/*************************************************************************** * Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, * * Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. * * * * Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael * * Chastain, Michael Quan, and Mitchell Tse. * * * * In order to use any part of this Merc Diku Mud, you must comply with * * both the original Diku license in 'license.doc' as well the Merc * * license in 'license.txt'. In particular, you may not remove either of * * these copyright notices. * * * * Much time and thought has gone into this software and you are * * benefitting. We hope that you share your changes too. What goes * * around, comes around. * ***************************************************************************/ /*************************************************************************** * ROM 2.4 is copyright 1993-1998 Russ Taylor * * ROM has been brought to you by the ROM consortium * * Russ Taylor (rtaylor@hypercube.org) * * Gabrielle Taylor (gtaylor@hypercube.org) * * Brian Moore (zump@rom.org) * * By using this code, you have agreed to follow the terms of the * * ROM license, in the file Rom24/doc/rom.license * ***************************************************************************/ #if defined(macintosh) #include <types.h> #include <time.h> #else #include <sys/types.h> #include <sys/time.h> #endif #include <stdio.h> #include <string.h> #include <stdlib.h> #include "include.h" /* * Local functions. */ #define CD CHAR_DATA #define OD OBJ_DATA bool remove_obj args( (CHAR_DATA *ch, int iWear, bool fReplace ) ); void wear_obj args( (CHAR_DATA *ch, OBJ_DATA *obj, bool fReplace ) ); CD * find_keeper args( (CHAR_DATA *ch ) ); int get_cost args( (CHAR_DATA *keeper, OBJ_DATA *obj, bool fBuy ) ); void obj_to_keeper args( (OBJ_DATA *obj, CHAR_DATA *ch ) ); OD * get_obj_keeper args( (CHAR_DATA *ch,CHAR_DATA *keeper,char *argument)); bool in_donation_room args( (OBJ_DATA *obj) ); extern AFFECT_DATA *affect_free; DECLARE_SPELL_FUN( spell_null); #undef OD #undef CD /* RT part of the corpse looting code */ bool can_loot(CHAR_DATA *ch, OBJ_DATA *obj) { CHAR_DATA *owner, *wch; if (IS_IMMORTAL(ch)) return TRUE; if (!obj->owner || obj->owner == NULL) return TRUE; owner = NULL; for ( wch = char_list; wch != NULL ; wch = wch->next ) if (!str_cmp(wch->name,obj->owner)) owner = wch; if (owner == NULL) return TRUE; if (!str_cmp(ch->name,owner->name)) return TRUE; if (!IS_NPC(owner) && IS_SET(owner->act,PLR_CANLOOT)) return TRUE; if (is_same_group(ch,owner)) return TRUE; return FALSE; } void get_obj( CHAR_DATA *ch, OBJ_DATA *obj, OBJ_DATA *container ) { /* variables for AUTOSPLIT */ CHAR_DATA *gch; int members; char buffer[100]; if ( !CAN_WEAR(obj, ITEM_TAKE) ) { send_to_char( "You can't take that.\n\r", ch ); return; } if ( ch->carry_number + get_obj_number( obj ) > can_carry_n( ch ) ) { act( "$d: you can't carry that many items.", ch, NULL, obj->name, TO_CHAR ); return; } if (IS_QUESTOR(ch) && ch->pcdata->questobj > 0) { if (ch->pcdata->questobj == obj->pIndexData->vnum) { send_to_char("{RYou have almost completed your QUEST!{x\n\r", ch); send_to_char("{RReturn to the questmaster before your time runs out!{x\n\r", ch); } } if ((!obj->in_obj || obj->in_obj->carried_by != ch) && (get_carry_weight(ch) + get_obj_weight(obj) > can_carry_w(ch))) { act( "$d: you can't carry that much weight.", ch, NULL, obj->name, TO_CHAR ); return; } if (!can_loot(ch,obj)) { act("Corpse looting is not permitted.",ch,NULL,NULL,TO_CHAR ); return; } if (obj->in_room != NULL) { for (gch = obj->in_room->people; gch != NULL; gch = gch->next_in_room) if (gch->on == obj) { act("$N appears to be using $p.", ch,obj,gch,TO_CHAR); return; } } if (in_donation_room(obj)) { if (get_trust(ch) < obj->level - 2) { send_to_char("You are not powerful enough to use that.\n\r",ch); return; } else if (!IS_OBJ_STAT(obj, ITEM_HAD_TIMER)) obj->timer = 0; REMOVE_BIT(obj->extra_flags,ITEM_HAD_TIMER); } if ( container != NULL ) { act( "You get $p from $P.", ch, obj, container, TO_CHAR ); act( "$n gets $p from $P.", ch, obj, container, TO_ROOM ); obj_from_obj( obj ); } else { act( "You get $p.", ch, obj, container, TO_CHAR ); act( "$n gets $p.", ch, obj, container, TO_ROOM ); obj_from_room( obj ); } if ( obj->item_type == ITEM_MONEY) { ch->silver += obj->value[0]; ch->gold += obj->value[1]; if (IS_SET(ch->act,PLR_AUTOSPLIT)) { /* AUTOSPLIT code */ members = 0; for (gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room ) { if (!IS_AFFECTED(gch,AFF_CHARM) && is_same_group( gch, ch ) ) members++; } if ( members > 1 && (obj->value[0] > 1 || obj->value[1])) { sprintf(buffer,"%d %d",obj->value[0],obj->value[1]); do_function(ch, &do_split, buffer); } } extract_obj( obj ); } else { obj_to_char( obj, ch ); if ( HAS_TRIGGER_OBJ( obj, TRIG_GET ) ) p_give_trigger( NULL, obj, NULL, ch, obj, TRIG_GET ); if ( HAS_TRIGGER_ROOM( ch->in_room, TRIG_GET ) ) p_give_trigger( NULL, NULL, ch->in_room, ch, obj, TRIG_GET ); } 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 ); if (!str_cmp(arg2,"from")) 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; } 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 ) { if(!IS_NPC(ch) && (IN_MINE(ch) || OBJ_IN_MINE(obj) ) && !OBJ_SAME_SHAFT(ch,obj) ) continue; obj_next = obj->next_content; if ( ( arg1[3] == '\0' || is_name( &arg1[4], obj->name ) ) && can_see_obj( ch, obj ) ) { found = TRUE; if (IS_SET(ch->in_room->room_flags, ROOM_DONATION) && !IS_IMMORTAL(ch)) { send_to_char("Don't be so greedy!\n\r",ch); return; } 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, NULL, 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: { if (!can_loot(ch,container)) { send_to_char( "You can't do that.\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 ) ) { /* 'get obj container' */ obj = get_obj_list( ch, arg1, container->contains ); if ( obj == NULL ) { act( "I see nothing like that in the $T.", ch, NULL, arg2, TO_CHAR ); return; } get_obj( ch, obj, container ); } else { /* 'get all container' or 'get all.obj container' */ found = FALSE; for ( obj = container->contains; obj != NULL; obj = obj_next ) { obj_next = obj->next_content; if ( ( arg1[3] == '\0' || is_name( &arg1[4], obj->name ) ) && can_see_obj( ch, obj ) ) { found = TRUE; get_obj( ch, obj, container ); } } if ( !found ) { if ( arg1[3] == '\0' ) act( "I see nothing in the $T.", ch, NULL, arg2, TO_CHAR ); else act( "I see nothing like that in the $T.", ch, NULL, arg2, TO_CHAR ); } } } return; } void do_put( CHAR_DATA *ch, char *argument ) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; OBJ_DATA *container; OBJ_DATA *obj; OBJ_DATA *obj_next; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if (!str_cmp(arg2,"in") || !str_cmp(arg2,"on")) argument = one_argument(argument,arg2); if ( arg1[0] == '\0' || arg2[0] == '\0' ) { 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; } if ( ( container = get_obj_here( ch, NULL, 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 $d is closed.", ch, NULL, container->name, TO_CHAR ); return; } if ( str_cmp( arg1, "all" ) && str_prefix( "all.", arg1 ) ) { /* 'put obj container' */ if ( ( obj = get_obj_carry( ch, arg1, ch ) ) == NULL ) { send_to_char( "You do not have that item.\n\r", ch ); return; } if ( obj == container ) { send_to_char( "You can't fold it into itself.\n\r", ch ); return; } if ( !can_drop_obj( ch, obj ) ) { send_to_char( "You can't let go of it.\n\r", ch ); return; } if (WEIGHT_MULT(obj) != 100) { send_to_char("You have a feeling that would be a bad idea.\n\r",ch); return; } if (IS_OBJ_STAT(obj, ITEM_QUEST) && !IS_OBJ_STAT(container, ITEM_QUEST)) { send_to_char("You can't put a quest item in something.\n\r", ch); return; } if (get_obj_weight( obj ) + get_true_weight( container ) > (container->value[0] * 10) || get_obj_weight(obj) > (container->value[3] * 10)) { send_to_char( "It won't fit.\n\r", ch ); if ( ch->sex == 1 ) sound( "wontfit.wav", ch ); else sound( "wontfitf.wav", ch ); return; } obj_from_char( obj ); obj_to_obj( obj, container ); if (IS_SET(container->value[1],CONT_PUT_ON)) { act("$n puts $p on $P.",ch,obj,container, TO_ROOM); act("You put $p on $P.",ch,obj,container, TO_CHAR); } else { act( "$n puts $p in $P.", ch, obj, container, TO_ROOM ); act( "You put $p in $P.", ch, obj, container, TO_CHAR ); } } else { /* 'put all container' or 'put all.obj container' */ for ( obj = ch->carrying; obj != NULL; obj = obj_next ) { obj_next = obj->next_content; if ( ( arg1[3] == '\0' || is_name( &arg1[4], obj->name ) ) && can_see_obj( ch, obj ) && WEIGHT_MULT(obj) == 100 && obj->wear_loc == WEAR_NONE && obj != container && can_drop_obj( ch, obj ) && get_obj_weight( obj ) + get_true_weight( container ) <= (container->value[0] * 10) && get_obj_weight(obj) <= (container->value[3] * 10)) { obj_from_char( obj ); obj_to_obj( obj, container ); if (IS_SET(container->value[1],CONT_PUT_ON)) { act("$n puts $p on $P.",ch,obj,container, TO_ROOM); act("You put $p on $P.",ch,obj,container, TO_CHAR); } else { act( "$n puts $p in $P.", ch, obj, container, TO_ROOM ); act( "You put $p in $P.", ch, obj, container, TO_CHAR ); } } } } return; } void do_drop( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; OBJ_DATA *obj_next; bool found; argument = one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Drop what?\n\r", ch ); return; } if ( is_number( arg ) ) { /* 'drop NNNN coins' */ int amount, gold = 0, silver = 0; amount = atoi(arg); argument = one_argument( argument, arg ); if ( amount <= 0 || ( str_cmp( arg, "coins" ) && str_cmp( arg, "coin" ) && str_cmp( arg, "gold" ) && str_cmp( arg, "silver") ) ) { send_to_char( "Sorry, you can't do that.\n\r", ch ); return; } if ( !str_cmp( arg, "coins") || !str_cmp(arg,"coin") || !str_cmp( arg, "silver")) { if (ch->silver < amount) { send_to_char("You don't have that much silver.\n\r",ch); return; } ch->silver -= amount; silver = amount; } else { if (ch->gold < amount) { send_to_char("You don't have that much gold.\n\r",ch); return; } ch->gold -= amount; gold = amount; } for ( obj = ch->in_room->contents; obj != NULL; obj = obj_next ) { obj_next = obj->next_content; if( obj->pIndexData->vnum == OBJ_VNUM_SILVER_ONE ) { silver += 1; extract_obj(obj); } else if( obj->pIndexData->vnum == OBJ_VNUM_GOLD_ONE ) { gold += 1; extract_obj( obj ); } else if( obj->pIndexData->vnum == OBJ_VNUM_SILVER_SOME ) { silver += obj->value[0]; extract_obj(obj); } else if( obj->pIndexData->vnum == OBJ_VNUM_GOLD_SOME ) { gold += obj->value[1]; extract_obj( obj ); } else if( obj->pIndexData->vnum == OBJ_VNUM_COINS ) { silver += obj->value[0]; gold += obj->value[1]; extract_obj(obj); } } obj = create_money(gold, silver ); obj->carried_by = ch; obj_to_room( obj, ch->in_room ); act( "$n drops some coins.", ch, NULL, NULL, TO_ROOM ); send_to_char( "OK.