( victim = get_char_room( ch, arg2 ) ) == NULL ) { send_to_char( "Nobody here by that name.\n\r", ch ); return; } } else victim = ch; if (obj->chpoweruse != NULL && obj->chpoweruse != '\0' && str_cmp(obj->chpoweruse->str,"(null)") ) kavitem(obj->chpoweruse->str,ch,obj,NULL,TO_CHAR); if (obj->victpoweruse != NULL && obj->victpoweruse != '\0' && str_cmp(obj->victpoweruse->str,"(null)") ) kavitem(obj->victpoweruse->str,ch,obj,NULL,TO_ROOM); if ( IS_SET(obj->spectype, SITEM_SPELL)) { int castlevel = obj->level; if (castlevel < 1) castlevel = 1; else if (castlevel > 60) castlevel = 60; obj_cast_spell( obj->specpower, castlevel, ch, victim, NULL ); if (!IS_IMMORTAL( ch)) WAIT_STATE(ch,6); if ( IS_SET(obj->spectype, SITEM_DELAY1)) WAIT_STATE(ch,6); if ( IS_SET(obj->spectype, SITEM_DELAY2)) WAIT_STATE(ch,12); return; } else if ( IS_SET(obj->spectype, SITEM_TRANSPORTER)) { if (obj->chpoweron != NULL && obj->chpoweron != '\0' && str_cmp(obj->chpoweron->str,"(null)") ) kavitem(obj->chpoweron->str,ch,obj,NULL,TO_CHAR); if (obj->victpoweron != NULL && obj->victpoweron != '\0' && str_cmp(obj->victpoweron->str,"(null)") ) kavitem(obj->victpoweron->str,ch,obj,NULL,TO_ROOM); pRoomIndex = get_room_index(obj->specpower); obj->specpower = ch->in_room->vnum; if ( pRoomIndex == NULL ) return; char_from_room(ch); char_to_room(ch,pRoomIndex); do_look(ch,"auto"); if (obj->chpoweroff != NULL && obj->chpoweroff != '\0' && str_cmp(obj->chpoweroff->str,"(null)") ) kavitem(obj->chpoweroff->str,ch,obj,NULL,TO_CHAR); if (obj->victpoweroff != NULL && obj->victpoweroff != '\0' && str_cmp(obj->victpoweroff->str,"(null)") ) kavitem(obj->victpoweroff->str,ch,obj,NULL,TO_ROOM); if (!IS_SET(obj->quest, QUEST_ARTIFACT) && IS_SET(ch->in_room->room_flags, ROOM_NO_TELEPORT) && CAN_WEAR(obj,ITEM_TAKE)) { send_to_char("A powerful force hurls you from the room.\n\r",ch); act("$n is hurled from the room by a powerful force.",ch,NULL,NULL,TO_ROOM); ch->position = POS_STUNNED; char_from_room(ch); char_to_room(ch,get_room_index(ROOM_VNUM_LIMBO)); act("$n appears in the room, and falls to the ground stunned.",ch,NULL,NULL,TO_ROOM); } if ( (mount = ch->mount) == NULL) return; char_from_room( mount ); char_to_room( mount, ch->in_room ); do_look( mount, "auto" ); return; } else if ( IS_SET(obj->spectype, SITEM_TELEPORTER)) { if (obj->chpoweron != NULL && obj->chpoweron != '\0' && str_cmp(obj->chpoweron->str,"(null)") ) kavitem(obj->chpoweron->str,ch,obj,NULL,TO_CHAR); if (obj->victpoweron != NULL && obj->victpoweron != '\0' && str_cmp(obj->victpoweron->str,"(null)") ) kavitem(obj->victpoweron->str,ch,obj,NULL,TO_ROOM); pRoomIndex = get_room_index(obj->specpower); if ( pRoomIndex == NULL ) return; char_from_room(ch); char_to_room(ch,pRoomIndex); do_look(ch,"auto"); if (obj->chpoweroff != NULL && obj->chpoweroff != '\0' && str_cmp(obj->chpoweroff->str,"(null)") ) kavitem(obj->chpoweroff->str,ch,obj,NULL,TO_CHAR); if (obj->victpoweroff != NULL && obj->victpoweroff != '\0' && str_cmp(obj->victpoweroff->str,"(null)") ) kavitem(obj->victpoweroff->str,ch,obj,NULL,TO_ROOM); if (!IS_SET(obj->quest, QUEST_ARTIFACT) && IS_SET(ch->in_room->room_flags, ROOM_NO_TELEPORT) && CAN_WEAR(obj,ITEM_TAKE)) { send_to_char("A powerful force hurls you from the room.\n\r",ch); act("$n is hurled from the room by a powerful force.",ch,NULL,NULL,TO_ROOM); ch->position = POS_STUNNED; char_from_room(ch); char_to_room(ch,get_room_index(ROOM_VNUM_LIMBO)); act("$n appears in the room, and falls to the ground stunned.",ch,NULL,NULL,TO_ROOM); } if ( (mount = ch->mount) == NULL) return; char_from_room( mount ); char_to_room( mount, ch->in_room ); do_look( mount, "auto" ); return; } else if ( IS_SET(obj->spectype, SITEM_OBJECT)) { if ( get_obj_index(obj->specpower) == NULL ) return; obj2 = create_object(get_obj_index(obj->specpower), ch->level); if ( CAN_WEAR(obj2,ITEM_TAKE) ) obj_to_char(obj2,ch); else obj_to_room(obj2,ch->in_room); } else if ( IS_SET(obj->spectype, SITEM_MOBILE)) { if ( get_mob_index(obj->specpower) == NULL ) return; mob = create_mobile(get_mob_index(obj->specpower)); char_to_room(mob,ch->in_room); } else if ( IS_SET(obj->spectype, SITEM_ACTION)) { interpret(ch,obj->victpoweron->str); if (obj->victpoweroff != NULL && str_cmp(obj->victpoweroff->str,"(null)") && obj->victpoweroff != '\0') { for ( victim = char_list; victim != NULL; victim = victim_next ) { victim_next = victim->next; if ( victim->in_room == NULL ) continue; if ( victim == ch ) continue; if ( victim->in_room == ch->in_room ) { interpret(victim,obj->victpoweroff->str); continue; } } } } mudsetting->last_proc_logged = 6; return; } void do_press( CHAR_DATA *ch, char *argument ) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; OBJ_DATA *obj; OBJ_DATA *obj2; CHAR_DATA *victim; CHAR_DATA *victim_next; CHAR_DATA *mount; CHAR_DATA *mob; ROOM_INDEX_DATA *pRoomIndex; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if ( arg1[0] == '\0' ) { send_to_char( "Which item do you wish to press?\n\r", ch ); return; } if ( (obj = get_obj_wear(ch,arg1)) == NULL ) { if ( ( obj = get_obj_here( ch, arg1 ) ) == NULL ) { send_to_char( "You can't find that item.\n\r", ch ); return; } /* You should only be able to use nontake items on floor */ if (CAN_WEAR(obj, ITEM_TAKE)) { send_to_char( "But you are not wearing it!\n\r", ch ); return; } } if (HAS_PROG(obj->pIndexData,TRIG_PUSH)) { oprog_percent_trigger(obj,ch,NULL,NULL,TRIG_PUSH); return; } if ( obj == NULL || !IS_SET(obj->spectype, SITEM_PRESS) ) { send_to_char( "There is nothing on this item to press.\n\r", ch ); return; } if ( IS_SET(obj->spectype, SITEM_TARGET) && arg2[0] == '\0' ) { send_to_char( "Who do you wish to use it on?\n\r", ch ); return; } if ( IS_SET(obj->spectype, SITEM_TARGET) ) { if ( ( victim = get_char_room( ch, arg2 ) ) == NULL ) { send_to_char( "Nobody here by that name.\n\r", ch ); return; } } else victim = ch; if (obj->chpoweruse != NULL && obj->chpoweruse != '\0' && str_cmp(obj->chpoweruse->str,"(null)") ) kavitem(obj->chpoweruse->str,ch,obj,NULL,TO_CHAR); if (obj->victpoweruse != NULL && obj->victpoweruse != '\0' && str_cmp(obj->victpoweruse->str,"(null)") ) kavitem(obj->victpoweruse->str,ch,obj,NULL,TO_ROOM); if ( IS_SET(obj->spectype, SITEM_SPELL)) { int castlevel = obj->level; if (castlevel < 1) castlevel = 1; else if (castlevel > 60) castlevel = 60; obj_cast_spell( obj->specpower, castlevel, ch, victim, NULL ); if (!IS_IMMORTAL( ch)) WAIT_STATE(ch,6); if ( IS_SET(obj->spectype, SITEM_DELAY1)) { if (!IS_IMMORTAL( ch)) WAIT_STATE(ch,6); } if ( IS_SET(obj->spectype, SITEM_DELAY2)) { if (!IS_IMMORTAL( ch)) WAIT_STATE(ch,12); } return; } else if ( IS_SET(obj->spectype, SITEM_TRANSPORTER)) { if (obj->chpoweron != NULL && obj->chpoweron != '\0' && str_cmp(obj->chpoweron->str,"(null)") ) kavitem(obj->chpoweron->str,ch,obj,NULL,TO_CHAR); if (obj->victpoweron != NULL && obj->victpoweron != '\0' && str_cmp(obj->victpoweron->str,"(null)") ) kavitem(obj->victpoweron->str,ch,obj,NULL,TO_ROOM); pRoomIndex = get_room_index(obj->specpower); obj->specpower = ch->in_room->vnum; if ( pRoomIndex == NULL ) return; char_from_room(ch); char_to_room(ch,pRoomIndex); do_look(ch,"auto"); if (obj->chpoweroff != NULL && obj->chpoweroff != '\0' && str_cmp(obj->chpoweroff->str,"(null)") ) kavitem(obj->chpoweroff->str,ch,obj,NULL,TO_CHAR); if (obj->victpoweroff != NULL && obj->victpoweroff != '\0' && str_cmp(obj->victpoweroff->str,"(null)") ) kavitem(obj->victpoweroff->str,ch,obj,NULL,TO_ROOM); if (!IS_SET(obj->quest, QUEST_ARTIFACT) && IS_SET(ch->in_room->room_flags, ROOM_NO_TELEPORT) && CAN_WEAR(obj,ITEM_TAKE)) { send_to_char("A powerful force hurls you from the room.