\n\r", ch ); return; } if ( str_cmp( arg, "all" ) && str_prefix( "all.", arg ) ) { /* 'drop obj' */ if ( ( obj = get_obj_carry( ch, arg, ch ) ) == 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; } if (IS_SET(ch->in_room->room_flags, ROOM_DONATION)) { if (obj->timer) SET_BIT(obj->extra_flags,ITEM_HAD_TIMER); else obj->timer = number_range(100,200); } obj_from_char( obj ); obj->carried_by = ch; obj_to_room( obj, ch->in_room ); act( "$n drops $p.", ch, obj, NULL, TO_ROOM ); act( "You drop $p.", ch, obj, NULL, TO_CHAR ); if ( HAS_TRIGGER_OBJ( obj, TRIG_DROP ) ) p_give_trigger( NULL, obj, NULL, ch, obj, TRIG_DROP ); if ( HAS_TRIGGER_ROOM( ch->in_room, TRIG_DROP ) ) p_give_trigger( NULL, NULL, ch->in_room, ch, obj, TRIG_DROP ); if ( obj && IS_OBJ_STAT(obj,ITEM_MELT_DROP)) { act("$p dissolves into smoke.",ch,obj,NULL,TO_ROOM); act("$p dissolves into smoke.",ch,obj,NULL,TO_CHAR); extract_obj(obj); } } else { /* 'drop all' or 'drop all.obj' */ found = FALSE; for ( obj = ch->carrying; obj != NULL; obj = obj_next ) { obj_next = obj->next_content; if ( ( arg[3] == '\0' || is_name( &arg[4], obj->name ) ) && can_see_obj( ch, obj ) && obj->wear_loc == WEAR_NONE && can_drop_obj( ch, obj ) && obj->belted_vnum == 0 && obj->strap_loc == -1) { found = TRUE; if (IS_SET(ch->in_room->room_flags, ROOM_DONATION)) { if (obj->timer) SET_BIT(obj->extra_flags,ITEM_HAD_TIMER); else obj->timer = number_range(100,200); } obj_from_char( obj ); obj->carried_by = ch; obj_to_room( obj, ch->in_room ); act( "$n drops $p.", ch, obj, NULL, TO_ROOM ); act( "You drop $p.", ch, obj, NULL, TO_CHAR ); if ( HAS_TRIGGER_OBJ( obj, TRIG_DROP ) ) p_give_trigger( NULL, obj, NULL, ch, obj, TRIG_DROP ); if ( HAS_TRIGGER_ROOM( ch->in_room, TRIG_DROP ) ) p_give_trigger( NULL, NULL, ch->in_room, ch, obj, TRIG_DROP ); if ( obj && IS_OBJ_STAT(obj,ITEM_MELT_DROP)) { act("$p dissolves into smoke.",ch,obj,NULL,TO_ROOM); act("$p dissolves into smoke.",ch,obj,NULL,TO_CHAR); extract_obj(obj); } } } if ( !found ) { if ( arg[3] == '\0' ) act( "You are not carrying anything.", ch, NULL, arg, TO_CHAR ); else act( "You are not carrying any $T.", ch, NULL, &arg[4], TO_CHAR ); } } return; } void do_give( CHAR_DATA *ch, char *argument ) { char arg1 [MAX_INPUT_LENGTH]; char arg2 [MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; CHAR_DATA *victim; OBJ_DATA *obj; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if ( arg1[0] == '\0' || arg2[0] == '\0' ) { send_to_char( "Give what to whom?\n\r", ch ); return; } if ( is_number( arg1 ) ) { /* 'give NNNN coins victim' */ int amount; bool silver; amount = atoi(arg1); if ( amount <= 0 || ( str_cmp( arg2, "coins" ) && str_cmp( arg2, "coin" ) && str_cmp( arg2, "gold" ) && str_cmp( arg2, "silver")) ) { send_to_char( "Sorry, you can't do that.\n\r", ch ); return; } silver = str_cmp(arg2,"gold"); argument = one_argument( argument, arg2 ); if ( arg2[0] == '\0' ) { send_to_char( "Give what to whom?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, NULL, arg2 ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( (!silver && ch->gold < amount) || (silver && ch->silver < amount) ) { send_to_char( "You haven't got that much.\n\r", ch ); return; } if (silver) { ch->silver -= amount; victim->silver += amount; } else { ch->gold -= amount; victim->gold += amount; } sprintf(buf,"$n gives you %d %s.",amount, silver ? "silver" : "gold"); act( buf, ch, NULL, victim, TO_VICT ); act( "$n gives $N some coins.", ch, NULL, victim, TO_NOTVICT ); sprintf(buf,"You give $N %d %s.",amount, silver ? "silver" : "gold"); act( buf, ch, NULL, victim, TO_CHAR ); if ( IS_NPC(victim) && HAS_TRIGGER_MOB( victim, TRIG_BRIBE ) ) p_bribe_trigger( victim, ch, silver ? amount : amount * 100 ); if (IS_NPC(victim) && IS_SET(victim->act,ACT_IS_CHANGER)) { int change; change = (silver ? 95 * amount / 100 / 100 : 95 * amount); if (!silver && change > victim->silver) victim->silver += change; if (silver && change > victim->gold) victim->gold += change; if (change < 1 && can_see(victim,ch)) { act( "$n tells you 'I'm sorry, you did not give me enough to change.'" ,victim,NULL,ch,TO_VICT); ch->reply = victim; sprintf(buf,"%d %s %s", amount, silver ? "silver" : "gold",ch->name); do_function(victim, &do_give, buf); } else if (can_see(victim,ch)) { sprintf(buf,"%d %s %s", change, silver ? "gold" : "silver",ch->name); do_function(victim, &do_give, buf); if (silver) { sprintf(buf,"%d silver %s", (95 * amount / 100 - change * 100),ch->name); do_function(victim, &do_give, buf); } act("$n tells you 'Thank you, come again.'", victim,NULL,ch,TO_VICT); ch->reply = victim; } } return; } if ( ( obj = get_obj_carry( ch, arg1, ch ) ) == NULL ) { send_to_char( "You do not have that item.\n\r", ch ); return; } if ( obj->wear_loc != WEAR_NONE ) { send_to_char( "You must remove it first.\n\r", ch ); return; } if ( ( victim = get_char_room( ch, NULL, arg2 ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if (IS_NPC(victim) && victim->pIndexData->pShop != NULL) { act("$N tells you 'Sorry, you'll have to sell that.'", ch,NULL,victim,TO_CHAR); ch->reply = victim; return; } if ( !can_drop_obj( ch, obj ) ) { send_to_char( "You can't let go of it.\n\r", ch ); return; } if ( victim->carry_number + get_obj_number( obj ) > can_carry_n( victim ) ) { if ( ch->sex == 1 ) sound( "armsfull.wav", ch ); else sound( "armsfullf.wav", ch ); act( "$N has $S hands full.", ch, NULL, victim, TO_CHAR ); return; } if (get_carry_weight(victim) + get_obj_weight(obj) > can_carry_w( victim ) ) { act( "$N can't carry that much weight.", ch, NULL, victim, TO_CHAR ); return; } if ( !can_see_obj( victim, obj ) ) { act( "$N can't see it.", ch, NULL, victim, TO_CHAR ); return; } if (IS_OBJ_STAT(obj, ITEM_QUEST) && ch->level <= HERO) { send_to_char("You can't give quest items.\n\r", ch); return; } obj_from_char( obj ); obj_to_char( obj, victim ); MOBtrigger = FALSE; act( "$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; if ( HAS_TRIGGER_OBJ( obj, TRIG_GIVE ) ) p_give_trigger( NULL, obj, NULL, ch, obj, TRIG_GIVE ); if ( HAS_TRIGGER_ROOM( ch->in_room, TRIG_GIVE ) ) p_give_trigger( NULL, NULL, ch->in_room, ch, obj, TRIG_GIVE ); if ( IS_NPC(victim) && HAS_TRIGGER_MOB( victim, TRIG_GIVE ) ) p_give_trigger( victim, NULL, NULL, ch, obj, TRIG_GIVE ); return; } /* for poisoning weapons and food/drink */ void do_envenom(CHAR_DATA *ch, char *argument) { OBJ_DATA *obj; AFFECT_DATA af; int percent,skill; /* find out what */ if (argument[0] == '\0') { send_to_char("Envenom what item?\n\r",ch); return; } obj = get_obj_list(ch,argument,ch->carrying); if (obj== NULL) { send_to_char("You don't have that item.\n\r",ch); return; } if ((skill = get_skill(ch,skill_lookup("envenom"))) < 1) { send_to_char("Are you crazy? You'd poison yourself!\n\r",ch); return; } if (obj->item_type == ITEM_FOOD || obj->item_type == ITEM_DRINK_CON) { if (IS_OBJ_STAT(obj,ITEM_BLESS) || IS_OBJ_STAT(obj,ITEM_BURN_PROOF)) { act("You fail to poison $p.",ch,obj,NULL,TO_CHAR); return; } if (number_percent() < skill) /* success! */ { act("$n treats $p with deadly poison.",ch,obj,NULL,TO_ROOM); act("You treat $p with deadly poison.",ch,obj,NULL,TO_CHAR); if (!obj->value[3]) { obj->value[3] = 1; check_improve(ch,skill_lookup("envenom"),TRUE,4); } WAIT_STATE(ch,skill_table[skill_lookup("envenom")].beats); return; } act("You fail to poison $p.",ch,obj,NULL,TO_CHAR); if (!obj->value[3]) check_improve(ch,skill_lookup("envenom"),FALSE,4); WAIT_STATE(ch,skill_table[skill_lookup("envenom")].beats); return; } if (obj->item_type == ITEM_WEAPON) { if (IS_WEAPON_STAT(obj,WEAPON_FLAMING) || IS_WEAPON_STAT(obj,WEAPON_FROST) || IS_WEAPON_STAT(obj,WEAPON_VAMPIRIC) || IS_WEAPON_STAT(obj,WEAPON_SHARP) || IS_WEAPON_STAT(obj,WEAPON_VORPAL) || IS_WEAPON_STAT(obj,WEAPON_SHOCKING) || IS_OBJ_STAT(obj,ITEM_BLESS) || IS_OBJ_STAT(obj,ITEM_BURN_PROOF)) { act("You can't seem to envenom $p.",ch,obj,NULL,TO_CHAR); return; } if (obj->value[3] < 0 || attack_table[obj->value[3]].damage == DAM_BASH) { send_to_char("You can only envenom edged weapons.\n\r",ch); return; } if (IS_WEAPON_STAT(obj,WEAPON_POISON)) { act("$p is already envenomed.",ch,obj,NULL,TO_CHAR); return; } percent = number_percent(); if (percent < skill) { af.where = TO_WEAPON; af.type = skill_lookup("poison"); af.level = ch->level * percent / 100; af.duration = ch->level/2 * percent / 100; af.location = 0; af.modifier = ch->level/10; af.bitvector = WEAPON_POISON; affect_to_obj(obj,&af); act("$n coats $p with deadly venom.",ch,obj,NULL,TO_ROOM); act("You coat $p with venom.",ch,obj,NULL,TO_CHAR); check_improve(ch,skill_lookup("envenom"),TRUE,3); WAIT_STATE(ch,skill_table[skill_lookup("envenom")].beats); return; } else { act("You fail to envenom $p.",ch,obj,NULL,TO_CHAR); check_improve(ch,skill_lookup("envenom"),FALSE,3); WAIT_STATE(ch,skill_table[skill_lookup("envenom")].beats); return; } } act("You can't poison $p.",ch,obj,NULL,TO_CHAR); return; } void do_fill( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; OBJ_DATA *obj; OBJ_DATA *fountain; bool found; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Fill what?\n\r", ch ); return; } if ( ( obj = get_obj_carry( ch, arg, ch ) ) == 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 ( obj->item_type != ITEM_DRINK_CON ) { send_to_char( "You can't fill that.\n\r", ch ); return; } if ( obj->value[1] != 0 && obj->value[2] != fountain->value[2] ) { send_to_char( "There is already another liquid in it.\n\r", ch ); return; } if ( obj->value[1] >= obj->value[0] ) { send_to_char( "Your container is full.\n\r", ch ); return; } if(!str_cmp(liq_table[fountain->value[2]].liq_name, "magic potion")) { sprintf(buf, "Strangly, you can't fill $p with %s from $P.", liq_table[fountain->value[2]].liq_name); act( buf, ch, obj, fountain, TO_CHAR); return; } sprintf(buf,"You fill $p with %s from $P.", liq_table[fountain->value[2]].liq_name); act( buf, ch, obj,fountain, TO_CHAR ); sprintf(buf,"$n fills $p with %s from $P.", liq_table[fountain->value[2]].liq_name); act(buf,ch,obj,fountain,TO_ROOM); obj->value[2] = fountain->value[2]; obj->value[1] = obj->value[0]; return; } void do_pour (CHAR_DATA *ch, char *argument) { char arg[MAX_STRING_LENGTH],buf[MAX_STRING_LENGTH]; OBJ_DATA *out, *in; CHAR_DATA *vch = NULL; int amount; argument = one_argument(argument,arg); if (arg[0] == '\0' || argument[0] == '\0') { send_to_char("Pour what into what?\n\r",ch); return; } if ((out = get_obj_carry(ch,arg, ch)) == NULL) { send_to_char("You don't have that item.\n\r",ch); return; } if (out->item_type != ITEM_DRINK_CON) { send_to_char("That's not a drink container.\n\r",ch); return; } if (!str_cmp(argument,"out")) { if (out->value[1] == 0) { send_to_char("It's already empty.\n\r",ch); return; } out->value[1] = 0; out->value[3] = 0; sprintf(buf,"You invert $p, spilling %s all over the ground.", liq_table[out->value[2]].liq_name); act(buf,ch,out,NULL,TO_CHAR); sprintf(buf,"$n inverts $p, spilling %s all over the ground.", liq_table[out->value[2]].liq_name); act(buf,ch,out,NULL,TO_ROOM); return; } if ((in = get_obj_here(ch, NULL, argument)) == NULL) { vch = get_char_room(ch, NULL, argument); if (vch == NULL) { send_to_char("Pour into what?\n\r",ch); return; } in = get_eq_char(vch,WEAR_HOLD); if (in == NULL) { send_to_char("They aren't holding anything.",ch); return; } } if (in->item_type != ITEM_DRINK_CON) { send_to_char("You can only pour into other drink containers.\n\r",ch); return; } if (in == out) { send_to_char("You cannot change the laws of physics!\n\r",ch); return; } if (in->value[1] != 0 && in->value[2] != out->value[2]) { send_to_char("They don't hold the same liquid.\n\r",ch); return; } if (out->value[1] == 0) { act("There's nothing in $p to pour.",ch,out,NULL,TO_CHAR); return; } if (in->value[1] >= in->value[0]) { act("$p is already filled to the top.",ch,in,NULL,TO_CHAR); return; } amount = UMIN(out->value[1],in->value[0] - in->value[1]); in->value[1] += amount; out->value[1] -= amount; in->value[2] = out->value[2]; if (vch == NULL) { sprintf(buf,"You pour %s from $p into $P.", liq_table[out->value[2]].liq_name); act(buf,ch,out,in,TO_CHAR); sprintf(buf,"$n pours %s from $p into $P.", liq_table[out->value[2]].liq_name); act(buf,ch,out,in,TO_ROOM); } else { sprintf(buf,"You pour some %s for $N.", liq_table[out->value[2]].liq_name); act(buf,ch,NULL,vch,TO_CHAR); sprintf(buf,"$n pours you some %s.", liq_table[out->value[2]].liq_name); act(buf,ch,NULL,vch,TO_VICT); sprintf(buf,"$n pours some %s for $N.", liq_table[out->value[2]].liq_name); act(buf,ch,NULL,vch,TO_NOTVICT); } } void do_drink( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; int amount; int liquid; one_argument( argument, arg ); if ( arg[0] == '\0' ) { for ( obj = ch->in_room->contents; obj; obj = obj->next_content ) { if ( obj->item_type == ITEM_FOUNTAIN ) break; } if ( obj == NULL ) { send_to_char( "Drink what?\n\r", ch ); return; } } else { if ( ( obj = get_obj_here( ch, NULL, arg ) ) == NULL ) { send_to_char( "You can't find it.\n\r", ch ); return; } } if ( !IS_NPC(ch) && ch->pcdata->condition[COND_DRUNK] > 10 ) { send_to_char( "You fail to reach your mouth. *Hic*\n\r", ch ); return; } switch ( obj->item_type ) { default: send_to_char( "You can't drink from that.\n\r", ch ); return; case ITEM_FOUNTAIN: if ( ( liquid = obj->value[2] ) < 0 ) { bug( "Do_drink: bad liquid number %d.", liquid ); liquid = obj->value[2] = 0; } amount = liq_table[liquid].liq_affect[4] * 3; break; case ITEM_DRINK_CON: if ( obj->value[1] <= 0 ) { send_to_char( "It is already empty.\n\r", ch ); return; } if ( ( liquid = obj->value[2] ) < 0 ) { bug( "Do_drink: bad liquid number %d.", liquid ); liquid = obj->value[2] = 0; } amount = liq_table[liquid].liq_affect[4]; amount = UMIN(amount, obj->value[1]); break; } if (!IS_NPC(ch) && !IS_IMMORTAL(ch) && ch->pcdata->condition[COND_FULL] > 45) { if ( ch->sex == 1 ) sound( "nothirst.wav", ch ); else sound( "nothirstf.wav", ch ); send_to_char("You're too full to drink more.\n\r",ch); return; } if ( !str_cmp ( liq_table[liquid].liq_name, "magic potion" ) ) { spell_random(0, ch->level, ch, ch, TAR_IGNORE); WAIT_STATE(ch, 5); } act( "$n drinks $T from $p.", ch, obj, liq_table[liquid].liq_name, TO_ROOM ); act( "You drink $T from $p.", ch, obj, liq_table[liquid].liq_name, TO_CHAR ); sound( "drink.wav", ch ); gain_condition( ch, COND_DRUNK, amount * liq_table[liquid].liq_affect[COND_DRUNK] / 36 ); gain_condition( ch, COND_FULL, amount * liq_table[liquid].liq_affect[COND_FULL] / 4 ); gain_condition( ch, COND_THIRST, amount * liq_table[liquid].liq_affect[COND_THIRST] / 10 ); gain_condition(ch, COND_HUNGER, amount * liq_table[liquid].liq_affect[COND_HUNGER] / 2 ); if ( !IS_NPC(ch) && ch->pcdata->condition[COND_DRUNK] > 10 ) send_to_char( "You feel drunk.\n\r", ch ); if ( !IS_NPC(ch) && ch->pcdata->condition[COND_FULL] > 40 ) send_to_char( "You are full.\n\r", ch ); if ( !IS_NPC(ch) && ch->pcdata->condition[COND_THIRST] > 40 ) send_to_char( "Your thirst is quenched.\n\r", ch ); if ( obj->value[3] != 0 ) { /* The drink was poisoned ! */ AFFECT_DATA af; act( "$n chokes and gags.", ch, NULL, NULL, TO_ROOM ); send_to_char( "You choke and gag.\n\r", ch ); af.where = TO_AFFECTS; af.type = skill_lookup("poison"); af.level = number_fuzzy(amount); af.duration = 3 * amount; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_POISON; affect_join( ch, &af ); } if (obj->value[0] > 0) obj->value[1] -= amount; return; } void do_eat( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; int value; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Eat what?\n\r", ch ); return; } if ( ( obj = get_obj_carry( ch, arg, ch ) ) == NULL ) { send_to_char( "You do not have that item.\n\r", ch ); return; } if ( !IS_IMMORTAL(ch) ) { if ( obj->item_type != ITEM_FOOD && obj->item_type != ITEM_PILL && obj->item_type != ITEM_TOKEN ) { send_to_char( "That's not edible.\n\r", ch ); return; } if ( !IS_NPC(ch) && ch->pcdata->condition[COND_FULL] > 40 ) { send_to_char( "You are too full to eat more.\n\r", ch ); return; } } act( "$n eats $p.", ch, obj, NULL, TO_ROOM ); act( "You eat $p.", ch, obj, NULL, TO_CHAR ); sound( "eat.wav", ch ); switch ( obj->item_type ) { case ITEM_FOOD: if ( !IS_NPC(ch) ) { int condition; condition = ch->pcdata->condition[COND_HUNGER]; gain_condition( ch, COND_FULL, obj->value[0] ); gain_condition( ch, COND_HUNGER, obj->value[1]); if ( condition == 0 && ch->pcdata->condition[COND_HUNGER] > 0 ) send_to_char( "You are no longer hungry.\n\r", ch ); else if ( ch->pcdata->condition[COND_FULL] > 40 ) send_to_char( "You are full.\n\r", ch ); } if ( obj->value[3] != 0 ) { /* The food was poisoned! */ AFFECT_DATA af; act( "$n chokes and gags.", ch, 0, 0, TO_ROOM ); send_to_char( "You choke and gag.\n\r", ch ); af.where = TO_AFFECTS; af.type = skill_lookup("poison"); af.level = number_fuzzy(obj->value[0]); af.duration = 2 * obj->value[0]; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_POISON; affect_join( ch, &af ); } break; case ITEM_PILL: obj_cast_spell( obj->value[1], obj->value[0], ch, ch, NULL ); obj_cast_spell( obj->value[2], obj->value[0], ch, ch, NULL ); obj_cast_spell( obj->value[3], obj->value[0], ch, ch, NULL ); break; case ITEM_TOKEN: value = obj->value[0]; ch->pcdata->questpoints += value; break; } extract_obj( obj ); return; } /* * Remove an object. */ bool remove_obj( CHAR_DATA *ch, int iWear, bool fReplace ) { OBJ_DATA *obj, *temp; if ( ( obj = get_eq_char( ch, iWear ) ) == NULL ) return TRUE; if ( !fReplace ) return FALSE; if ( IS_SET(obj->extra_flags, ITEM_NOREMOVE) ) { act( "You can't remove $p.", ch, obj, NULL, TO_CHAR ); return FALSE; } unequip_char( ch, obj ); act( "$n stops using $p.", ch, obj, NULL, TO_ROOM ); act( "You stop using $p.", ch, obj, NULL, TO_CHAR ); if ( obj->item_type == ITEM_BELT ) { for ( temp = ch->carrying; temp; temp = temp->next_content ) { if ( temp->belted_vnum == obj->pIndexData->vnum) temp->belted_vnum = 0; } } if( obj->item_type == ITEM_SHEATH ) { for( temp = ch->carrying; temp; temp = temp->next_content ) { if(temp->sheathed_in == obj) temp->sheathed_in = NULL; } } if( obj->wear_loc == WEAR_HOOD ) { if(IS_SET(ch->mask,HOOD_RAISED) ) { send_to_char("You lower, and remove your hood.\n\r",ch); act("$n lowers, and removes $s hood", ch, NULL,NULL, TO_ROOM ); REMOVE_BIT(ch->mask,HOOD_RAISED); SET_BIT(ch->mask,HOOD_REMOVED); } } return TRUE; } /* * Wear one object. * Optional replacement of existing objects. * Big repetitive code, ick. */ void wear_obj( CHAR_DATA *ch, OBJ_DATA *obj, bool fReplace ) { char buf[MAX_STRING_LENGTH]; if ( ch->level < obj->level && number_classes(ch) <= 1 ) { sprintf( buf, "You must be level %d to use this object.\n\r", obj->level ); send_to_char( buf, ch ); act( "$n tries to use $p, but is too inexperienced.", ch, obj, NULL, TO_ROOM ); if ( ch->sex == 1 ) sound( "nskilled.wav", ch ); else sound( "nskilledf.wav", ch ); return; } if ( ch->level < obj->level -5 && number_classes(ch) == 2 ) { sprintf( buf, "You must be level %d to use this object.\n\r", obj->level - 5 ); send_to_char( buf, ch ); act( "$n tries to use $p, but is too inexperienced.", ch, obj, NULL, TO_ROOM ); if ( ch->sex == 1 ) sound( "nskilled.wav", ch ); else sound( "nskilledf.wav", ch ); return; } if ( ch->level < obj->level -10 && number_classes(ch) == 3 ) { sprintf( buf, "You must be level %d to use this object.\n\r", obj->level -10 ); send_to_char( buf, ch ); act( "$n tries to use $p, but is too inexperienced.", ch, obj, NULL, TO_ROOM ); if ( ch->sex == 1 ) sound( "nskilled.wav", ch ); else sound( "nskilledf.wav", ch ); return; } if ( ch->level < obj->level -15 && number_classes(ch) == 4 ) { sprintf( buf, "You must be level %d to use this object.\n\r", obj->level -15 ); send_to_char( buf, ch ); act( "$n tries to use $p, but is too inexperienced.", ch, obj, NULL, TO_ROOM ); if ( ch->sex == 1 ) sound( "nskilled.wav", ch ); else sound( "nskilledf.wav", ch ); return; } if ( obj->item_type == ITEM_LIGHT ) { if ( !remove_obj( ch, WEAR_LIGHT, fReplace ) ) return; act( "$n lights $p and holds it.", ch, obj, NULL, TO_ROOM ); act( "You light $p and hold it.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_LIGHT ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_FINGER ) ) { if ( get_eq_char( ch, WEAR_FINGER_L ) != NULL && get_eq_char( ch, WEAR_FINGER_R ) != NULL && !remove_obj( ch, WEAR_FINGER_L, fReplace ) && !remove_obj( ch, WEAR_FINGER_R, fReplace ) ) return; if ( get_eq_char( ch, WEAR_FINGER_L ) == NULL ) { act( "$n wears $p on $s left finger.", ch, obj, NULL, TO_ROOM ); act( "You wear $p on your left finger.", ch, obj, NULL, TO_CHAR ); sound( "ring.wav", ch ); equip_char( ch, obj, WEAR_FINGER_L ); return; } if ( get_eq_char( ch, WEAR_FINGER_R ) == NULL ) { act( "$n wears $p on $s right finger.", ch, obj, NULL, TO_ROOM ); act( "You wear $p on your right finger.", ch, obj, NULL, TO_CHAR ); sound( "ring.wav", ch ); equip_char( ch, obj, WEAR_FINGER_R ); return; } bug( "Wear_obj: no free finger.", 0 ); send_to_char( "You already wear two rings.\n\r", ch ); return; } if (!wear_obj_size(ch, obj)) return; if ( CAN_WEAR( obj, ITEM_WEAR_NECK ) ) { if ( get_eq_char( ch, WEAR_NECK_1 ) != NULL && get_eq_char( ch, WEAR_NECK_2 ) != NULL && !remove_obj( ch, WEAR_NECK_1, fReplace ) && !remove_obj( ch, WEAR_NECK_2, fReplace ) ) return; if ( get_eq_char( ch, WEAR_NECK_1 ) == NULL ) { act( "$n wears $p around $s neck.", ch, obj, NULL, TO_ROOM ); act( "You wear $p around your neck.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_NECK_1 ); return; } if ( get_eq_char( ch, WEAR_NECK_2 ) == NULL ) { act( "$n wears $p around $s neck.", ch, obj, NULL, TO_ROOM ); act( "You wear $p around your neck.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_NECK_2 ); return; } bug( "Wear_obj: no free neck.", 0 ); send_to_char( "You already wear two neck items.\n\r", ch ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_BODY ) ) { if ( !remove_obj( ch, WEAR_BODY, fReplace ) ) return; act( "$n wears $p on $s torso.", ch, obj, NULL, TO_ROOM ); act( "You wear $p on your torso.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_BODY ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_HEAD ) ) { if ( !remove_obj( ch, WEAR_HEAD, fReplace ) ) return; act( "$n wears $p on $s head.", ch, obj, NULL, TO_ROOM ); act( "You wear $p on your head.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_HEAD ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_LEGS ) ) { if ( !remove_obj( ch, WEAR_LEGS, fReplace ) ) return; act( "$n wears $p on $s legs.", ch, obj, NULL, TO_ROOM ); act( "You wear $p on your legs.