\n\r",ch); act("$n is hurled from the room by a powerful force.",ch,NULL,NULL,TO_ROOM); ch->position = POS_STUNNED; char_from_room(ch); char_to_room(ch,get_room_index(ROOM_VNUM_LIMBO)); act("$n appears in the room, and falls to the ground stunned.",ch,NULL,NULL,TO_ROOM); } if ( (mount = ch->mount) == NULL) return; char_from_room( mount ); char_to_room( mount, ch->in_room ); do_look( mount, "auto" ); return; } else if ( IS_SET(obj->spectype, SITEM_TELEPORTER)) { if (obj->chpoweron != NULL && obj->chpoweron != '\0' && str_cmp(obj->chpoweron->str,"(null)") ) kavitem(obj->chpoweron->str,ch,obj,NULL,TO_CHAR); if (obj->victpoweron != NULL && obj->victpoweron != '\0' && str_cmp(obj->victpoweron->str,"(null)") ) kavitem(obj->victpoweron->str,ch,obj,NULL,TO_ROOM); pRoomIndex = get_room_index(obj->specpower); if ( pRoomIndex == NULL ) return; char_from_room(ch); char_to_room(ch,pRoomIndex); do_look(ch,"auto"); if (obj->chpoweroff != NULL && obj->chpoweroff != '\0' && str_cmp(obj->chpoweroff->str,"(null)") ) kavitem(obj->chpoweroff->str,ch,obj,NULL,TO_CHAR); if (obj->victpoweroff != NULL && obj->victpoweroff != '\0' && str_cmp(obj->victpoweroff->str,"(null)") ) kavitem(obj->victpoweroff->str,ch,obj,NULL,TO_ROOM); if (!IS_SET(obj->quest, QUEST_ARTIFACT) && IS_SET(ch->in_room->room_flags, ROOM_NO_TELEPORT) && CAN_WEAR(obj,ITEM_TAKE)) { send_to_char("A powerful force hurls you from the room.\n\r",ch); act("$n is hurled from the room by a powerful force.",ch,NULL,NULL,TO_ROOM); ch->position = POS_STUNNED; char_from_room(ch); char_to_room(ch,get_room_index(ROOM_VNUM_LIMBO)); act("$n appears in the room, and falls to the ground stunned.",ch,NULL,NULL,TO_ROOM); } if ( (mount = ch->mount) == NULL) return; char_from_room( mount ); char_to_room( mount, ch->in_room ); do_look( mount, "auto" ); return; } else if ( IS_SET(obj->spectype, SITEM_OBJECT)) { if ( get_obj_index(obj->specpower) == NULL ) return; obj2 = create_object(get_obj_index(obj->specpower), ch->level); if ( CAN_WEAR(obj2,ITEM_TAKE) ) obj_to_char(obj2,ch); else obj_to_room(obj2,ch->in_room); } else if ( IS_SET(obj->spectype, SITEM_MOBILE)) { if ( get_mob_index(obj->specpower) == NULL ) return; mob = create_mobile(get_mob_index(obj->specpower)); char_to_room(mob,ch->in_room); } else if ( IS_SET(obj->spectype, SITEM_ACTION)) { interpret(ch,obj->victpoweron->str); if (obj->victpoweroff != NULL && str_cmp(obj->victpoweroff->str,"(null)") && obj->victpoweroff != '\0') { for ( victim = char_list; victim != NULL; victim = victim_next ) { victim_next = victim->next; if ( victim->in_room == NULL ) continue; if ( victim == ch ) continue; if ( victim->in_room == ch->in_room ) { interpret(victim,obj->victpoweroff->str); continue; } } } } mudsetting->last_proc_logged = 7; return; } void do_twist( CHAR_DATA *ch, char *argument ) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; OBJ_DATA *obj; OBJ_DATA *obj2; CHAR_DATA *victim; CHAR_DATA *victim_next; CHAR_DATA *mount; CHAR_DATA *mob; ROOM_INDEX_DATA *pRoomIndex; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if ( arg1[0] == '\0' ) { send_to_char( "Which item do you wish to twist?\n\r", ch ); return; } if ( (obj = get_obj_wear(ch,arg1)) == NULL ) { if ( ( obj = get_obj_here( ch, arg1 ) ) == NULL ) { send_to_char( "You can't find that item.\n\r", ch ); return; } /* You should only be able to use nontake items on floor */ if (CAN_WEAR(obj, ITEM_TAKE)) { send_to_char( "But you are not wearing it!\n\r", ch ); return; } } if (HAS_PROG(obj->pIndexData,TRIG_TWIST)) { oprog_percent_trigger(obj,ch,NULL,NULL,TRIG_TWIST); return; } if ( obj == NULL || !IS_SET(obj->spectype, SITEM_TWIST) ) { send_to_char( "This item cannot be twisted.\n\r", ch ); return; } if ( IS_SET(obj->spectype, SITEM_TARGET) && arg2[0] == '\0' ) { send_to_char( "Who do you wish to use it on?\n\r", ch ); return; } if ( IS_SET(obj->spectype, SITEM_TARGET) ) { if ( ( victim = get_char_room( ch, arg2 ) ) == NULL ) { send_to_char( "Nobody here by that name.\n\r", ch ); return; } } else victim = ch; if (obj->chpoweruse != NULL && obj->chpoweruse != '\0' && str_cmp(obj->chpoweruse->str,"(null)") ) kavitem(obj->chpoweruse->str,ch,obj,NULL,TO_CHAR); if (obj->victpoweruse != NULL && obj->victpoweruse != '\0' && str_cmp(obj->victpoweruse->str,"(null)") ) kavitem(obj->victpoweruse->str,ch,obj,NULL,TO_ROOM); if ( IS_SET(obj->spectype, SITEM_SPELL)) { int castlevel = obj->level; if (castlevel < 1) castlevel = 1; else if (castlevel > 60) castlevel = 60; obj_cast_spell( obj->specpower, castlevel, ch, victim, NULL ); if (!IS_IMMORTAL( ch)) WAIT_STATE(ch,6); if ( IS_SET(obj->spectype, SITEM_DELAY1)) { if (!IS_IMMORTAL( ch)) WAIT_STATE(ch,6); } if ( IS_SET(obj->spectype, SITEM_DELAY2)) { if (!IS_IMMORTAL( ch)) WAIT_STATE(ch,12); } return; } else if ( IS_SET(obj->spectype, SITEM_TRANSPORTER)) { if (obj->chpoweron != NULL && obj->chpoweron != '\0' && str_cmp(obj->chpoweron->str,"(null)") ) kavitem(obj->chpoweron->str,ch,obj,NULL,TO_CHAR); if (obj->victpoweron != NULL && obj->victpoweron != '\0' && str_cmp(obj->victpoweron->str,"(null)") ) kavitem(obj->victpoweron->str,ch,obj,NULL,TO_ROOM); pRoomIndex = get_room_index(obj->specpower); obj->specpower = ch->in_room->vnum; if ( pRoomIndex == NULL ) return; char_from_room(ch); char_to_room(ch,pRoomIndex); do_look(ch,"auto"); if (obj->chpoweroff != NULL && obj->chpoweroff != '\0' && str_cmp(obj->chpoweroff->str,"(null)") ) kavitem(obj->chpoweroff->str,ch,obj,NULL,TO_CHAR); if (obj->victpoweroff != NULL && obj->victpoweroff != '\0' && str_cmp(obj->victpoweroff->str,"(null)") ) kavitem(obj->victpoweroff->str,ch,obj,NULL,TO_ROOM); if (!IS_SET(obj->quest, QUEST_ARTIFACT) && IS_SET(ch->in_room->room_flags, ROOM_NO_TELEPORT) && CAN_WEAR(obj,ITEM_TAKE)) { send_to_char("A powerful force hurls you from the room.\n\r",ch); act("$n is hurled from the room by a powerful force.",ch,NULL,NULL,TO_ROOM); ch->position = POS_STUNNED; char_from_room(ch); char_to_room(ch,get_room_index(ROOM_VNUM_LIMBO)); act("$n appears in the room, and falls to the ground stunned.",ch,NULL,NULL,TO_ROOM); } if ( (mount = ch->mount) == NULL) return; char_from_room( mount ); char_to_room( mount, ch->in_room ); do_look( mount, "auto" ); return; } else if ( IS_SET(obj->spectype, SITEM_TELEPORTER)) { if (obj->chpoweron != NULL && obj->chpoweron != '\0' && str_cmp(obj->chpoweron->str,"(null)") ) kavitem(obj->chpoweron->str,ch,obj,NULL,TO_CHAR); if (obj->victpoweron != NULL && obj->victpoweron != '\0' && str_cmp(obj->victpoweron->str,"(null)") ) kavitem(obj->victpoweron->str,ch,obj,NULL,TO_ROOM); pRoomIndex = get_room_index(obj->specpower); if ( pRoomIndex == NULL ) return; char_from_room(ch); char_to_room(ch,pRoomIndex); do_look(ch,"auto"); if (obj->chpoweroff != NULL && obj->chpoweroff != '\0' && str_cmp(obj->chpoweroff->str,"(null)") ) kavitem(obj->chpoweroff->str,ch,obj,NULL,TO_CHAR); if (obj->victpoweroff != NULL && obj->victpoweroff != '\0' && str_cmp(obj->victpoweroff->str,"(null)") ) kavitem(obj->victpoweroff->str,ch,obj,NULL,TO_ROOM); if (!IS_SET(obj->quest, QUEST_ARTIFACT) && IS_SET(ch->in_room->room_flags, ROOM_NO_TELEPORT) && CAN_WEAR(obj,ITEM_TAKE)) { send_to_char("A powerful force hurls you from the room.\n\r",ch); act("$n is hurled from the room by a powerful force.",ch,NULL,NULL,TO_ROOM); ch->position = POS_STUNNED; char_from_room(ch); char_to_room(ch,get_room_index(ROOM_VNUM_LIMBO)); act("$n appears in the room, and falls to the ground stunned.",ch,NULL,NULL,TO_ROOM); } if ( (mount = ch->mount) == NULL) return; char_from_room( mount ); char_to_room( mount, ch->in_room ); do_look( mount, "auto" ); return; } else if ( IS_SET(obj->spectype, SITEM_OBJECT)) { if ( get_obj_index(obj->specpower) == NULL ) return; obj2 = create_object(get_obj_index(obj->specpower), ch->level); if ( CAN_WEAR(obj2,ITEM_TAKE) ) obj_to_char(obj2,ch); else obj_to_room(obj2,ch->in_room); } else if ( IS_SET(obj->spectype, SITEM_MOBILE)) { if ( get_mob_index(obj->specpower) == NULL ) return; mob = create_mobile(get_mob_index(obj->specpower)); char_to_room(mob,ch->in_room); } else if ( IS_SET(obj->spectype, SITEM_ACTION)) { interpret(ch,obj->victpoweron->str); if (obj->victpoweroff != NULL && str_cmp(obj->victpoweroff->str,"(null)") && obj->victpoweroff != '\0') { for ( victim = char_list; victim != NULL; victim = victim_next ) { victim_next = victim->next; if ( victim->in_room == NULL ) continue; if ( victim == ch ) continue; if ( victim->in_room == ch->in_room ) { interpret(victim,obj->victpoweroff->str); continue; } } } } mudsetting->last_proc_logged = 8; return; } void do_pull( CHAR_DATA *ch, char *argument ) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; OBJ_DATA *obj; OBJ_DATA *obj2; CHAR_DATA *victim; CHAR_DATA *victim_next; CHAR_DATA *mount; CHAR_DATA *mob; ROOM_INDEX_DATA *pRoomIndex; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if ( arg1[0] == '\0' ) { send_to_char( "What do you wish to pull?\n\r", ch ); return; } if ( (obj = get_obj_wear(ch,arg1)) == NULL ) { if ( ( obj = get_obj_here( ch, arg1 ) ) == NULL ) { send_to_char( "You can't find that item.\n\r", ch ); return; } /* You should only be able to use nontake items on floor */ if (CAN_WEAR(obj, ITEM_TAKE)) { send_to_char( "But you are not wearing it!\n\r", ch ); return; } } if (HAS_PROG(obj->pIndexData,TRIG_PULL)) { oprog_percent_trigger(obj,ch,NULL,NULL,TRIG_PULL); return; } if ( obj == NULL || !IS_SET(obj->spectype, SITEM_PULL) ) { send_to_char( "This item cannot be pulled.\n\r", ch ); return; } if ( IS_SET(obj->spectype, SITEM_TARGET) && arg2[0] == '\0' ) { send_to_char( "Who do you wish to use it on?\n\r", ch ); return; } if ( IS_SET(obj->spectype, SITEM_TARGET) ) { if ( ( victim = get_char_room( ch, arg2 ) ) == NULL ) { send_to_char( "Nobody here by that name.\n\r", ch ); return; } } else victim = ch; if (obj->chpoweruse != NULL && obj->chpoweruse != '\0' && str_cmp(obj->chpoweruse->str,"(null)") ) kavitem(obj->chpoweruse->str,ch,obj,NULL,TO_CHAR); if (obj->victpoweruse != NULL && obj->victpoweruse != '\0' && str_cmp(obj->victpoweruse->str,"(null)") ) kavitem(obj->victpoweruse->str,ch,obj,NULL,TO_ROOM); if ( IS_SET(obj->spectype, SITEM_SPELL)) { int castlevel = obj->level; if (castlevel < 1) castlevel = 1; else if (castlevel > 60) castlevel = 60; obj_cast_spell( obj->specpower, castlevel, ch, victim, NULL ); if (!IS_IMMORTAL( ch)) WAIT_STATE(ch,6); if ( IS_SET(obj->spectype, SITEM_DELAY1)) { if (!IS_IMMORTAL( ch)) WAIT_STATE(ch,6); } if ( IS_SET(obj->spectype, SITEM_DELAY2)) { if (!IS_IMMORTAL( ch)) WAIT_STATE(ch,12); } return; } else if ( IS_SET(obj->spectype, SITEM_TRANSPORTER)) { if (obj->chpoweron != NULL && obj->chpoweron != '\0' && str_cmp(obj->chpoweron->str,"(null)") ) kavitem(obj->chpoweron->str,ch,obj,NULL,TO_CHAR); if (obj->victpoweron != NULL && obj->victpoweron != '\0' && str_cmp(obj->victpoweron->str,"(null)") ) kavitem(obj->victpoweron->str,ch,obj,NULL,TO_ROOM); pRoomIndex = get_room_index(obj->specpower); obj->specpower = ch->in_room->vnum; if ( pRoomIndex == NULL ) return; char_from_room(ch); char_to_room(ch,pRoomIndex); do_look(ch,"auto"); if (obj->chpoweroff != NULL && obj->chpoweroff != '\0' && str_cmp(obj->chpoweroff->str,"(null)") ) kavitem(obj->chpoweroff->str,ch,obj,NULL,TO_CHAR); if (obj->victpoweroff != NULL && obj->victpoweroff != '\0' && str_cmp(obj->victpoweroff->str,"(null)") ) kavitem(obj->victpoweroff->str,ch,obj,NULL,TO_ROOM); if (!IS_SET(obj->quest, QUEST_ARTIFACT) && IS_SET(ch->in_room->room_flags, ROOM_NO_TELEPORT) && CAN_WEAR(obj,ITEM_TAKE)) { send_to_char("A powerful force hurls you from the room.\n\r",ch); act("$n is hurled from the room by a powerful force.",ch,NULL,NULL,TO_ROOM); ch->position = POS_STUNNED; char_from_room(ch); char_to_room(ch,get_room_index(ROOM_VNUM_LIMBO)); act("$n appears in the room, and falls to the ground stunned.",ch,NULL,NULL,TO_ROOM); } if ( (mount = ch->mount) == NULL) return; char_from_room( mount ); char_to_room( mount, ch->in_room ); do_look( mount, "auto" ); return; } else if ( IS_SET(obj->spectype, SITEM_TELEPORTER)) { if (obj->chpoweron != NULL && obj->chpoweron != '\0' && str_cmp(obj->chpoweron->str,"(null)") ) kavitem(obj->chpoweron->str,ch,obj,NULL,TO_CHAR); if (obj->victpoweron != NULL && obj->victpoweron != '\0' && str_cmp(obj->victpoweron->str,"(null)") ) kavitem(obj->victpoweron->str,ch,obj,NULL,TO_ROOM); pRoomIndex = get_room_index(obj->specpower); if ( pRoomIndex == NULL ) return; char_from_room(ch); char_to_room(ch,pRoomIndex); do_look(ch,"auto"); if (obj->chpoweroff != NULL && obj->chpoweroff != '\0' && str_cmp(obj->chpoweroff->str,"(null)") ) kavitem(obj->chpoweroff->str,ch,obj,NULL,TO_CHAR); if (obj->victpoweroff != NULL && obj->victpoweroff != '\0' && str_cmp(obj->victpoweroff->str,"(null)") ) kavitem(obj->victpoweroff->str,ch,obj,NULL,TO_ROOM); if (!IS_SET(obj->quest, QUEST_ARTIFACT) && IS_SET(ch->in_room->room_flags, ROOM_NO_TELEPORT) && CAN_WEAR(obj,ITEM_TAKE)) { send_to_char("A powerful force hurls you from the room.