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_LEGS ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_FEET ) ) { if ( !remove_obj( ch, WEAR_FEET, fReplace ) ) return; act( "$n wears $p on $s feet.", ch, obj, NULL, TO_ROOM ); act( "You wear $p on your feet.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_FEET ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_HANDS ) ) { if ( !remove_obj( ch, WEAR_HANDS, fReplace ) ) return; act( "$n wears $p on $s hands.", ch, obj, NULL, TO_ROOM ); act( "You wear $p on your hands.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_HANDS ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_WEDDING ) ) { if ( !remove_obj( ch, WEAR_WEDDING, fReplace ) ) return; act( "$n wears $p on $s finger.", ch, obj, NULL, TO_ROOM ); act( "You wear $p on your finger.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_WEDDING ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_ARMS ) ) { if ( !remove_obj( ch, WEAR_ARMS, fReplace ) ) return; act( "$n wears $p on $s arms.", ch, obj, NULL, TO_ROOM ); act( "You wear $p on your arms.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_ARMS ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_SHOULDER ) ) { if ( !remove_obj( ch, WEAR_SHOULDER, fReplace ) ) return; act( "$n wears $p on $s shoulder.", ch, obj, NULL, TO_ROOM ); act( "You wear $p on your shoulder.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_SHOULDER ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_BACK ) ) { if ( !remove_obj( ch, WEAR_BACK, fReplace ) ) return; act( "$n places $p on thier back.", ch, obj, NULL, TO_ROOM ); act( "You place $p on your back.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_BACK ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_ABOUT ) ) { if ( !remove_obj( ch, WEAR_ABOUT, fReplace ) ) return; act( "$n wears $p about $s torso.", ch, obj, NULL, TO_ROOM ); act( "You wear $p about your torso.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_ABOUT ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_WAIST ) ) { if ( !remove_obj( ch, WEAR_WAIST, fReplace ) ) return; act( "$n wears $p about $s waist.", ch, obj, NULL, TO_ROOM ); act( "You wear $p about your waist.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_WAIST ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_WRIST ) ) { if ( get_eq_char( ch, WEAR_WRIST_L ) != NULL && get_eq_char( ch, WEAR_WRIST_R ) != NULL && !remove_obj( ch, WEAR_WRIST_L, fReplace ) && !remove_obj( ch, WEAR_WRIST_R, fReplace ) ) return; if ( get_eq_char( ch, WEAR_WRIST_L ) == NULL ) { act( "$n wears $p around $s left wrist.", ch, obj, NULL, TO_ROOM ); act( "You wear $p around your left wrist.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_WRIST_L ); return; } if ( get_eq_char( ch, WEAR_WRIST_R ) == NULL ) { act( "$n wears $p around $s right wrist.", ch, obj, NULL, TO_ROOM ); act( "You wear $p around your right wrist.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_WRIST_R ); return; } bug( "Wear_obj: no free wrist.", 0 ); send_to_char( "You already wear two wrist items.\n\r", ch ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_SHIELD ) ) { OBJ_DATA *weapon; if ( !remove_obj( ch, WEAR_SHIELD, fReplace ) ) return; weapon = get_eq_char(ch,WEAR_WIELD); if (weapon != NULL && ch->size < SIZE_LARGE && IS_WEAPON_STAT(weapon,WEAPON_TWO_HANDS)) { send_to_char("Your hands are tied up with your weapon!\n\r",ch); return; } if (get_eq_char (ch, WEAR_SECONDARY) != NULL) { send_to_char ("You cannot use a shield while using 2 weapons.\n\r",ch); return; } act( "$n wears $p as a shield.", ch, obj, NULL, TO_ROOM ); act( "You wear $p as a shield.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_SHIELD ); return; } if ( CAN_WEAR( obj, ITEM_WIELD ) ) { int sn,skill; if ( !remove_obj( ch, WEAR_WIELD, fReplace ) ) return; if ( !IS_NPC(ch) && get_obj_weight(obj) > (str_app[get_curr_stat(ch,STAT_STR)].wield * 10)) { send_to_char( "It is too heavy for you to wield.\n\r", ch ); return; } if (!IS_NPC(ch) && ch->size < SIZE_LARGE && IS_WEAPON_STAT(obj,WEAPON_TWO_HANDS) && get_eq_char(ch,WEAR_SHIELD) != NULL) { send_to_char("You need two hands free for that weapon.\n\r",ch); return; } act( "$n wields $p.", ch, obj, NULL, TO_ROOM ); act( "You wield $p.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_WIELD ); sn = get_weapon_sn(ch); if (sn == skill_lookup("hand to hand")) return; skill = get_weapon_skill(ch,sn); if (skill >= 100) act("$p feels like a part of you!",ch,obj,NULL,TO_CHAR); else if (skill > 85) act("You feel quite confident with $p.",ch,obj,NULL,TO_CHAR); else if (skill > 70) act("You are skilled with $p.",ch,obj,NULL,TO_CHAR); else if (skill > 50) act("Your skill with $p is adequate.",ch,obj,NULL,TO_CHAR); else if (skill > 25) act("$p feels a little clumsy in your hands.",ch,obj,NULL,TO_CHAR); else if (skill > 1) act("You fumble and almost drop $p.",ch,obj,NULL,TO_CHAR); else act("You don't even know which end is up on $p.", ch,obj,NULL,TO_CHAR); return; } if ( CAN_WEAR( obj, ITEM_WEAR_CLOAK) ) { if(get_eq_char(ch, WEAR_CLOAK) != NULL) { send_to_char("You are already wearing a cloak!\n\r",ch); return; } if ( !remove_obj( ch, WEAR_CLOAK, fReplace ) ) return; act( "$n wears $p about $s body.", ch, obj, NULL, TO_ROOM ); act( "You wear $p about your body.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_CLOAK ); return; } if ( CAN_WEAR( obj, ITEM_LAYER_ARMS) ) { if(get_eq_char(ch, WEAR_LAYER_ARMS) != NULL) { send_to_char("You already have something wrapped about your arms!\n\r",ch); return; } if ( !remove_obj( ch, WEAR_LAYER_ARMS, fReplace ) ) return; act( "$n wears $p around $s arms.", ch, obj, NULL, TO_ROOM ); act( "You wear $p around your arms.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_LAYER_ARMS ); return; } if ( CAN_WEAR( obj, ITEM_LAYER_LEGS) ) { if(get_eq_char(ch, WEAR_LAYER_LEGS) != NULL) { send_to_char("You already have something wrapped about your legs!\n\r",ch); return; } if ( !remove_obj( ch, WEAR_LAYER_LEGS, fReplace ) ) return; act( "$n wears $p around $s legs.", ch, obj, NULL, TO_ROOM ); act( "You wear $p around your legs.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_LAYER_LEGS ); return; } if ( CAN_WEAR( obj, ITEM_LAYER_BODY) ) { if(get_eq_char(ch, WEAR_LAYER_BODY) != NULL) { send_to_char("You already have something wrapped about your body!\n\r",ch); return; } if ( !remove_obj( ch, WEAR_LAYER_BODY, fReplace ) ) return; act( "$n wears $p around $s body.", ch, obj, NULL, TO_ROOM ); act( "You wear $p around your body.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_LAYER_BODY ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_HOOD) ) { if(get_eq_char(ch, WEAR_HOOD) != NULL) { send_to_char("You are already wearing a hood!\n\r",ch); return; } if ( !remove_obj( ch, WEAR_HOOD, fReplace ) ) return; act( "$n wears $p as $s hood.", ch, obj, NULL, TO_ROOM ); act( "You wear $p as a hood.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_HOOD ); return; } if ( CAN_WEAR( obj, ITEM_HOLD ) ) { if ( !remove_obj( ch, WEAR_HOLD, fReplace ) ) return; act( "$n holds $p in $s hand.", ch, obj, NULL, TO_ROOM ); act( "You hold $p in your hand.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_HOLD ); return; } if ( CAN_WEAR(obj,ITEM_WEAR_FLOAT) ) { if (!remove_obj(ch,WEAR_FLOAT, fReplace) ) return; act("$n releases $p to float next to $m.",ch,obj,NULL,TO_ROOM); act("You release $p and it floats next to you.",ch,obj,NULL,TO_CHAR); equip_char(ch,obj,WEAR_FLOAT); return; } if ( fReplace ) send_to_char( "You can't wear, wield, or hold that.\n\r", ch ); return; } void do_wear( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Wear, wield, or hold what?\n\r", ch ); return; } if ( !str_cmp( arg, "all" ) ) { OBJ_DATA *obj_next; for ( obj = ch->carrying; obj != NULL; obj = obj_next ) { obj_next = obj->next_content; if ( obj->wear_loc == WEAR_NONE && can_see_obj( ch, obj ) ) { if (obj->condition != 0) { wear_obj( ch, obj, FALSE ); if ( obj->item_type == ITEM_WEAPON && chance( 10 ) && IS_OBJ2_STAT( obj, ITEM_RELIC ) ) { printf_to_char( ch, "{c%s whispers ok lets rock!{x\n\r", obj->name ); } } else act ("$p is too damaged to wear!", ch, obj, NULL, TO_CHAR); } } return; } else { if ( ( obj = get_obj_carry( ch, arg, ch ) ) == NULL ) { send_to_char( "You do not have that item.\n\r", ch ); return; } if (obj->condition == 0) act("$p is too damaged to wear!", ch, obj, NULL, TO_CHAR); else { wear_obj( ch, obj, TRUE ); if ( obj->item_type == ITEM_WEAPON && chance( 10 ) && IS_OBJ2_STAT( obj, ITEM_RELIC ) ) { printf_to_char( ch, "%s whispers ok lets rock!\n\r", obj->name ); } } } return; } void do_remove( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; OBJ_DATA *tmp, *temp; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Remove what?\n\r", ch ); return; } if (!str_cmp(arg, "all")) { for (tmp = ch->carrying ; tmp != NULL ; tmp = tmp->next_content) { if (tmp->wear_loc != WEAR_NONE) remove_obj(ch, tmp->wear_loc, TRUE); } return; } if ( ( obj = get_obj_wear( ch, arg, TRUE ) ) == NULL ) { if ( ( obj = get_obj_carry( ch, arg, ch ) ) && obj->belted_vnum > 0 ) { printf_to_char( ch, "You carefully unstrap %s from your belt.\n\r", obj->short_descr ); sprintf( arg, "$n carefully unstraps %s from $s belt.", obj->short_descr ); act( arg, ch, NULL, NULL, TO_ROOM ); obj->belted_vnum = 0; return; } if ( ( obj = get_obj_carry( ch, arg, ch ) ) && obj->sheathed_in != NULL ) { if ( get_eq_char( ch, WEAR_WIELD ) != NULL ) { send_to_char("You are already wielding a weapon. Remove it then unsheath this blade\n\r",ch); return; } printf_to_char( ch, "You unsheath %s and wield it.\n\r", obj->short_descr ); sprintf( arg, "$n unsheaths %s and wields it.", obj->short_descr ); rnd_sound( 2, ch, "unsheath.wav", "unsheath2.wav" ); act( arg, ch, NULL, NULL, TO_ROOM ); equip_char( ch, obj, WEAR_WIELD ); obj->sheathed_in = NULL; return; } if( (obj = get_obj_carry( ch, arg, ch) ) && obj->strap_loc > -1 ) { printf_to_char(ch, "You unstrap %s, and remove it.\n\r",obj->short_descr); obj->strap_loc = -1; for( temp = ch->carrying; temp; temp = temp->next_content ) { if(temp->sheathed_in == obj) temp->sheathed_in = NULL; } return; } send_to_char( "You do not have that item.\n\r", ch ); return; } remove_obj( ch, obj->wear_loc, TRUE ); return; } void do_sacrifice( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; OBJ_DATA *obj; int silver; /* variables for AUTOSPLIT */ CHAR_DATA *gch; int members; char buffer[100]; one_argument( argument, arg ); if ( arg[0] == '\0' || !str_cmp( arg, ch->name ) ) { /* It says ShadowStorm may accept it later ... =) */ if (number_percent() == 1) { act("$n offers $mself to Someone, who graciously accepts!", ch,NULL,NULL,TO_ROOM); act("Shadowstorm appreciates your offer and accepts it!",ch,NULL,NULL,TO_CHAR); ch->mana = 1; ch->move = 1; ch->hit = 1; return; } act( "$n offers $mself to Someone, who graciously declines.",ch, NULL, NULL, TO_ROOM ); act( "ShadowStorm appreciates your offer and may accept it later.\n\r", ch, NULL, NULL, TO_CHAR ); return; } if (IS_SET(ch->in_room->room_flags, ROOM_DONATION)) { send_to_char("You cannot sacrifice in a donation room.