\n\r",ch); act("$n is hurled from the room by a powerful force.",ch,NULL,NULL,TO_ROOM); ch->position = POS_STUNNED; char_from_room(ch); char_to_room(ch,get_room_index(ROOM_VNUM_LIMBO)); act("$n appears in the room, and falls to the ground stunned.",ch,NULL,NULL,TO_ROOM); } if ( (mount = ch->mount) == NULL) return; char_from_room( mount ); char_to_room( mount, ch->in_room ); do_look( mount, "auto" ); return; } else if ( IS_SET(obj->spectype, SITEM_OBJECT)) { if ( get_obj_index(obj->specpower) == NULL ) return; obj2 = create_object(get_obj_index(obj->specpower), ch->level); if ( CAN_WEAR(obj2,ITEM_TAKE) ) obj_to_char(obj2,ch); else obj_to_room(obj2,ch->in_room); } else if ( IS_SET(obj->spectype, SITEM_MOBILE)) { if ( get_mob_index(obj->specpower) == NULL ) return; mob = create_mobile(get_mob_index(obj->specpower)); char_to_room(mob,ch->in_room); } else if ( IS_SET(obj->spectype, SITEM_ACTION)) { interpret(ch,obj->victpoweron->str); if (obj->victpoweroff != NULL && str_cmp(obj->victpoweroff->str,"(null)") && obj->victpoweroff != '\0') { for ( victim = char_list; victim != NULL; victim = victim_next ) { victim_next = victim->next; if ( victim->in_room == NULL ) continue; if ( victim == ch ) continue; if ( victim->in_room == ch->in_room ) { interpret(victim,obj->victpoweroff->str); continue; } } } } mudsetting->last_proc_logged = 9; return; } bool is_ok_to_wear( CHAR_DATA *ch, bool wolf_ok, char *argument ) { char arg [MAX_INPUT_LENGTH]; int count; argument = one_argument( argument, arg ); if (!str_cmp(arg,"head")) { if (IS_HEAD(ch,LOST_HEAD)) return FALSE; } else if (!str_cmp(arg,"face")) { if (IS_HEAD(ch,LOST_HEAD)) return FALSE; } else if (!str_cmp(arg,"left_hand")) { if (!IS_NPC(ch) && IS_CLASS(ch,CLASS_WEREWOLF) && IS_SET(ch->special, SPC_WOLFMAN) && !wolf_ok) return FALSE; if (IS_ARM_L(ch,LOST_ARM)) return FALSE; else if (IS_ARM_L(ch,BROKEN_ARM)) return FALSE; else if (IS_ARM_L(ch,LOST_HAND)) return FALSE; else if (IS_ARM_L(ch,BROKEN_THUMB)) return FALSE; else if (IS_ARM_L(ch,LOST_THUMB)) return FALSE; count = 0; if (IS_ARM_L(ch,LOST_FINGER_I)||IS_ARM_L(ch,BROKEN_FINGER_I)) count+= 1; if (IS_ARM_L(ch,LOST_FINGER_M)||IS_ARM_L(ch,BROKEN_FINGER_M)) count+= 1; if (IS_ARM_L(ch,LOST_FINGER_R)||IS_ARM_L(ch,BROKEN_FINGER_R)) count+= 1; if (IS_ARM_L(ch,LOST_FINGER_L)||IS_ARM_L(ch,BROKEN_FINGER_L)) count+= 1; if (count > 2) return FALSE; } else if (!str_cmp(arg,"right_hand")) { if (!IS_NPC(ch) && IS_CLASS(ch,CLASS_WEREWOLF) && IS_SET(ch->special, SPC_WOLFMAN) && !wolf_ok) return FALSE; if (IS_ARM_R(ch,LOST_ARM)) return FALSE; else if (IS_ARM_R(ch,BROKEN_ARM)) return FALSE; else if (IS_ARM_R(ch,LOST_HAND)) return FALSE; else if (IS_ARM_R(ch,BROKEN_THUMB)) return FALSE; else if (IS_ARM_R(ch,LOST_THUMB)) return FALSE; count = 0; if (IS_ARM_R(ch,LOST_FINGER_I)||IS_ARM_R(ch,BROKEN_FINGER_I)) count+= 1; if (IS_ARM_R(ch,LOST_FINGER_M)||IS_ARM_R(ch,BROKEN_FINGER_M)) count+= 1; if (IS_ARM_R(ch,LOST_FINGER_R)||IS_ARM_R(ch,BROKEN_FINGER_R)) count+= 1; if (IS_ARM_R(ch,LOST_FINGER_L)||IS_ARM_R(ch,BROKEN_FINGER_L)) count+= 1; if (count > 2) return FALSE; } else if (!str_cmp(arg,"left_wrist")) { if (IS_ARM_L(ch,LOST_ARM)) return FALSE; else if (IS_ARM_L(ch,LOST_HAND)) return FALSE; } else if (!str_cmp(arg,"right_wrist")) { if (IS_ARM_R(ch,LOST_ARM)) return FALSE; else if (IS_ARM_R(ch,LOST_HAND)) return FALSE; } else if (!str_cmp(arg,"left_finger")) { if (IS_ARM_L(ch,LOST_ARM)) return FALSE; else if (IS_ARM_L(ch,LOST_HAND)) return FALSE; else if (IS_ARM_L(ch,LOST_FINGER_R)) return FALSE; } else if (!str_cmp(arg,"right_finger")) { if (IS_ARM_R(ch,LOST_ARM)) return FALSE; else if (IS_ARM_R(ch,LOST_HAND)) return FALSE; else if (IS_ARM_R(ch,LOST_FINGER_R)) return FALSE; } else if (!str_cmp(arg,"arms")) { if (IS_ARM_L(ch,LOST_ARM) && IS_ARM_R(ch,LOST_ARM)) return FALSE; } else if (!str_cmp(arg,"hands")) { if (IS_ARM_L(ch,LOST_ARM) && IS_ARM_R(ch,LOST_ARM)) return FALSE; if (IS_ARM_L(ch,LOST_HAND) || IS_ARM_R(ch,LOST_HAND)) return FALSE; } else if (!str_cmp(arg,"legs")) { if (IS_LEG_L(ch,LOST_LEG) && IS_LEG_R(ch,LOST_LEG)) return FALSE; } else if (!str_cmp(arg,"feet")) { if (IS_LEG_L(ch,LOST_LEG) && IS_LEG_R(ch,LOST_LEG)) return FALSE; if (IS_LEG_L(ch,LOST_FOOT) || IS_LEG_R(ch,LOST_FOOT)) return FALSE; } return TRUE; } void do_qmake( CHAR_DATA *ch, char *argument ) { OBJ_INDEX_DATA *pObjIndex; OBJ_DATA *obj; char arg[MAX_INPUT_LENGTH]; argument = one_argument( argument, arg ); if (arg[0] == '\0') { send_to_char("Do you wish to qmake a MACHINE or a CARD?\n\r",ch); return; } if (!str_cmp(arg,"card")) { if ( (pObjIndex = get_obj_index( OBJ_VNUM_QUESTCARD )) == NULL) { send_to_char("Missing object, please inform Spiral\n\r",ch); return; } if (ch->in_room == NULL) return; obj = create_object(pObjIndex, 0); obj_to_char(obj, ch); quest_object(ch,obj); } else if (!str_cmp(arg,"machine")) { if ( (pObjIndex = get_obj_index( OBJ_VNUM_QUESTMACHINE )) == NULL) { send_to_char("Missing object, please inform Spiral\n\r",ch); return; } if (ch->in_room == NULL) return; obj = create_object(pObjIndex, 0); obj_to_room(obj, ch->in_room); } else { send_to_char("You can only qmake a MACHINE or a CARD.\n\r",ch); return; } send_to_char("Ok.\n\r",ch); return; } void do_recharge( CHAR_DATA *ch, char *argument ) { char buf[MAX_INPUT_LENGTH]; char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; OBJ_DATA *obj; OBJ_DATA *qobj; int count = 0; int value = 1; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if ( arg1[0] == '\0' || arg2[0] == '\0' ) { send_to_char( "Syntax: recharge <quest card> <quest machine>\n\r", ch ); return; } if ( (obj = get_obj_carry(ch,arg1)) == NULL ) { send_to_char( "You are not carrying that object.\n\r", ch ); return; } if (obj->item_type != ITEM_QUESTCARD) { send_to_char( "That is not a quest card.\n\r", ch ); return; } if ( (qobj = get_obj_here(ch,arg2)) == NULL ) { send_to_char( "There is nothing for you to recharge it with.\n\r", ch ); return; } if (qobj->item_type != ITEM_QUESTMACHINE) { send_to_char( "That is not a quest machine.\n\r", ch ); return; } if (obj->value[0] == -1) count += 1; if (obj->value[1] == -1) count += 1; if (obj->value[2] == -1) count += 1; if (obj->value[3] == -1) count += 1; if (count == 4) quest_object( ch, obj ); else { send_to_char( "You have not yet completed the current quest.\n\r", ch ); return; } act("You place $p into a small slot in $P.",ch,obj,qobj,TO_CHAR); act("$n places $p into a small slot in $P.",ch,obj,qobj,TO_ROOM); act("$P makes a few clicks and returns $p.",ch,obj,qobj,TO_CHAR); act("$P makes a few clicks and returns $p.",ch,obj,qobj,TO_ROOM); value = obj->level; if (value < 1) value = 1; else if (value > 100) value = 100; if ( dice(1,18) == 8 ) { act("You notice a wierd {Bblue glow{x around the quest machine",ch,NULL,NULL,TO_CHAR); act("You notice a wierd {Bblue glow{x glow around the quest machine",ch,NULL,NULL,TO_ROOM); value = value + value; } obj = create_object(get_obj_index( OBJ_VNUM_PROTOPLASM ), 0); obj->value[0] = value; obj->level = value; obj->cost = value*1000; obj->item_type = ITEM_QUEST; obj_to_char(obj,ch); obj->questmaker = g_string_assign(obj->questmaker,ch->name->str); obj->name = g_string_assign(obj->name,"quest token"); sprintf(buf,"a %d point quest token",value); obj->short_descr = g_string_assign(obj->short_descr,buf); sprintf(buf,"A %d point quest token lies on the floor.",value); obj->description = g_string_assign(obj->description,buf); act("You take $p from $P.",ch,obj,qobj,TO_CHAR); act("$n takes $p from $P.",ch,obj,qobj,TO_ROOM); do_autosave(ch,""); return; } // QUEST_TABLE void quest_object( CHAR_DATA *ch, OBJ_DATA *obj ) { int i; static const sh_int quest_selection[] = { 1305,1306,1310,1311,1312,1313,1314,1317,1318,1319,1320,1326,1327,1328, 1330,1335,1337,1341,1344,1345,1351,1355,1357,1363,1364,1365,1366,1367, 1368,1369,1370,1371,1372,1376,1377,1378,1379,1380,1382,1383,1385,1386, 1389,1390,1391,1392,1393,1395,1397,1398,1399,1502,1503,1504,1505,1506, 1507,1508,1509,1652,1804,1805,1806,1807,1808,1810,2101,2102,2103,2104, 2105,2107,2109,2110,2111,2112,2200,2201,2203,2211,2220,2222,2223,2242, 2243,2244,2245,2246,2250,2251,2252,2254,2261,2270,2271,2280,2281,2285, 2286,2301,2302,2303,2305,2306,2307,2308,2309,2310,2311,2312,2313,2314, 2315,2316,2317,2318,2319,2320,2321,2323,2324,2325,2326,2327,2328,2329, 2330,2334,2335,2336,2337,2338,2339,2340,2341,2343,2344,2345,2346,2347, 2349,2360,2362,2370,2371,2372,2373,2374,2375,2376,2377,2378,2379,2380, 2381,2383,2384,2385,2386,2387,2388,2389,2390,2391,2392,2393,2396,2400, 2401,2402,2403,2404,2405,2406,2407,2416,2417,2418,2419,2420,2422,2423, 2425,2427,2428,2429,2430,2431,2432,2448,2450,2454,2455,2456,2457,2458, 2459,2460,2461,2462,2463,2464,2465,2466,2802,2803,2804,2805,2903,2904, 2905,2906,2907,2911,2912,2914,3400,3403,3412,3413,3417,3421,3422,3426, 3427,3429,3600,3601,3602,3605,3611,3612,3613,4500,4501,4502,4503,4504, 4505,4506,4507,4508,4509,4510,4512,4702,4703,4704,4706,5000, 5002,5003,5014,5016,5017,5018,5019,5020,5021,5025,5026,5027,5029,5031, 5032,5100,5104,5108,5109,5111,5208,5210,5211,5215,5216,5217,5218,5219, 5221,5222,5226,5231,5232,5233,5235,5237,5239,5241,5243,5250,5251,5252, 5312,5313,5314,5315,5316,5317,5318,5320,5321,5327,5328,5329,5330,5331, 5700,5701,5702,5703,5704,5800,5801,5802,5803,5810,5811,5812,5813,5814, 5815,5817,5819,5820,5821,5901,5902,5904,5905,5906,5907,5908,5909,6000, 6011,6013,6103,6104,6105,6107,6110,6111,6112,6114,6155,6303,6309,6504, 6505,6508,6509,6510,6511,6518,6600,6621,6644,6645,6646,6647,6800,6801, 6802,6803,6804,6805,6806,6807,6808,6809,6810,6811,6812,7800,7802,7803, 7806,7807,8100,8101,8102,8103,8104,8107,8108,8110,8111,8115,8116,8117, 8118,8121,8301,8302,8303,8307,8902,8904,8905,8910,8911,8913,8914,8915, 8916,8917,8918,8919,9101,9102,9103,9104,9105,9202,9203,9204,9205,9206, 9207,9208,9209,9210,9211,9212,9213,9214,9215,9216,9217,9218,9219,9220, 9221,9222,9223,9224,9226,9227,9228,9229,9230,9231,9301,9304,9305,9306, 9308,9309,9310,9312,9314,9315,9316,9318,9319,9320,9325,9326,9327,9328, 10000,10001,10002,10003,10004,10005,10006,10007,10008,10009,10010,10012, 10013,10014,10015,10016,10018,10019,10021,11010,11809,11810,11811,11812, 11813,11814,11815,11816,11817,11818,11819,11820,11821,11822,11823,11824, 11825,11826,11827,11828,11829,11830,11831,11832,11833,11834,11835,11836, 11837,11838,11839,11840,11841,11842,11843,11844,11845,11846,11847,11848, 11849,11850,11851,11852,11853,11854,11855,11856,11857,11858,11859,11860, 11861,11862,11863,11864,11865,11866,11867,11868,11869,11870,11871,11872, 11873,11874,11875,11876,11877,11878,11879,11880,11881,11882,11883,11884, 11885,11886,11887,11888,11889,11890,11893,11894,11895,11896,11897,11898, 12500,13230,13235,13237,13238,13240,13244,13245,13270,18000,18001,18002, 18003,18005,18007,18008,18009,18010,18011,18012,18013,18014,18015,18016, 18018,18019,18020,18022,18023,18024,18025,18026,18027,18028,18029,18030, 18032,18033,18034,18035,18036,18037,18038,18039,18040,18041,18042,18043, 18044,18045,18046,18047,18048,18049,18050,18052,18053,18054,18055,18056, 18057,18058,18059,18060,18061,18063,18064,18065,18066,18067,18068,18069, 18071,18072,18074,18075,18076,18077,18078,18080,18081,18082,18083,18085, 18086,18099,18904,18906,18907,18908,18909,18910,18911,18912,18913,18914, 18915,18916,18917,18918,18919,18920,18921,18923,18924,18927,19901,19902, 19906,19907,19909,19913,19914,19915,19916,20016,20019,20020,20048,25000, 25001,25002,25003,25004,25005,25006,25008,25009,25010,25011,25012,25013, 25014,25015,25016,25017,25018,25019,25020,25021,25022,25023,25024,25025, 25026,25027,25060,25061,25062,25080,25081,25082 }; int object; if (obj == NULL || obj->item_type != ITEM_QUESTCARD) return; for ( i = 0; i <= 3; i ++ ) { object = number_range( 0, 294 ); if (object < 1 || object > 294) object = 0; obj->value[i] = quest_selection[object]; } return; } void do_complete( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; OBJ_DATA *qobj; OBJ_DATA *obj; OBJ_INDEX_DATA *pObjIndex; int count = 0; int count2 = 0; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if ( arg1[0] == '\0' ) { send_to_char( "Syntax: complete <quest card> <object>\n\r", ch ); return; } if ( (qobj = get_obj_carry(ch,arg1)) == NULL ) { send_to_char( "You are not carrying that object.\n\r", ch ); return; } else if (qobj->item_type != ITEM_QUESTCARD) { send_to_char( "That is not a quest card.\n\r", ch ); return; } if (qobj->value[0] == -1) count += 1; if (qobj->value[1] == -1) count += 1; if (qobj->value[2] == -1) count += 1; if (qobj->value[3] == -1) count += 1; if ( arg2[0] == '\0' ) { if (count == 4) {send_to_char("{CThis quest card has been completed.{x\n\r",ch);return;} send_to_char("{CYou still need to find the following:{x\n\r",ch); if (qobj->value[0] != -1) { pObjIndex = get_obj_index( qobj->value[0] ); if ( pObjIndex != NULL ) sprintf(buf,"{c %s.{x\n\r",pObjIndex->short_descr); else qobj->value[0] = -1; buf[5] = UPPER(buf[5]);send_to_char(buf,ch); } if (qobj->value[1] != -1) { pObjIndex = get_obj_index( qobj->value[1] ); if ( pObjIndex != NULL ) sprintf(buf,"{c %s.{x\n\r",pObjIndex->short_descr); else qobj->value[1] = -1; buf[5] = UPPER(buf[5]);send_to_char(buf,ch); } if (qobj->value[2] != -1) { pObjIndex = get_obj_index( qobj->value[2] ); if ( pObjIndex != NULL ) sprintf(buf,"{c %s.{x\n\r",pObjIndex->short_descr); else qobj->value[2] = -1; buf[5] = UPPER(buf[5]);send_to_char(buf,ch); } if (qobj->value[3] != -1) { pObjIndex = get_obj_index( qobj->value[3] ); if ( pObjIndex != NULL ) sprintf(buf,"{c %s.{x\n\r",pObjIndex->short_descr); else qobj->value[3] = -1; buf[5] = UPPER(buf[5]);send_to_char(buf,ch); } return; } if (count == 4) { act( "{CBut $p has already been completed!{x",ch,qobj,NULL,TO_CHAR ); return; } if ( (obj = get_obj_carry(ch,arg2)) == NULL ) { send_to_char( "You are not carrying that object.\n\r", ch ); return; } if (obj->questmaker != NULL && obj->questmaker->len > 1) { send_to_char( "You cannot use that item.\n\r", ch ); return; } if (obj->pIndexData->vnum == 30037 || obj->pIndexData->vnum == 30041) { send_to_char( "That item has lost its quest value, you must collect a new one.\n\r", ch ); return; } if (qobj->value[0] != -1) { pObjIndex = get_obj_index( qobj->value[0] ); if ( pObjIndex != NULL && !str_cmp(obj->short_descr->str, pObjIndex->short_descr)) qobj->value[0] = -1; } if (qobj->value[1] != -1) { pObjIndex = get_obj_index( qobj->value[1] ); if ( pObjIndex != NULL && !str_cmp(obj->short_descr->str, pObjIndex->short_descr)) qobj->value[1] = -1; } if (qobj->value[2] != -1) { pObjIndex = get_obj_index( qobj->value[2] ); if ( pObjIndex != NULL && !str_cmp(obj->short_descr->str, pObjIndex->short_descr)) qobj->value[2] = -1; } if (qobj->value[3] != -1) { pObjIndex = get_obj_index( qobj->value[3] ); if ( pObjIndex != NULL && !str_cmp(obj->short_descr->str, pObjIndex->short_descr)) qobj->value[3] = -1; } if (qobj->value[0] == -1) count2 += 1; if (qobj->value[1] == -1) count2 += 1; if (qobj->value[2] == -1) count2 += 1; if (qobj->value[3] == -1) count2 += 1; if (count == count2) { send_to_char( "{rThat item is not required.