\n\r",ch); return; } if (!str_cmp("all",arg) || !str_prefix("all.",arg)) { OBJ_DATA *obj_next; bool found = FALSE; for (obj = ch->in_room->contents;obj;obj = obj_next) { obj_next = obj->next_content; if (arg[3] != '\0' && !is_name(&arg[4],obj->name)) continue; if ( (!CAN_WEAR(obj,ITEM_TAKE) || CAN_WEAR(obj,ITEM_NO_SAC)) || (obj->item_type == ITEM_CORPSE_PC && obj->contains)) continue; silver = UMAX(1,obj->level * 3); if (obj->item_type != ITEM_CORPSE_NPC && obj->item_type != ITEM_CORPSE_PC) silver = UMIN(silver,obj->cost); found = TRUE; /* if(!IS_NPC(ch) && ch->pcdata->religion != NULL ) { religious_sacrifice(ch, obj ); continue; } */ printf_to_char( ch, "{CShadowStorm gives you {Y%d{c silver for your sacrifice of {w%s{c.{x\n\r", silver, obj->short_descr ); act( "$n sacrifices $p to ShadowStorm.", ch, obj, NULL, TO_ROOM ); ch->silver += silver; extract_obj( obj ); if (IS_SET(ch->act,PLR_AUTOSPLIT)) { members = 0; for (gch = ch->in_room->people;gch;gch = gch->next_in_room) if (is_same_group(ch,gch)) members++; if (members > 1 && silver > 1) { sprintf(buf,"%d",silver); do_function( ch, &do_split, buf); } } } if (found) wiznet("$N sends up everything in that room as a burnt offering.",ch,obj,WIZ_SACCING,0,0); else send_to_char("There is nothing sacrificable in this room.\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->item_type == ITEM_CORPSE_PC ) { if (obj->contains) { act( "ShadowStorm wouldn't like that.\n\r", ch, NULL, NULL, TO_CHAR ); return; } } if ( !CAN_WEAR(obj, ITEM_TAKE) || CAN_WEAR(obj, ITEM_NO_SAC)) { act( "$p is not an acceptable sacrifice.", ch, obj, 0, TO_CHAR ); return; } if (obj->in_room != NULL) { for (gch = obj->in_room->people; gch != NULL; gch = gch->next_in_room) if (gch->on == obj) { act("$N appears to be using $p.", ch,obj,gch,TO_CHAR); return; } } silver = UMAX(1,obj->level * 3); if (obj->item_type != ITEM_CORPSE_NPC && obj->item_type != ITEM_CORPSE_PC) silver = UMIN(silver,obj->cost); /*if(!IS_NPC(ch) && HAS_RELIGION(ch) ) { religious_sacrifice(ch, obj ); return; }*/ if (silver == 1) act( "ShadowStorm gives you one silver coin for your sacrifice.\n\r", ch,NULL, NULL, TO_CHAR ); else { sprintf(buf,"ShadowStorm gives you %d silver coins for your sacrifice.\n\r",silver); send_to_char(buf,ch); } ch->silver += silver; if (IS_SET(ch->act,PLR_AUTOSPLIT) ) { /* AUTOSPLIT code */ members = 0; for (gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room ) { if ( is_same_group( gch, ch ) ) members++; } if ( members > 1 && silver > 1) { sprintf(buffer,"%d",silver); do_function(ch, &do_split, buffer); } } act( "$n sacrifices $p to ShadowStorm", ch, obj, NULL, TO_ROOM ); wiznet("$N sends up $p as a burnt offering.", ch,obj,WIZ_SACCING,0,0); extract_obj( obj ); return; } void do_quaff( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Quaff what?\n\r", ch ); return; } /* Stop quaff of healing potions in arena */ if (IS_SET(ch->in_room->room_flags, ROOM_ARENA)) { act("You try to drink from $p, but feel to many eyes watching you.", ch, NULL, NULL, TO_CHAR); return; } if ( ( obj = get_obj_carry( ch, arg, ch ) ) == NULL ) { send_to_char( "You do not have that potion.\n\r", ch ); return; } if ( obj->item_type != ITEM_POTION ) { send_to_char( "You can quaff only potions.\n\r", ch ); return; } if (ch->level < obj->level) { send_to_char("This liquid is too powerful for you to drink.\n\r",ch); return; } else if (ch->level < obj->level - 5 && number_classes( ch ) == 2 ) { send_to_char("This liquid is too powerful for you to drink.\n\r", ch ); return; } else if (ch->level < obj->level - 10 && number_classes( ch ) == 3 ) { send_to_char("This liquid is too powerful for you to drink.\n\r", ch ); return; } else if (ch->level < obj->level - 15 && number_classes( ch ) == 4 ) { send_to_char("This liquid is too powerful for you to drink.\n\r", ch ); return; } act( "$n quaffs $p.", ch, obj, NULL, TO_ROOM ); act( "You quaff $p.", ch, obj, NULL ,TO_CHAR ); sound( "quaff.wav", ch ); obj_cast_spell( obj->value[1], obj->value[0], ch, ch, NULL ); obj_cast_spell( obj->value[2], obj->value[0], ch, ch, NULL ); obj_cast_spell( obj->value[3], obj->value[0], ch, ch, NULL ); extract_obj( obj ); return; } void do_recite( CHAR_DATA *ch, char *argument ) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; CHAR_DATA *victim; OBJ_DATA *scroll; OBJ_DATA *obj; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if ( ( scroll = get_obj_carry( ch, arg1, ch ) ) == NULL ) { send_to_char( "You do not have that scroll.\n\r", ch ); return; } if ( scroll->item_type != ITEM_SCROLL ) { send_to_char( "You can recite only scrolls.\n\r", ch ); return; } if ( ch->level < scroll->level) { send_to_char( "This scroll is too complex for you to comprehend.\n\r",ch); return; } else if ( ch->level < scroll->level - 5 && number_classes( ch ) == 2 ) { send_to_char( "This scroll is too complex for you to comprehend.\n\r", ch ); return; } else if ( ch->level < scroll->level - 10 && number_classes( ch ) == 3 ) { send_to_char( "This scroll is too complex for you to comprehend.\n\r", ch ); return; } else if ( ch->level < scroll->level - 15 && number_classes( ch ) == 4 ) { send_to_char( "This scroll is too complex for you to comprehend.\n\r", ch ); return; } obj = NULL; if ( arg2[0] == '\0' ) { victim = ch; } else { if ( ( victim = get_char_room ( ch, NULL, arg2 ) ) == NULL && ( obj = get_obj_here ( ch, NULL, arg2 ) ) == NULL ) { send_to_char( "You can't find it.\n\r", ch ); return; } } act( "$n recites $p.", ch, scroll, NULL, TO_ROOM ); act( "You recite $p.", ch, scroll, NULL, TO_CHAR ); sound( "scroll.wav", ch ); if (number_percent() >= 20 + get_skill(ch,skill_lookup("scrolls")) * 4/5) { send_to_char("You mispronounce a syllable.\n\r",ch); check_improve(ch,skill_lookup("scrolls"),FALSE,2); } else { obj_cast_spell( scroll->value[1], scroll->value[0], ch, victim, obj ); obj_cast_spell( scroll->value[2], scroll->value[0], ch, victim, obj ); obj_cast_spell( scroll->value[3], scroll->value[0], ch, victim, obj ); check_improve(ch,skill_lookup("scrolls"),TRUE,2); } extract_obj( scroll ); return; } void do_brandish( CHAR_DATA *ch, char *argument ) { CHAR_DATA *vch; CHAR_DATA *vch_next; OBJ_DATA *staff; int sn; if ( ( staff = get_eq_char( ch, WEAR_HOLD ) ) == NULL ) { send_to_char( "You hold nothing in your hand.\n\r", ch ); return; } if ( staff->item_type != ITEM_STAFF ) { send_to_char( "You can brandish only with a staff.\n\r", ch ); return; } if ( ( sn = staff->value[3] ) < 0 || sn >= MAX_SKILL || skill_table[sn].spell_fun == 0 ) { bug( "Do_brandish: bad sn %d.", sn ); return; } WAIT_STATE( ch, 2 * PULSE_VIOLENCE ); if ( staff->value[2] > 0 ) { act( "$n brandishes $p.", ch, staff, NULL, TO_ROOM ); act( "You brandish $p.", ch, staff, NULL, TO_CHAR ); if ( ch->level < staff->level || number_percent() >= 20 + get_skill(ch,skill_lookup("staves")) * 4/5) { act ("You fail to invoke $p.",ch,staff,NULL,TO_CHAR); act ("...and nothing happens.",ch,NULL,NULL,TO_ROOM); check_improve(ch,skill_lookup("staves"),FALSE,2); } else for ( vch = ch->in_room->people; vch; vch = vch_next ) { vch_next = vch->next_in_room; switch ( skill_table[sn].target ) { default: bug( "Do_brandish: bad target for sn %d.", sn ); return; case TAR_IGNORE: if ( vch != ch ) continue; break; case TAR_CHAR_OFFENSIVE: if ( IS_NPC(ch) ? IS_NPC(vch) : !IS_NPC(vch) ) continue; break; case TAR_CHAR_DEFENSIVE: if ( IS_NPC(ch) ? !IS_NPC(vch) : IS_NPC(vch) ) continue; break; case TAR_CHAR_SELF: if ( vch != ch ) continue; break; } obj_cast_spell( staff->value[3], staff->value[0], ch, vch, NULL ); check_improve(ch,skill_lookup("staves"),TRUE,2); } } if ( --staff->value[2] <= 0 ) { act( "$n's $p blazes bright and is gone.", ch, staff, NULL, TO_ROOM ); act( "Your $p blazes bright and is gone.", ch, staff, NULL, TO_CHAR ); extract_obj( staff ); } return; } void do_zap( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; OBJ_DATA *wand; OBJ_DATA *obj; one_argument( argument, arg ); if ( arg[0] == '\0' && ch->fighting == NULL ) { send_to_char( "Zap whom or what?\n\r", ch ); return; } if ( ( wand = get_eq_char( ch, WEAR_HOLD ) ) == NULL ) { send_to_char( "You hold nothing in your hand.\n\r", ch ); return; } if ( wand->item_type != ITEM_WAND ) { send_to_char( "You can zap only with a wand.\n\r", ch ); return; } obj = NULL; if ( arg[0] == '\0' ) { if ( ch->fighting != NULL ) { victim = ch->fighting; } else { send_to_char( "Zap whom or what?\n\r", ch ); return; } } else { if ( ( victim = get_char_room ( ch, NULL, arg ) ) == NULL && ( obj = get_obj_here ( ch, NULL, arg ) ) == NULL ) { send_to_char( "You can't find it.\n\r", ch ); return; } } WAIT_STATE( ch, 2 * PULSE_VIOLENCE ); if ( wand->value[2] > 0 ) { if ( victim != NULL ) { act( "$n zaps $N with $p.", ch, wand, victim, TO_NOTVICT ); act( "You zap $N with $p.", ch, wand, victim, TO_CHAR ); act( "$n zaps you with $p.",ch, wand, victim, TO_VICT ); } else { act( "$n zaps $P with $p.", ch, wand, obj, TO_ROOM ); act( "You zap $P with $p.", ch, wand, obj, TO_CHAR ); } if (ch->level < wand->level || number_percent() >= 20 + get_skill(ch,skill_lookup("wands")) * 4/5) { act( "Your efforts with $p produce only smoke and sparks.", ch,wand,NULL,TO_CHAR); act( "$n's efforts with $p produce only smoke and sparks.", ch,wand,NULL,TO_ROOM); check_improve(ch,skill_lookup("wands"),FALSE,2); } else { obj_cast_spell( wand->value[3], wand->value[0], ch, victim, obj ); check_improve(ch,skill_lookup("wands"),TRUE,2); } } if ( --wand->value[2] <= 0 ) { act( "$n's $p explodes into fragments.", ch, wand, NULL, TO_ROOM ); act( "Your $p explodes into fragments.", ch, wand, NULL, TO_CHAR ); extract_obj( wand ); } return; } void do_steal( CHAR_DATA *ch, char *argument ) { char buf [MAX_STRING_LENGTH]; char arg1 [MAX_INPUT_LENGTH]; char arg2 [MAX_INPUT_LENGTH]; CHAR_DATA *victim; OBJ_DATA *obj; int percent; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if ( arg1[0] == '\0' || arg2[0] == '\0' ) { send_to_char( "Steal what from whom?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, NULL, arg2 ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( victim == ch ) { send_to_char( "That's pointless.\n\r", ch ); return; } if (is_safe(ch,victim)) return; if (IS_SET(victim->in_room->room_flags, ROOM_ARENA)) { send_to_char("You are here to do battle, not to steal!\n\r", ch); return; } if ( IS_NPC(victim) && victim->position == POS_FIGHTING) { send_to_char( "Kill stealing is not permitted.\n\r" "You'd better not -- you might get hit.\n\r",ch); return; } WAIT_STATE( ch, skill_table[skill_lookup("steal")].beats ); percent = number_percent(); if (!IS_AWAKE(victim)) percent -= 10; else if (!can_see(victim,ch)) percent += 25; else percent += 50; if ( ((ch->level + 7 < victim->level || ch->level -7 > victim->level) && !IS_NPC(victim) && !IS_NPC(ch) ) || ( !IS_NPC(ch) && percent > get_skill(ch,skill_lookup("steal"))) || ( !IS_NPC(ch) && !is_clan(ch)) ) { /* * Failure. */ send_to_char( "Oops.\n\r", ch ); affect_strip(ch,skill_lookup("sneak")); REMOVE_BIT(ch->affected_by,AFF_SNEAK); act( "$n tried to steal from you.\n\r", ch, NULL, victim, TO_VICT ); act( "$n tried to steal from $N.\n\r", ch, NULL, victim, TO_NOTVICT ); switch(number_range(0,3)) { case 0 : sprintf( buf, "%s is a lousy thief!", ch->name ); break; case 1 : sprintf( buf, "%s couldn't rob %s way out of a paper bag!", ch->name,(ch->sex == 2) ? "her" : "his"); break; case 2 : sprintf( buf,"%s tried to rob me!",ch->name ); break; case 3 : sprintf(buf,"Keep your hands out of there, %s!",ch->name); break; } if (!IS_AWAKE(victim)) do_function(victim, &do_wake, ""); if (IS_AWAKE(victim)) do_function(victim, &do_yell, buf ); if ( !IS_NPC(ch) ) { if ( IS_NPC(victim) ) { check_improve(ch,skill_lookup("steal"),FALSE,2); multi_hit( victim, ch, TYPE_UNDEFINED ); } else { sprintf(buf,"$N tried to steal from %s.",victim->name); wiznet(buf,ch,NULL,WIZ_FLAGS,0,0); if ( !IS_SET(ch->act, PLR_THIEF) ) { SET_BIT(ch->act, PLR_THIEF); send_to_char( "*** You are now a THIEF!! ***\n\r", ch ); save_char_obj( ch ); } } } return; } if ( !str_cmp( arg1, "coin" ) || !str_cmp( arg1, "coins" ) || !str_cmp( arg1, "gold" ) || !str_cmp( arg1, "silver")) { int gold, silver; gold = victim->gold * number_range(1, ch->level) / MAX_LEVEL; silver = victim->silver * number_range(1,ch->level) / MAX_LEVEL; if ( gold <= 0 && silver <= 0 ) { send_to_char( "You couldn't get any coins.\n\r", ch ); return; } ch->gold += gold; ch->silver += silver; victim->silver -= silver; victim->gold -= gold; if (silver <= 0) sprintf( buf, "Bingo! You got %d gold coins.\n\r", gold ); else if (gold <= 0) sprintf( buf, "Bingo! You got %d silver coins.\n\r",silver); else sprintf(buf, "Bingo! You got %d silver and %d gold coins.\n\r", silver,gold); send_to_char( buf, ch ); check_improve(ch,skill_lookup("steal"),TRUE,2); return; } if ( ( obj = get_obj_carry( victim, arg1, ch ) ) == 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_INVENTORY) || obj->level > ch->level ) { send_to_char( "You can't pry it away.\n\r", ch ); return; } if ( ch->carry_number + get_obj_number( obj ) > 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 ); act("You pocket $p.",ch,obj,NULL,TO_CHAR); check_improve(ch,skill_lookup("steal"),TRUE,2); send_to_char( "Got it!\n\r", ch ); return; } /* * Shopping commands. */ CHAR_DATA *find_keeper( CHAR_DATA *ch ) { /*char buf[MAX_STRING_LENGTH];*/ CHAR_DATA *keeper; SHOP_DATA *pShop; 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; } /* * Undesirables. * if ( !IS_NPC(ch) && IS_SET(ch->act, PLR_KILLER) ) { do_function(keeper, &do_say, "Killers are not welcome!"); sprintf(buf, "%s the KILLER is over here!\n\r", ch->name); do_function(keeper, &do_yell, buf ); return NULL; } if ( !IS_NPC(ch) && IS_SET(ch->act, PLR_THIEF) ) { do_function(keeper, &do_say, "Thieves are not welcome!"); sprintf(buf, "%s the THIEF is over here!\n\r", ch->name); do_function(keeper, &do_yell, buf ); return NULL; } */ /* * Shop hours. */ if ( time_info.hour < pShop->open_hour ) { do_function(keeper, &do_say, "Sorry, I am closed. Come back later."); return NULL; } if ( time_info.hour > pShop->close_hour ) { do_function(keeper, &do_say, "Sorry, I am closed. Come back tomorrow."); return NULL; } /* * Invisible or hidden people. */ if ( !can_see( keeper, ch ) ) { do_function(keeper, &do_say, "I don't trade with folks I can't see."); return NULL; } return keeper; } /* insert an object at the right spot for the keeper */ void obj_to_keeper( OBJ_DATA *obj, CHAR_DATA *ch ) { OBJ_DATA *t_obj, *t_obj_next; /* see if any duplicates are found */ for (t_obj = ch->carrying; t_obj != NULL; t_obj = t_obj_next) { t_obj_next = t_obj->next_content; if (obj->pIndexData == t_obj->pIndexData && !str_cmp(obj->short_descr,t_obj->short_descr)) { /* if this is an unlimited item, destroy the new one */ if (IS_OBJ_STAT(t_obj,ITEM_INVENTORY)) { extract_obj(obj); return; } obj->cost = t_obj->cost; /* keep it standard */ break; } } if (t_obj == NULL) { obj->next_content = ch->carrying; ch->carrying = obj; } else { obj->next_content = t_obj->next_content; t_obj->next_content = obj; } obj->carried_by = ch; obj->in_room = NULL; obj->in_obj = NULL; ch->carry_number += get_obj_number( obj ); ch->carry_weight += get_obj_weight( obj ); } /* get an object from a shopkeeper's list */ OBJ_DATA *get_obj_keeper( CHAR_DATA *ch, CHAR_DATA *keeper, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; int number; int count; number = number_argument( argument, arg ); count = 0; for ( obj = keeper->carrying; obj != NULL; obj = obj->next_content ) { if (obj->wear_loc == WEAR_NONE && can_see_obj( keeper, obj ) && can_see_obj(ch,obj) && is_name( arg, obj->name ) ) { if ( ++count == number ) return obj; /* skip other objects of the same name */ while (obj->next_content != NULL && obj->pIndexData == obj->next_content->pIndexData && !str_cmp(obj->short_descr,obj->next_content->short_descr)) obj = obj->next_content; } } return NULL; } int get_cost( CHAR_DATA *keeper, OBJ_DATA *obj, bool fBuy ) { SHOP_DATA *pShop; int cost; if ( obj == NULL || ( pShop = keeper->pIndexData->pShop ) == NULL ) return 0; if ( fBuy ) { cost = obj->cost * pShop->profit_buy / 100; } else { OBJ_DATA *obj2; int itype; cost = 0; for ( itype = 0; itype < MAX_TRADE; itype++ ) { if ( obj->item_type == pShop->buy_type[itype] ) { cost = obj->cost * pShop->profit_sell / 100; break; } } if (!IS_OBJ_STAT(obj,ITEM_SELL_EXTRACT)) for ( obj2 = keeper->carrying; obj2; obj2 = obj2->next_content ) { if ( obj->pIndexData == obj2->pIndexData && !str_cmp(obj->short_descr,obj2->short_descr) ) { if (IS_OBJ_STAT(obj2,ITEM_INVENTORY)) cost /= 2; else cost = cost * 3 / 4; } } } if ( obj->item_type == ITEM_STAFF || obj->item_type == ITEM_WAND ) { if (obj->value[1] == 0) cost /= 4; else cost = cost * obj->value[2] / obj->value[1]; } return cost; } void do_buy( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; int cost,roll; if ( argument[0] == '\0' ) { send_to_char( "Buy what?\n\r", ch ); return; } if ( IS_SET(ch->in_room->room_flags, ROOM_MOUNT_SHOP) ) { do_buy_mount( ch, argument ); return; } if ( IS_SET(ch->in_room->room_flags, ROOM_PET_SHOP)) { char arg[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; CHAR_DATA *pet; ROOM_INDEX_DATA *pRoomIndexNext; ROOM_INDEX_DATA *in_room; smash_tilde(argument); if ( IS_NPC(ch) ) return; argument = one_argument(argument,arg); /* hack to make new thalos pets work */ if (ch->in_room->vnum == 9621) pRoomIndexNext = get_room_index(9706); else pRoomIndexNext = get_room_index( ch->in_room->vnum + 1 ); if ( pRoomIndexNext == NULL ) { bug( "Do_buy: bad pet shop at vnum %d.", ch->in_room->vnum ); send_to_char( "Sorry, you can't buy that here.\n\r", ch ); return; } in_room = ch->in_room; ch->in_room = pRoomIndexNext; pet = get_char_room( ch, NULL, arg ); ch->in_room = in_room; if ( pet == NULL || !IS_SET(pet->act, ACT_PET) ) { send_to_char( "Sorry, you can't buy that here.\n\r", ch ); return; } pet->hometown = ch->hometown; if ( ch->pet != NULL ) { send_to_char("You already own a pet.\n\r",ch); return; } cost = 10 * pet->level * pet->level; if ( (ch->silver + 100 * ch->gold) < cost ) { send_to_char( "You can't afford it.\n\r", ch ); return; } if ( ch->level < pet->level ) { send_to_char( "You're not powerful enough to master this pet.\n\r", ch ); return; } /* haggle */ roll = number_percent(); if (roll < get_skill(ch,skill_lookup("haggle"))) { cost -= cost / 2 * roll / 100; sprintf(buf,"You haggle the price down to %d coins.\n\r",cost); send_to_char(buf,ch); check_improve(ch,skill_lookup("haggle"),TRUE,4); } deduct_cost(ch,cost); pet = create_mobile( pet->pIndexData ); SET_BIT(pet->act, ACT_PET); SET_BIT(pet->affected_by, AFF_CHARM); pet->comm = COMM_NOTELL|COMM_NOSHOUT|COMM_NOCHANNELS; argument = one_argument( argument, arg ); if ( arg[0] != '\0' ) { sprintf( buf, "%s %s", pet->name, arg ); free_string( pet->name ); pet->name = str_dup( buf ); } sprintf( buf, "%sA neck tag says 'I belong to %s'.\n\r", pet->description, ch->name ); free_string( pet->description ); pet->description = str_dup( buf ); char_to_room( pet, ch->in_room ); add_follower( pet, ch ); pet->leader = ch; ch->pet = pet; free_string( ch->powner ); pet->powner = str_dup( ch->name ); if ( pet->xp_tolevel == 0 ) pet->xp_tolevel = 1000; send_to_char( "Enjoy your pet.\n\r", ch ); act( "$n bought $N as a pet.", ch, NULL, pet, TO_ROOM ); rnd_sound( 2, ch, "buy.wav", "coins.wav" ); return; } else { CHAR_DATA *keeper; OBJ_DATA *obj,*t_obj; char arg[MAX_INPUT_LENGTH]; int number, count = 1; if ( ( keeper = find_keeper( ch ) ) == NULL ) return; number = mult_argument(argument,arg); obj = get_obj_keeper( ch,keeper, arg ); cost = get_cost( keeper, obj, TRUE ); if (number < 1 || number > 99) { act("$n tells you 'Get real!",keeper,NULL,ch,TO_VICT); return; } if ( cost <= 0 || !can_see_obj( ch, obj ) ) { act( "$n tells you 'I don't sell that -- try 'list''.", keeper, NULL, ch, TO_VICT ); ch->reply = keeper; return; } if (!IS_OBJ_STAT(obj,ITEM_INVENTORY)) { for (t_obj = obj->next_content; count < number && t_obj != NULL; t_obj = t_obj->next_content) { if (t_obj->pIndexData == obj->pIndexData && !str_cmp(t_obj->short_descr,obj->short_descr)) count++; else break; } if (count < number) { act("$n tells you 'I don't have that many in stock.", keeper,NULL,ch,TO_VICT); ch->reply = keeper; return; } } if ( (ch->silver + ch->gold * 100) < cost * number ) { if (number > 1) act("$n tells you 'You can't afford to buy that many.", keeper,obj,ch,TO_VICT); else act( "$n tells you 'You can't afford to buy $p'.", keeper, obj, ch, TO_VICT ); ch->reply = keeper; return; } if ( ch->level < obj->level && number_classes( ch ) <= 1 ) { act( "$n tells you 'You can't use $p yet'.", keeper, obj, ch, TO_VICT ); ch->reply = keeper; if ( ch->sex == 1 ) sound( "nskilled.wav", ch ); else sound( "nskilledf.wav", ch ); return; } else if ( ch->level < obj->level - 5 && number_classes( ch ) == 2 ) { act( "$n tells you 'You can't use $p yet'.", keeper, obj, ch, TO_VICT ); ch->reply = keeper; if ( ch->sex == 1 ) sound( "nskilled.wav", ch ); else sound( "nskilledf.wav", ch ); return; } else if ( ch->level < obj->level - 10 && number_classes( ch ) == 3 ) { act( "$n tells you 'You can't use $p yet'.", keeper, obj, ch, TO_VICT ); ch->reply = keeper; if ( ch->sex == 1 ) sound( "nskilled.wav", ch ); else sound( "nskilledf.wav", ch ); return; } else if ( ch->level < obj->level - 15 && number_classes( ch ) == 4 ) { act( "$n tells you 'You can't use $p yet'.", keeper, obj, ch, TO_VICT ); ch->reply = keeper; if ( ch->sex == 1 ) sound( "nskilled.wav", ch ); else sound( "nskilledf.wav", ch ); return; } if (ch->carry_number + number * get_obj_number(obj) > can_carry_n(ch)) { send_to_char( "You can't carry that many items.\n\r", ch ); if ( ch->sex == 1 ) sound( "armsfull.wav", ch ); else sound( "armsfullf.wav", ch ); return; } if ( ch->carry_weight + number * get_obj_weight(obj) > can_carry_w(ch)) { send_to_char( "You can't carry that much weight.