{x\n\r", ch ); return; } act("{cYou touch {C$p {cto {C$P, {cand it vanishes!{x",ch,obj,qobj,TO_CHAR); act("{c$n touches {C$p {cto {C$P, {cand it vanishes!{c",ch,obj,qobj,TO_ROOM); obj_from_char(obj); extract_obj(obj); if (count >= 3) {act("$p has been completed!",ch,qobj,NULL,TO_CHAR);} else if (count == 2) {act("{Y$p now requires one more object!{x",ch,qobj,NULL,TO_CHAR);} else if (count == 1) {act("{Y$p now requires two more objects!{x",ch,qobj,NULL,TO_CHAR);} else if (count == 0) {act("{Y$p now requires three more objects!{x",ch,qobj,NULL,TO_CHAR);} if ( count >= 3) return; send_to_char("{CYou still need to find the following:{x\n\r",ch); if (qobj->value[0] != -1) { pObjIndex = get_obj_index( qobj->value[0] ); if ( pObjIndex != NULL ) sprintf(buf,"{c %s.{x\n\r",pObjIndex->short_descr); else qobj->value[0] = -1; buf[5] = UPPER(buf[5]);send_to_char(buf,ch); } if (qobj->value[1] != -1) {pObjIndex = get_obj_index( qobj->value[1] ); if ( pObjIndex != NULL ) sprintf(buf,"{c %s.{x\n\r",pObjIndex->short_descr); else qobj->value[1] = -1; buf[5] = UPPER(buf[5]);send_to_char(buf,ch);} if (qobj->value[2] != -1) {pObjIndex = get_obj_index( qobj->value[2] ); if ( pObjIndex != NULL ) sprintf(buf,"{c %s.{x\n\r",pObjIndex->short_descr); else qobj->value[2] = -1; buf[5] = UPPER(buf[5]);send_to_char(buf,ch);} if (qobj->value[3] != -1) {pObjIndex = get_obj_index( qobj->value[3] ); if ( pObjIndex != NULL ) sprintf(buf,"{c %s.{x\n\r",pObjIndex->short_descr); else qobj->value[3] = -1; buf[5] = UPPER(buf[5]);send_to_char(buf,ch);} return; } void do_sheath( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; one_argument(argument,arg); if (arg[0] == '\0') send_to_char("Which hand, left or right?\n\r",ch); else if (!str_cmp(arg,"all") || !str_cmp(arg,"both")) { sheath(ch,TRUE ); sheath(ch,FALSE); } else if (!str_cmp(arg,"l") || !str_cmp(arg,"left" )) sheath(ch,FALSE); else if (!str_cmp(arg,"r") || !str_cmp(arg,"right")) sheath(ch,TRUE ); else send_to_char("Which hand, left or right?\n\r",ch); return; } void do_draw( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; one_argument(argument,arg); if (!IS_NPC(ch) && IS_SET(ch->special, SPC_WOLFMAN)) { send_to_char("Not in this form.\n\r",ch); return; } if (arg[0] == '\0') send_to_char("Which hand, left or right?\n\r",ch); else if (!str_cmp(arg,"all") || !str_cmp(arg,"both")) { draw(ch,TRUE ); draw(ch,FALSE); } else if (!str_cmp(arg,"l") || !str_cmp(arg,"left" )) draw(ch,FALSE); else if (!str_cmp(arg,"r") || !str_cmp(arg,"right")) draw(ch,TRUE ); else send_to_char("Which hand, left or right?\n\r",ch); return; } void sheath( CHAR_DATA *ch, bool right ) { OBJ_DATA *obj; OBJ_DATA *obj2; int scabbard; if (right) { scabbard = WEAR_SCABBARD_R; if ( (obj = get_eq_char(ch,WEAR_WIELD)) == NULL ) { send_to_char("You are not holding anything in your right hand.\n\r",ch); return; } else if ( (obj2 = get_eq_char(ch,scabbard)) != NULL) { act("You already have $p in your right scabbard.",ch,obj2,NULL,TO_CHAR); return; } act("You slide $p into your right scabbard.",ch,obj,NULL,TO_CHAR); act("$n slides $p into $s right scabbard.",ch,obj,NULL,TO_ROOM); } else { scabbard = WEAR_SCABBARD_L; if ( (obj = get_eq_char(ch,WEAR_HOLD)) == NULL ) { send_to_char("You are not holding anything in your left hand.\n\r",ch); return; } else if ( (obj2 = get_eq_char(ch,scabbard)) != NULL) { act("You already have $p in your left scabbard.",ch,obj2,NULL,TO_CHAR); return; } act("You slide $p into your left scabbard.",ch,obj,NULL,TO_CHAR); act("$n slides $p into $s left scabbard.",ch,obj,NULL,TO_ROOM); } if (obj->item_type != ITEM_WEAPON) { act("$p is not a weapon.",ch,obj,NULL,TO_CHAR); return; } unequip_char(ch,obj); obj->wear_loc = scabbard; return; } void draw( CHAR_DATA *ch, bool right ) { OBJ_DATA *obj; OBJ_DATA *obj2; int scabbard; int worn; if (right) { scabbard = WEAR_SCABBARD_R; worn = WEAR_WIELD; if ( (obj = get_eq_char(ch,scabbard)) == NULL ) { send_to_char("Your right scabbard is empty.\n\r",ch); return; } else if ( (obj2 = get_eq_char(ch,WEAR_WIELD)) != NULL) { act("You already have $p in your right hand.",ch,obj2,NULL,TO_CHAR); return; } act("You draw $p from your right scabbard.",ch,obj,NULL,TO_CHAR); act("$n draws $p from $s right scabbard.",ch,obj,NULL,TO_ROOM); } else { scabbard = WEAR_SCABBARD_L; worn = WEAR_HOLD; if ( (obj = get_eq_char(ch,scabbard)) == NULL ) { send_to_char("Your left scabbard is empty.\n\r",ch); return; } else if ( (obj2 = get_eq_char(ch,WEAR_HOLD)) != NULL) { act("You already have $p in your left hand.",ch,obj2,NULL,TO_CHAR); return; } act("You draw $p from your left scabbard.",ch,obj,NULL,TO_CHAR); act("$n draws $p from $s left scabbard.",ch,obj,NULL,TO_ROOM); } obj->wear_loc = -1; equip_char(ch,obj,worn); return; } void do_special( CHAR_DATA *ch, char *argument ) { char bname[MAX_INPUT_LENGTH]; char bshort[MAX_INPUT_LENGTH]; char blong[MAX_INPUT_LENGTH]; char *kav; int dice = number_range(1,3); OBJ_DATA *obj; obj = create_object(get_obj_index( OBJ_VNUM_PROTOPLASM ), 0); kav = special_item_name( obj ); switch ( dice ) { default: sprintf(bname,"%s ring", kav); sprintf(bshort,"a %s ring", kav); sprintf(blong,"A %s ring lies here.", kav); obj->wear_flags = ITEM_WEAR_FINGER + ITEM_TAKE; break; case 1: sprintf(bname,"%s ring", kav); sprintf(bshort,"a %s ring", kav); sprintf(blong,"A %s ring lies here.", kav); obj->wear_flags = ITEM_WEAR_FINGER + ITEM_TAKE; break; case 2: sprintf(bname,"%s necklace", kav); sprintf(bshort,"a %s necklace", kav); sprintf(blong,"A %s necklace lies here.", kav); obj->wear_flags = ITEM_WEAR_NECK + ITEM_TAKE; break; case 3: sprintf(bname,"%s plate", kav); sprintf(bshort,"a suit of %s platemail", kav); sprintf(blong,"A suit of %s platemail lies here.", kav); obj->wear_flags = ITEM_WEAR_BODY + ITEM_TAKE; break; } if (obj->wear_flags == 513 || obj->wear_flags == 8193 || obj->wear_flags == 16385) { obj->item_type = ITEM_WEAPON; obj->value[1] = 10; obj->value[2] = 20; obj->value[3] = number_range(1,12); } else { obj->item_type = ITEM_ARMOR; obj->value[0] = 15; } obj->level = 50; obj->cost = 100000; obj->questmaker = g_string_assign(obj->questmaker,ch->name->str); obj->name = g_string_assign(obj->name,bname); obj->short_descr = g_string_assign(obj->short_descr,bshort); obj->description = g_string_assign(obj->description,blong); obj_to_char(obj,ch); return; } char *special_item_name( OBJ_DATA *obj ) { static char buf[MAX_INPUT_LENGTH]; int dice = number_range(1,4); switch ( dice ) { default: str_cpy(buf,"golden"); break; case 1: str_cpy(buf,"golden"); break; case 2: str_cpy(buf,"silver"); break; case 3: str_cpy(buf,"brass"); break; case 4: str_cpy(buf,"copper"); break; } return buf; } void do_filet (CHAR_DATA *ch, char *argument) { OBJ_DATA *obj,*filet,*filet2, *corpse; char arg[MAX_INPUT_LENGTH]; one_argument(argument,arg); if (( obj = get_eq_char( ch, WEAR_WIELD ) ) == NULL ) { send_to_char("You must be wielding a blade weapon to make a filet.\n\r",ch); return; } if ( obj->item_type != ITEM_WEAPON && obj->value[3] != 1 && obj->value[3] != 3 ) { send_to_char("You must be wielding a blade weapon to make a filet.