\n\r", ch ); return; } /* haggle */ roll = number_percent(); if (!IS_OBJ_STAT(obj,ITEM_SELL_EXTRACT) && roll < get_skill(ch,skill_lookup("haggle"))) { cost -= obj->cost / 2 * roll / 100; act("You haggle with $N.",ch,NULL,keeper,TO_CHAR); check_improve(ch,skill_lookup("haggle"),TRUE,4); } if (number > 1) { rnd_sound( 2, ch, "buy.wav", "coins.wav" ); sprintf(buf,"$n buys $p[%d].",number); act(buf,ch,obj,NULL,TO_ROOM); sprintf(buf,"You buy $p[%d] for %d silver.",number,cost * number); act(buf,ch,obj,NULL,TO_CHAR); } else { rnd_sound( 2, ch, "buy.wav", "coins.wav" ); act( "$n buys $p.", ch, obj, NULL, TO_ROOM ); sprintf(buf,"You buy $p for %d silver.",cost); act( buf, ch, obj, NULL, TO_CHAR ); } deduct_cost(ch,cost * number); keeper->gold += cost * number/100; keeper->silver += cost * number - (cost * number/100) * 100; for (count = 0; count < number; count++) { if ( IS_SET( obj->extra_flags, ITEM_INVENTORY ) ) t_obj = create_object( obj->pIndexData, obj->level ); else { t_obj = obj; obj = obj->next_content; obj_from_char( t_obj ); } if (t_obj->timer > 0 && !IS_OBJ_STAT(t_obj,ITEM_HAD_TIMER)) t_obj->timer = 0; REMOVE_BIT(t_obj->extra_flags,ITEM_HAD_TIMER); obj_to_char( t_obj, ch ); if (cost < t_obj->cost) t_obj->cost = cost; t_obj->size = ch->size; } } } 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; CHAR_DATA *pet; bool found; /* hack to make new thalos pets work */ if (ch->in_room->vnum == 9621) pRoomIndexNext = get_room_index(9706); else pRoomIndexNext = get_room_index( ch->in_room->vnum + 1 ); if ( pRoomIndexNext == NULL ) { 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 = FALSE; for ( pet = pRoomIndexNext->people; pet; pet = pet->next_in_room ) { if ( IS_SET(pet->act, ACT_PET) || IS_SET(pet->act, ACT_MOUNT) ) { if ( !found ) { found = TRUE; if (IS_SET(pet->act, ACT_PET)) send_to_char( "Pets for sale:\n\r\n\r", ch ); else if (IS_SET(pet->act, ACT_MOUNT)) send_to_char( "Mounts for sale:\n\r\n\r", ch ); sprintf( buf, "LVL Price Pet type Exp to Level\n\r"); send_to_char( buf, ch ); send_to_char( "{B============================================={x\n\r", ch ); } if ( pet->xp_tolevel == 0 ) pet->xp_tolevel = 1000; if ( IS_MXP( ch ) ) { sprintf( buf, MXP_SECURE "<send href=\" buy %s\" hint=\"Buy|buy\">[%3d] %6d %14s %4d</Send>\n\r" MXP_LLOCK, pet->name, pet->level, 10 * pet->level * pet->level, pet->short_descr, pet->xp_tolevel ); send_to_char( buf, ch ); } else { sprintf( buf, "[%3d] %6d %14s %4d\n\r", pet->level, 10 * pet->level * pet->level, pet->short_descr, pet->xp_tolevel ); send_to_char( buf, ch ); } } } if ( !found ) { if (IS_SET(ch->in_room->room_flags, ROOM_PET_SHOP) ) send_to_char( "Sorry, we're out of pets right now.\n\r", ch ); else send_to_char( "Sorry, we're out of mounts right now.\n\r", ch ); return; } } else { CHAR_DATA *keeper; OBJ_DATA *obj; int cost,count; bool found; char arg[MAX_INPUT_LENGTH]; if ( ( keeper = find_keeper( ch ) ) == NULL ) return; one_argument(argument,arg); found = FALSE; for ( obj = keeper->carrying; obj; obj = obj->next_content ) { if ( obj->wear_loc == WEAR_NONE && can_see_obj( ch, obj ) && ( cost = get_cost( keeper, obj, TRUE ) ) > 0 && ( arg[0] == '\0' || is_name(arg,obj->name) )) { if ( !found ) { found = TRUE; send_to_char( "Lv Price Qty Item\n\r", ch ); send_to_char( "{G====================================={x\n\r", ch ); } if (IS_OBJ_STAT(obj,ITEM_INVENTORY)) { if ( IS_MXP( ch ) ) sprintf(buf,MXP_SECURE "<send href=\"buy %s\" hint=\"Buy|buy\">[%2d %5d -- ] %s</Send>\n\r" MXP_LLOCK, obj->name, obj->level,cost,obj->short_descr); else sprintf(buf,"[%2d %5d -- ] %s\n\r", obj->level,cost,obj->short_descr); } else { count = 1; while (obj->next_content != NULL && obj->pIndexData == obj->next_content->pIndexData && !str_cmp(obj->short_descr, obj->next_content->short_descr)) { obj = obj->next_content; count++; } if ( IS_MXP( ch ) ) sprintf(buf,MXP_SECURE"<send href=\"buy %s\" hint=\"Buy|buy\">[%2d %5d %2d ] %s</Send>\n\r" MXP_LLOCK, obj->name, obj->level,cost,count,obj->short_descr); else sprintf(buf,"[%2d %5d %2d ] %s\n\r", obj->level,cost,count,obj->short_descr); } send_to_char( buf, ch ); } } if ( !found ) send_to_char( "You can't buy anything 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,roll; OBJ_DATA *obj_next; int tcost = 0, count = 0; 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 (!str_cmp(arg, "all")) { for (obj = ch->carrying; obj != NULL; obj = obj_next) { obj_next = obj->next_content; if (can_drop_obj(ch, obj) && obj->wear_loc == WEAR_NONE && can_see_obj(keeper, obj) && ((cost = get_cost(keeper, obj, FALSE)) > 0) && (cost < keeper->gold)) { tcost += cost; count++; ch->gold += cost; deduct_cost(keeper, cost); if (keeper->gold < 0) keeper->gold = 0; if (obj->item_type == ITEM_TRASH || IS_OBJ_STAT(obj, ITEM_SELL_EXTRACT)) { extract_obj(obj); } else { obj_from_char(obj); if (obj->timer) SET_BIT(obj->extra_flags, ITEM_HAD_TIMER); else obj->timer = number_range(50, 100); obj_to_keeper(obj, keeper); } } // salable item ifcheck } // for loop sprintf(buf, "You sell %d items for %d gold.\r\n", count, tcost); send_to_char(buf, ch); return; } if ( ( obj = get_obj_carry( ch, arg, ch ) ) == NULL ) { act( "$n tells you 'You don't have that item'.", keeper, NULL, ch, TO_VICT ); ch->reply = keeper; return; } if ( !can_drop_obj( ch, obj ) ) { send_to_char( "You can't let go of it.\n\r", ch ); return; } if (!can_see_obj(keeper,obj)) { act("$n doesn't see what you are offering.",keeper,NULL,ch,TO_VICT); return; } if ( ( cost = get_cost( keeper, obj, FALSE ) ) <= 0 ) { act( "$n looks uninterested in $p.", keeper, obj, ch, TO_VICT ); return; } if ( cost > (keeper-> silver + 100 * keeper->gold) ) { act("$n tells you 'I'm afraid I don't have enough wealth to buy $p.", keeper,obj,ch,TO_VICT); return; } if (IS_OBJ_STAT(obj, ITEM_QUEST)) { send_to_char("You should sell that to the questor instead!\n\r", ch); return; } act( "$n sells $p.", ch, obj, NULL, TO_ROOM ); /* haggle */ roll = number_percent(); if (!IS_OBJ_STAT(obj,ITEM_SELL_EXTRACT) && roll < get_skill(ch,skill_lookup("haggle"))) { send_to_char("You haggle with the shopkeeper.\n\r",ch); cost += obj->cost / 2 * roll / 100; cost = UMIN(cost,95 * get_cost(keeper,obj,TRUE) / 100); cost = UMIN(cost,(keeper->silver + 100 * keeper->gold)); check_improve(ch,skill_lookup("haggle"),TRUE,4); } sprintf( buf, "You sell $p for %d silver and %d gold piece%s.", cost - (cost/100) * 100, cost/100, cost == 1 ? "" : "s" ); act( buf, ch, obj, NULL, TO_CHAR ); ch->gold += cost/100; ch->silver += cost - (cost/100) * 100; deduct_cost(keeper,cost); if ( keeper->gold < 0 ) keeper->gold = 0; if ( keeper->silver< 0) keeper->silver = 0; if ( obj->item_type == ITEM_TRASH || IS_OBJ_STAT(obj,ITEM_SELL_EXTRACT)) { extract_obj( obj ); } else { obj_from_char( obj ); if (obj->timer) SET_BIT(obj->extra_flags,ITEM_HAD_TIMER); else obj->timer = number_range(50,100); obj_to_keeper( obj, keeper ); } return; } void do_value( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; char arg[MAX_INPUT_LENGTH]; CHAR_DATA *keeper; OBJ_DATA *obj; int cost; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Value what?\n\r", ch ); return; } if ( ( keeper = find_keeper( ch ) ) == NULL ) return; if ( ( obj = get_obj_carry( ch, arg, ch ) ) == NULL ) { act( "$n tells you 'You don't have that item'.", keeper, NULL, ch, TO_VICT ); ch->reply = keeper; return; } if (!can_see_obj(keeper,obj)) { act("$n doesn't see what you are offering.",keeper,NULL,ch,TO_VICT); return; } if ( !can_drop_obj( ch, obj ) ) { send_to_char( "You can't let go of it.\n\r", ch ); return; } if ( ( cost = get_cost( keeper, obj, FALSE ) ) <= 0 ) { act( "$n looks uninterested in $p.", keeper, obj, ch, TO_VICT ); return; } sprintf( buf, "$n tells you 'I'll give you %d silver and %d gold coins for $p'.", cost - (cost/100) * 100, cost/100 ); act( buf, keeper, obj, ch, TO_VICT ); ch->reply = keeper; return; } void do_second (CHAR_DATA *ch, char *argument) { OBJ_DATA *obj; char buf[MAX_STRING_LENGTH]; /* overkill, but what the heck */ if ( !IS_NPC(ch) && !can_use_skpell( ch, skill_lookup("dual wield") ) ) { send_to_char( "You don't know how to dual wield.\n\r", ch ); return; } if (argument[0] == '\0') /* empty */ { send_to_char ("Wear which weapon in your off-hand?\n\r",ch); return; } obj = get_obj_carry (ch, argument, ch); if (obj == NULL) { send_to_char ("You have no such thing in your backpack.\n\r",ch); return; } if (!wear_obj_size(ch, obj)) return; if ( obj->item_type == ITEM_CORPSE_PC || obj->item_type == ITEM_CORPSE_NPC ) { send_to_char ("You can't dual wield a corpse.\n\r", ch ); return; } if ( (get_eq_char (ch,WEAR_SHIELD) != NULL) || (get_eq_char (ch,WEAR_HOLD) != NULL) ) { send_to_char ("You cannot use a secondary weapon while using a shieldor holding an item\n\r",ch); return; } if ( ch->level < obj->level && number_classes(ch) <= 1 ) { sprintf( buf, "You must be level %d to use this object.\n\r",obj->level ); send_to_char( buf, ch ); act( "$n tries to use $p, but is too inexperienced.", ch, obj, NULL, TO_ROOM ); return; } if ( ch->level < obj->level -5 && number_classes(ch) == 2 ) { sprintf( buf, "You must be level %d to use this object.\n\r",obj->level - 5 ); send_to_char( buf, ch ); act( "$n tries to use $p, but is too inexperienced.", ch, obj, NULL, TO_ROOM ); return; } if ( ch->level < obj->level -10 && number_classes(ch) == 3 ) { sprintf( buf, "You must be level %d to use this object.\n\r",obj->level - 10 ); send_to_char( buf, ch ); act( "$n tries to use $p, but is too inexperienced.", ch, obj, NULL, TO_ROOM ); return; } if ( ch->level < obj->level -15 && number_classes(ch) == 4 ) { sprintf( buf, "You must be level %d to use this object.\n\r",obj->level - 15 ); send_to_char( buf, ch ); act( "$n tries to use $p, but is too inexperienced.", ch, obj, NULL, TO_ROOM ); return; } if (get_eq_char (ch, WEAR_WIELD) == NULL) { send_to_char ("You need to wield a primary weapon, before using a secondary one!\n\r",ch); return; } if (!remove_obj(ch, WEAR_SECONDARY, TRUE)) return; if ( get_skill(ch,skill_lookup("dual wield")) > number_percent()) { if ( chance( 10 ) && IS_OBJ2_STAT( obj, ITEM_RELIC ) ) { printf_to_char( ch, "%s whispers Ok lets rock!\n\r", obj->name ); } check_improve(ch,skill_lookup("dual wield"),TRUE,3); act ("$n wields $p in $s off-hand.",ch,obj,NULL,TO_ROOM); act ("You wield $p in your off-hand.",ch,obj,NULL,TO_CHAR); equip_char ( ch, obj, WEAR_SECONDARY); return; } else { send_to_char("You fail to dual wield.\n\r",ch); check_improve(ch,skill_lookup("dual wield"),FALSE,3); } return; } void do_study( CHAR_DATA *ch, char *argument ) /* study by Absalom */ { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; int sn = 0; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Study what?\n\r", ch ); return; } if ( ( obj = get_obj_carry( ch, arg, ch ) ) == NULL ) { send_to_char( "You do not have that item.\n\r", ch ); return; } if ( obj->item_type != ITEM_STAFF && obj->item_type != ITEM_WAND && obj->item_type != ITEM_SCROLL ) { send_to_char( "You can only study scrolls, wands, and staves.\n\r", ch ); return; } act( "$n studies $p.", ch, obj, NULL, TO_ROOM ); act( "You study $p.", ch, obj, NULL, TO_CHAR ); if (ch->level < obj->level) { send_to_char("You cannot glean any knowledge from it.\n\r",ch); act( "$p burns brightly and is gone.", ch, obj, NULL, TO_CHAR ); extract_obj( obj ); } if (obj->item_type == ITEM_STAFF) { sn = obj->value[3]; if ( sn < 0 || sn >= MAX_SKILL || skill_table[sn].spell_fun == 0 ) { bug( "Do_study: bad sn %d.", sn ); return; } if ( number_percent() >= 20 + get_skill(ch,skill_lookup("staves")) * 4/5) { send_to_char("You cannot glean any knowledge from it.