\n\r",ch); return; } if ( ( corpse = get_obj_list( ch, arg, ch->in_room->contents )) == NULL ) { send_to_char("You don't see a animal corpse to carve up.\n\r",ch); return; } if ( corpse->item_type == ITEM_CORPSE_NPC && IS_SET(corpse->extra_flags,ITEM_FILET)) { filet = create_object(get_obj_index(OBJ_VNUM_FILET),0); filet2 = create_object(get_obj_index(OBJ_VNUM_FILET),0); filet->timer = 12; filet2->timer = 12; filet->item_type = ITEM_TFILET; filet2->item_type = ITEM_TFILET; obj_to_room(filet, ch->in_room); obj_to_room(filet2, ch->in_room); act("You carve up two nice juicy filets off of $p to cook later.",ch, corpse, NULL, TO_CHAR); act("$n carves up two nice juicy filets off of $p.",ch, corpse, NULL, TO_ROOM); extract_obj(corpse); } } void do_chop( CHAR_DATA *ch, char *argument ) { OBJ_DATA *obj,*wood; if (( obj = get_eq_char( ch, WEAR_WIELD ) ) == NULL ) { send_to_char("You must be wielding a blade weapon to hack at trees.\n\r",ch); return; } if ( obj->item_type != ITEM_WEAPON && obj->value[3] != 1 && obj->value[3] != 3 ) { send_to_char("You must be wielding a blade weapon to hack at trees.\n\r",ch); return; } if ( ch->in_room->sector_type != SECT_FOREST ) { send_to_char("Hate to break this to you, but you don't see any trees.\n\r",ch); return; } act("You get to work chopping lumber from a near by tree.",ch,NULL,NULL,TO_CHAR); act("$n starts to make swinging motions at a near by tree.",ch,NULL,NULL,TO_ROOM); wood = create_object(get_obj_index(OBJ_VNUM_FIREWOOD),0); obj_to_room(wood,ch->in_room); } void do_make_fire( CHAR_DATA *ch, char *argument) { OBJ_DATA *obj,*fire; int chance; if ( ( obj = get_obj_list( ch, "firewood", ch->in_room->contents ) ) == NULL ) { send_to_char( "You are not carrying any firewood.\n\r", ch ); return; } if ( ch->in_room->sector_type == SECT_CITY || ch->in_room->sector_type == SECT_INSIDE ) { send_to_char("You can't start a fire here.\n\r",ch); return; } chance = number_range(1,4); switch (chance) { case 1: send_to_char("You hit two rocks together but produce no effect..\n\r",ch); act("$n hits two rocks together but produce no effect..",ch,NULL,NULL,TO_ROOM); return; case 2: send_to_char("You hit two rocks together and produce a spark.\n\r",ch); act("You hits two rocks together and produce a spark.",ch,NULL,NULL,TO_ROOM); return; case 3: send_to_char("You struggle trying to start your fire.\n\r",ch); return; case 4: break; } send_to_char("Your spark ingnites your firewood into a small fire.\n\r",ch); act("$n starts a small fire.",ch,NULL,NULL,TO_ROOM); fire = create_object(get_obj_index(OBJ_VNUM_FIRE),0); fire->timer = 15; fire->item_type = ITEM_FIRE; obj_to_room(fire,ch->in_room); extract_obj(obj); } void do_cook (CHAR_DATA *ch, char *argument) { OBJ_DATA *fire,*filet; int chance; if ( ( fire = get_obj_list( ch, "fire", ch->in_room->contents )) == NULL ) { send_to_char("You seem to be missing a fire, get one started.\n\r",ch); return; } if ( fire->item_type == ITEM_FIRE ) { if ( ( filet = get_obj_carry( ch, "filet" ) ) == NULL ) { send_to_char( "You are not carrying any filets.\n\r", ch ); return; } chance = number_range(1,4); if ( chance != 4 ) { send_to_char("You cook your filet, but it doesn't look done.\n\r",ch); return; } filet->item_type = ITEM_FOOD; filet->value[0] = 20; filet->value[1] = 4; filet->timer = 12; send_to_char("You slowly cook your filet until it is golden brown.\n\r",ch); act("$n slowly cooks their $p until it is golden brown.",ch,filet,NULL,TO_ROOM); } else send_to_char("That's not a fire!\n\r",ch); } void create_zombie(OBJ_DATA *obj) { OBJ_DATA *obj_content,*obj_next; CHAR_DATA *victim; MOB_INDEX_DATA *pMobIndex; char buf[MAX_STRING_LENGTH]; if ( ( pMobIndex = get_mob_index( obj->value[2] ) ) == NULL ) return; victim = create_mobile( pMobIndex ); char_to_room(victim,obj->in_room); sprintf(buf,"zombie %s",victim->name->str); sprintf(buf,"The zombie of %s stands here.\n\r",victim->short_descr->str); victim->long_descr = g_string_assign(victim->long_descr,buf); victim->name = g_string_assign(victim->name,buf); sprintf(buf,"the zombie of %s",victim->short_descr->str); victim->short_descr = g_string_assign(victim->short_descr,buf); act("$n clambers to $s feet.",victim,NULL,NULL,TO_ROOM); victim->powertype = g_string_assign(victim->powertype,"zombie"); for ( obj_content = obj->contains; obj_content != NULL; obj_content = obj_next ) { obj_next = obj_content->next_content; obj_from_obj(obj_content); obj_to_char(obj_content,victim); } extract_obj(obj); do_wear(victim,"all"); str_cpy(buf,"Brains!!! I want Brains!"); do_say(victim,buf); return; } //Simple feed pet routine... might make changes //for diffrent foods.. void do_petfeed ( CHAR_DATA *ch, char *argmuent) { char arg[MSL]; char arg1[MSL]; char buf[MSL]; CHAR_DATA *victim; OBJ_DATA *obj; argmuent = one_argument(argmuent,arg); argmuent = one_argument(argmuent,arg1); if ((victim = get_char_room(ch,arg)) == NULL) { send_to_char("There is no one to feed here!\n\r",ch); return; } if (!IS_NPC(victim) || (IS_NPC(victim) && !IS_PET(victim))) { send_to_char("They are not your PET!\n\r",ch); return; } if (victim != ch->pet || victim->pet_master != ch) { send_to_char("They are not your PET!\n\r",ch); return; } if ((obj = get_obj_carry(ch,arg1)) == NULL) { send_to_char("You are not carring that!\n\r",ch); return; } if (obj->item_type != ITEM_PET_FOOD) { send_to_char("Thats not pet food!\n\r",ch); return; } if (victim->pet_stats[PET_HUNGER] > 90) { send_to_char("They don't look hungry.\n\r",ch); return; } if (victim->pet_stats[PET_LAST_FCOUNT] >= 5) { do_say(victim,"I don't like that type of food anymore!"); do_say(victim,"Please get me something else!"); return; } if (obj->value[1] == victim->pet_stats[PET_LAST_FOOD]) victim->pet_stats[PET_LAST_FCOUNT]++; sprintf(buf,"You feed your pet %s.\n\r",obj->short_descr->str); send_to_char(buf,ch); act("$n feeds $N something.",ch,NULL,victim,TO_ROOM); do_say(victim,"Thanks for the food!"); victim->pet_stats[PET_LAST_FOOD] = obj->value[1]; victim->pet_stats[PET_HUNGER] += obj->value[0]; extract_obj(obj); } void do_petdrink(CHAR_DATA *ch, char *argument) { CHAR_DATA *victim; char buf[MSL]; char arg[MSL]; char arg1[MSL]; OBJ_DATA *obj; argument = one_argument(argument,arg); argument = one_argument(argument,arg1); if ((victim = get_char_room(ch,arg)) == NULL) { send_to_char("There is no one to feed here!\n\r",ch); return; } if (!IS_NPC(victim) || (IS_NPC(victim) && !IS_PET(victim))) { send_to_char("They are not your PET!\n\r",ch); return; } if (victim != ch->pet || victim->pet_master != ch) { send_to_char("They are not your PET!\n\r",ch); return; } if ((obj = get_obj_carry(ch,arg1)) == NULL) { send_to_char("You are not carring that!\n\r",ch); return; } if (obj->item_type != ITEM_DRINK_CON) { send_to_char("Thats not a drink container!\n\r",ch); return; } if ( obj->value[1] <= 0 ) { send_to_char( "It is already empty.\n\r", ch ); return; } if (victim->pet_stats[PET_THIRST] > 90) { send_to_char("They don't look thirsty.\n\r",ch); return; } obj->value[1] -= 1; if ( obj->value[1] <= 0 ) { obj->value[1] = 0; } victim->pet_stats[PET_THIRST] += 30; sprintf(buf,"You bend down and let %s drink from the container.\n\r",victim->short_descr->str); send_to_char(buf,ch); act("$n lets $N drink from something.",ch,NULL,victim,TO_ROOM); return; } void do_slots(CHAR_DATA *ch, char *argument ) { OBJ_DATA *slotMachine; char buf[MAX_STRING_LENGTH]; char arg[MAX_INPUT_LENGTH]; int counter, winArray[11]; int cost, jackpot, bars, winnings, numberMatched; int bar1, bar2, bar3, bar4, bar5; bool partial, won, wonJackpot, frozen, foundSlot; char *bar_messages[] = { "<------------>", "{YGold Coin{x", /* 1 */ "{RLock Pick{x", "{MSembiance{x", /* 3 */ "{cCityguard{x", "{CElf Sword{x", /* 5 */ "{yAn Orange{x", "{rFly Spell{x", "{GElemental{x", "{WDualWield{x", "{BMudSchool{x", /* 10 */ }; argument = one_argument(argument, arg); if(arg[0] == '\0') { send_to_char("Syntax: slots <which machine>\n\r", ch); return; } foundSlot = FALSE; for (slotMachine = ch->in_room->contents; slotMachine != NULL; slotMachine = slotMachine->next_content) { if ( (slotMachine->item_type == ITEM_SLOT_MACHINE) && (can_see_obj(ch,slotMachine))) { if(is_name(arg, slotMachine->name->str)) { foundSlot = TRUE; break; } else { foundSlot = FALSE; } } } if (!IS_SET(mudsetting->mud_setting, MS_CASINO)) { send_to_char("Sorry, the casino is closed!.\n\r",ch); return; } if(foundSlot == FALSE) { send_to_char("That slot machine is not here.\n\r", ch); return; } cost = slotMachine->value[0]; if(cost <= 0) { send_to_char("This slot machine seems to be broken.\n\r", ch); return; } if(cost > ch->gold) { sprintf(buf, "This slot machine costs %d gold to play.\n\r", cost); send_to_char(buf, ch); return; } ch->gold -= cost; jackpot = slotMachine->value[1]; bars = slotMachine->value[2]; if(slotMachine->value[3] == 1) partial = TRUE; else partial = FALSE; //Freeze the amoutn paied off for now..-Spiral frozen = FALSE; bar1 = number_range( 1, 10 ); bar2 = number_range( 1, 10 ); bar3 = number_range( 1, 10 ); if(bars > 3) { bar4 = number_range( 1, 10 ); bar5 = number_range( 1, 10 ); } else { bar4 = 0; bar5 = 0; } if(bars == 3) { send_to_char("{g////------------{MSlot Machine{g------------\\\\\\\\{x\n\r", ch); sprintf(buf, "{g|{C{{}{g|{x %s %s %s {h|{C{{}{g|{x\n\r", bar_messages[bar1], bar_messages[bar2], bar_messages[bar3]); send_to_char(buf, ch); send_to_char("{g\\\\\\\\------------------------------------////{x\n\r", ch); } else { send_to_char("{g////-----------------------{MSlot Machine{g----------------------\\\\\\\\{x\n\r", ch); sprintf(buf, "{g|{C{{}{g|{x %s %s %s %s %s {g|{C{{}{g|{x\n\r", bar_messages[bar1], bar_messages[bar2], bar_messages[bar3], bar_messages[bar4], bar_messages[bar5]); send_to_char(buf, ch); send_to_char("{g\\\\\\\\---------------------------------------------------------////{x\n\r", ch); } wonJackpot = FALSE; winnings = 0; won = FALSE; numberMatched = 0; if(bars == 3) { if( (bar1 == bar2) && (bar2 == bar3) ) { winnings = jackpot; /* they won the jackpot, make it */ won = TRUE; /* worth their while! */ slotMachine->value[1] = cost*10; /* put it back to something */ wonJackpot = TRUE; } else { if(!frozen) slotMachine->value[1] += cost; } } else if(bars == 5) { if( (bar1 == bar2) && (bar2 == bar3) && (bar3 == bar4) && (bar4 == bar5) ) { winnings = jackpot; /* if no partial, better have a */ won = TRUE; /* kick butt jackpot for them */ slotMachine->value[1] = cost*25; wonJackpot = TRUE; } else { if(!frozen) slotMachine->value[1] += cost; } } else { send_to_char("This is a bad slot machine. Contact casino administration.\n\r", ch); return; } if(!frozen) if(slotMachine->value[1] >= 32000) slotMachine->value[1] = 31000; for(counter = 0; counter <= 12; counter++) { winArray[counter] = 0; } if(!won && partial) { if(bars == 3) { if(bar1 == bar2) { winnings += cost/2; won = TRUE; numberMatched++; } if(bar1 == bar3) { numberMatched++; if(won) winnings += cost; else { winnings += cost/2; won = TRUE; } } if(bar2 == bar3) { numberMatched++; if(won) winnings += cost; else { winnings += cost/2; won = TRUE; } } if(!frozen) { if(!won) slotMachine->value[1] += cost; else slotMachine->value[1] -= winnings; } } if( bars == 5) { winArray[bar1]++; winArray[bar2]++; winArray[bar3]++; winArray[bar4]++; winArray[bar5]++; for(counter = 0; counter <= 12; counter++) { if(winArray[counter] > 1) numberMatched += winArray[counter]; } if(numberMatched == 5) { if(!frozen) slotMachine->value[1] -= (cost*7)/2; winnings += cost*7; } if(numberMatched == 4) { if(!frozen) slotMachine->value[1] -= (cost*5)/2; winnings += cost*5; } if(numberMatched == 3) { winnings += cost/2; if(!frozen) slotMachine->value[1] += cost/2; } if(numberMatched == 2) { if(!frozen) slotMachine->value[1] += cost-1; winnings = 1; } if(numberMatched == 0) { winnings = 0; if(!frozen) slotMachine->value[1] += cost; } if(winnings > 0) won = TRUE; } } ch->gold += winnings; if(won && wonJackpot) { sprintf(buf, "You won the jackpot worth %d gold!! The jackpot now stands at %d gold.\n\r", winnings, slotMachine->value[1]); send_to_char(buf, ch); } if(won && !wonJackpot) { sprintf(buf, "You matched %d bars and won %d gold! The jackpot is now worth %d gold.\n\r", numberMatched, winnings, slotMachine->value[1]); send_to_char(buf, ch); } if(!won) { sprintf(buf, "Sorry you didn't win anything. The jackpot is now worth %d gold.\n\r", slotMachine->value[1]); send_to_char(buf, ch); } if(slotMachine->value[1] >= 32000) slotMachine->value[1] = 31000; return; } void do_high_dice( CHAR_DATA *ch, char *argument) { char buf[MAX_STRING_LENGTH]; char arg[MAX_INPUT_LENGTH]; CHAR_DATA *dealer; int die, dealerDice, playerDice; int bet; argument = one_argument(argument, arg); if(arg[0] == '\0' || !is_number(arg)) { send_to_char("Syntax is: highdice <bet>\n\r", ch); return; } bet = atoi(arg); if(bet < 10) { send_to_char("Minimum bet is 10 gold coins.\n\r", ch); return; } if(bet > 1000) { send_to_char("Maximum bet is 1,000 gold coins.\n\r", ch); return; } for ( dealer = ch->in_room->people; dealer; dealer = dealer->next_in_room ) { if ( IS_NPC(dealer) && IS_SET(dealer->mob_con, MOBCON_DEALER) && can_see(ch,dealer)) break; } if ( dealer == NULL ) { send_to_char( "You do not see any dice dealer here.\n\r", ch ); return; } if(bet > ch->gold) { send_to_char("You can not afford to bet that much!\n\r", ch); return; } dealerDice = 0; playerDice = 0; die = number_range(1, 6); dealerDice += die; die = number_range(1, 6); dealerDice += die; die = number_range(1, 6); playerDice += die; die = number_range(1, 6); playerDice += die; sprintf(buf, "{c%s{g rolled two dice with a total of {W%d!{x\n\r", dealer->short_descr->str, dealerDice); send_to_char(buf, ch); sprintf(buf, "{gYou rolled two dice with a total of {W%d!{x\n\r", playerDice); send_to_char(buf, ch); if(dealerDice > playerDice) { sprintf(buf, "{RYou lost! {c%s{g takes your bet of {y%d gold{g.{x\n\r", dealer->short_descr->str, bet); send_to_char(buf, ch); ch->gold -= bet; } if(dealerDice < playerDice) { sprintf(buf, "{GYou won! {c%s {ggives you your winnings of {y%d gold{g.{x\n\r", dealer->short_descr->str, bet); send_to_char(buf, ch); ch->gold += bet; } if(dealerDice == playerDice) { sprintf(buf, "{RYou lost! {gThe dealer always wins in a tie. You lose {y%d gold{g.{x\n\r", bet); send_to_char(buf, ch); ch->gold -= bet; } return; }