\n\r",ch); check_improve(ch,skill_lookup("staves"),FALSE,2); act( "$p burns brightly and is gone.", ch, obj, NULL, TO_CHAR ); extract_obj( obj ); return; } if ( ch->pcdata->learned[sn]) { send_to_char("You already know that spell!\n\r",ch); return; } ch->pcdata->learned[sn] = 1; act("You have learned the art of $t!", ch,skill_table[sn].name,NULL,TO_CHAR); check_improve(ch,skill_lookup("staves"),TRUE,2); act( "$p burns brightly and is gone.", ch, obj, NULL, TO_CHAR ); extract_obj( obj ); return; } if (obj->item_type == ITEM_WAND) { sn = obj->value[3]; if ( sn < 0 || sn >= MAX_SKILL || skill_table[sn].spell_fun == 0 ) { bug( "Do_study: bad sn %d.", sn ); return; } if ( number_percent() >= 20 + get_skill(ch,skill_lookup("wands")) * 4/5) { send_to_char("You cannot glean any knowledge from it.\n\r",ch); check_improve(ch,skill_lookup("wands"),FALSE,2); act( "$p burns brightly and is gone.", ch, obj, NULL, TO_CHAR ); extract_obj( obj ); return; } if ( ch->pcdata->learned[sn]) { send_to_char("You already know that spell!\n\r",ch); return; } ch->pcdata->learned[sn] = 1; act("You have learned the art of $t!", ch,skill_table[sn].name,NULL,TO_CHAR); check_improve(ch,skill_lookup("wands"),TRUE,2); act( "$p burns brightly and is gone.", ch, obj, NULL, TO_CHAR ); extract_obj( obj ); return; } if (obj->item_type == ITEM_SCROLL) { sn = obj->value[1]; if ( sn < 0 || sn >= MAX_SKILL || skill_table[sn].spell_fun == 0 ) { bug( "Do_study: bad sn %d.", sn ); return; } if ( number_percent() >= 20 + get_skill(ch,skill_lookup("scrolls")) * 4/5) { send_to_char("You cannot glean any knowledge from it.\n\r",ch); check_improve(ch,skill_lookup("scrolls"),FALSE,2); act( "$p burns brightly and is gone.", ch, obj, NULL, TO_CHAR ); extract_obj( obj ); return; } if ( ch->pcdata->learned[sn]) { send_to_char("You already know that spell!\n\r",ch); return; } ch->pcdata->learned[sn] = 1; act("You have learned the art of $t!", ch,skill_table[sn].name,NULL,TO_CHAR); check_improve(ch,skill_lookup("scrolls"),TRUE,2); act( "$p burns brightly and is gone.", ch, obj, NULL, TO_CHAR ); extract_obj( obj ); return; } } void do_donate( CHAR_DATA *ch, char *argument) { OBJ_DATA *obj; char arg[MAX_INPUT_LENGTH]; argument = one_argument(argument, arg); if (arg[0] == '\0' ) { send_to_char("Donate what?\n\r",ch); return; } if (ch->position == POS_FIGHTING) { send_to_char("You're fighting!\n\r",ch); return; } if ((obj = get_obj_carry (ch, arg, ch)) == NULL) { send_to_char("You do not have that!\n\r",ch); return; } if (!can_drop_obj(ch, obj)) { send_to_char("It's stuck to you.\n\r",ch); return; } if (obj->item_type == ITEM_CORPSE_NPC || obj->item_type == ITEM_CORPSE_PC || obj->owner != NULL || IS_OBJ_STAT(obj,ITEM_MELT_DROP)) { send_to_char("You cannot donate that!\n\r",ch); return; } if (IS_SET(ch->in_room->room_flags, ROOM_DONATION)) { send_to_char("You're already here, just drop it.\n\r",ch); return; } act("$n donates $p.",ch,obj,NULL,TO_ROOM); act("You donate $p.",ch,obj,NULL,TO_CHAR); if (obj->timer) SET_BIT(obj->extra_flags,ITEM_HAD_TIMER); else obj->timer = number_range(100,200); obj->cost = 0; obj_from_char(obj); obj_to_room(obj, get_room_index(hometown_table[ch->hometown].donation)); return; } void do_use( CHAR_DATA *ch, char *argument ) { char arg[MAX_STRING_LENGTH]; char buf[MAX_STRING_LENGTH]; OBJ_DATA *obj; int to_hp; int to_mn; int to_mv; argument = one_argument( argument, arg ); if ( ( arg[0] == '\0' ) ) { send_to_char( "Syntax: use (item)\n\r", ch ); return; } if ( ( obj = get_obj_carry( ch, arg, ch ) ) == NULL ) { send_to_char( "You do not have that item.\n\r", ch ); return; } if ( obj->item_type != ITEM_SOURCE ) { send_to_char( "That isn't a source.\n\r", ch ); return; } to_hp = obj->value[0]; to_mn = obj->value[1]; to_mv = obj->value[2]; ch->max_hit = ( to_hp + ch->max_hit ); ch->max_mana = ( to_mn + ch->max_mana ); ch->max_move = ( to_mv + ch->max_move ); sprintf( buf, "%s brightly glows green and disappears.\n\r", obj->short_descr ); send_to_char( buf, ch ); extract_obj( obj ); } void do_insert(CHAR_DATA *ch, char *argument) { OBJ_DATA *obj; char buf[MAX_STRING_LENGTH]; char arg[MAX_INPUT_LENGTH]; int number = number_range( 1, 100 ); int num; argument = one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Insert what where??\n\r", ch ); act( "$n looks at the slot machine with lust!", ch, NULL, NULL, TO_ROOM); return; } if (!str_prefix( arg, "normal" ) ) { if ( ( obj = get_obj_carry( ch, arg, ch ) ) == NULL ) { send_to_char( "You don't have anything like that.\n\r", ch); act( "$n scans the floor for a {Ytoken{0.", ch, NULL, NULL, TO_ROOM); return; } if (!IS_SET( ch->in_room->room_flags, ROOM_CASINO ) ) { send_to_char( "You need a slot machine to play.\n\r", ch); act( "$n scans the area for a Casino.", ch, NULL, NULL, TO_ROOM); return; } obj_from_char( obj ); extract_obj( obj ); WAIT_STATE( ch, 1 * PULSE_VIOLENCE ); if (chance(1)) { int pracreward, expreward, trainrew, goldrew; switch( number_range(0,1)) { case 0: pracreward = number_range(2,8); expreward = number_range(300,500); trainrew = number_range(1,4); goldrew = number_range(1000,2000); send_to_char("You hit the jackpot!!\n\r", ch); sprintf(buf, "You win %d gold, %d practices, %d train, and gain %d experience points!\n\r", goldrew, pracreward, trainrew, expreward ); send_to_char(buf,ch); info( ch, 0, "{G[INFO]:{x {R%s just hit the jackpot! It was worth %d gold, %d practices, %d trains, and %d exp!{x\n\r", ch->name, goldrew, pracreward, trainrew, expreward ); ch->gold += goldrew; gain_exp( ch, expreward ); ch->train += trainrew; ch->practice += pracreward; if (ch->exp += expreward <= 0 ) { gain_exp( ch, 1 ); advance_level( ch, TRUE); return; } break; case 1: send_to_char("Omigod, you just won an experience token!\n\r", ch ); act( "$n just won an experience token!", ch, NULL, NULL, TO_ROOM); obj = create_object( get_obj_index( OBJ_VNUM_EXPERIENCE), 0 ); obj_to_char( obj, ch ); break; } } else if (chance( 1) && number <= 2) { printf_to_char( ch, "You just won the Supreme jackpot! Here is your unique item!\n\r" ); info( ch, 0, "{G[INFO]:{x %s just won the {cSup{wreme {cjack{wpot{x and a unique piece of equipment!\n\r", ch->name ); num = ( number_range( 0, MAX_ITEM -1 ) ); obj = create_object( get_obj_index(gamble_table[num].vnum ), ch->level ); obj->level = ch->level; obj_to_char( obj, ch ); printf_to_char( ch, "The innkeeper hands you %s as your prize.\n\r", obj->name ); return; } else if (chance(10)) { send_to_char( "Woohoo! You just won a practice token!\n\r", ch); act( "$n just won a practice token!", ch, NULL, NULL, TO_ROOM); obj = create_object( get_obj_index( OBJ_VNUM_PRACTICE), 0 ); obj_to_char( obj, ch ); return; } else if (chance(5)) { switch(number_range(0,1)) { case 0: send_to_char( "Holy cow, you just won a quest token!\n\r", ch); act( "$n just won a quest token!", ch, NULL, NULL, TO_ROOM); obj = create_object( get_obj_index( OBJ_VNUM_QUEST ), 0 ); obj_to_char( obj, ch ); break; case 1: send_to_char( "Whoopie! You just won a train token!\n\r", ch); act( "$n just won a train token!", ch, NULL, NULL, TO_ROOM); obj = create_object( get_obj_index( OBJ_VNUM_TRAIN ), 0 ); obj_to_char( obj, ch ); break; } } else { int goldrew; switch(number_range(0,2)) { case 0: send_to_char( "Poit! You lost.\n\r", ch ); act( "$n kicks the slot machine!", ch, NULL, NULL, TO_ROOM); break; case 1: goldrew = number_range( 20, 500 ); sprintf( buf, "You won %d gold!\n\r", goldrew); act( "$n wins some gold!", ch, NULL, NULL, TO_ROOM); ch->gold += goldrew; send_to_char( buf, ch ); break; case 2: send_to_char( "Poit! You lost.\n\r", ch ); act( "$n kicks the slot machine!", ch, NULL, NULL, TO_ROOM); } } } else if (!str_prefix( arg, "experience" )) { if ( ( obj = get_obj_carry( ch, arg, ch ) ) == NULL ) { send_to_char( "You don't have any tokens like that.\n\r", ch ); act( "$n scans the floor for experience tokens.", ch, NULL, NULL, TO_ROOM); return; } if (!IS_SET(ch->in_room->room_flags, ROOM_CASINO ) ) { send_to_char( "You need a slot machine to play.\n\r", ch ); act( "$n looks around for the Casino!", ch, NULL, NULL, TO_ROOM); return; } obj_from_char( obj ); extract_obj( obj ); if (chance(10)) { int expreward; switch(number_range(0,1)) { case 0: expreward = number_range(30,100); sprintf(buf,"You win %d experience points!\n\r", expreward ); send_to_char(buf,ch); act( "$n just won some experience points!", ch, NULL, NULL, TO_ROOM); gain_exp( ch, expreward); if ( ch->exp += expreward <= 0) { gain_exp( ch, 1 ); advance_level( ch, TRUE ); return; } break; case 1: expreward = number_range(101,300); sprintf(buf,"You win %d experience points!\n\r", expreward ); send_to_char(buf,ch); act( "$n just won experience points! Big Winner!", ch, NULL, NULL, TO_ROOM); gain_exp( ch, expreward ); if (ch->exp += expreward <= 0) { gain_exp( ch, 1 ); advance_level( ch, TRUE ); return; } break; } } } else if (!str_prefix( arg, "practice" ) ) { if ( ( obj = get_obj_carry( ch, arg, ch ) ) == NULL ) { send_to_char( "You don't have anything like that.\n\r", ch); act( "$n scans the floor of the Casino for a practice token!", ch, NULL, NULL, TO_ROOM); return; } if (!IS_SET(ch->in_room->room_flags, ROOM_CASINO) ) { send_to_char("You need a slot machine to play.\n\r",ch); act( "$n look around for the Casino!", ch, NULL, NULL, TO_ROOM); return; } obj_from_char(obj); extract_obj(obj); if (chance(5)) { int pracreward; switch( number_range(0,2)) { case 0: pracreward = number_range(2,10); sprintf(buf,"You win %d practices!\n\r", pracreward); send_to_char(buf,ch); act( "$n just won some practices!", ch, NULL, NULL, TO_ROOM); ch->practice += pracreward; break; case 1: send_to_char( "Whoopie! You just won a train token!\n\r",ch); act( "$n just won a train token!", ch, NULL, NULL, TO_ROOM); obj = create_object( get_obj_index( OBJ_VNUM_TRAIN ), 0 ); obj_to_char( obj, ch ); break; case 2: send_to_char( "Holy cow, you just won a quest token!\n\r", ch); act( "$n just won a quest token!", ch, NULL, NULL, TO_ROOM); obj = create_object( get_obj_index( OBJ_VNUM_QUEST ), 0 ); obj_to_char( obj, ch ); break; } } else if (chance(10)) { send_to_char(" Omigod, you just won an experience token!\n\r", ch); act( "$n just won an experience token!", ch, NULL, NULL, TO_ROOM); obj = create_object( get_obj_index( OBJ_VNUM_EXPERIENCE ), 0); obj_to_char( obj, ch ); return; } else { switch(number_range(0,1)) { case 0: send_to_char("Crap, you lost your practice token.\n\r",ch); act( "$n kicks the slot machine!", ch, NULL, NULL, TO_ROOM); break; case 1: send_to_char("Darn, you just won back a normal token.\n\r",ch); act( "$n glares at the slot machine!", ch, NULL, NULL, TO_ROOM); obj = create_object( get_obj_index( OBJ_VNUM_NORMAL ), 0 ); obj_to_char( obj,ch ); break; } } } else if(!str_prefix( arg, "train" ) ) { if ( ( obj = get_obj_carry( ch, arg, ch ) ) == NULL ) { send_to_char("You don't have anything like that.\n\r", ch); act( "$n scans the floor of the Casino for a train token!", ch, NULL, NULL, TO_ROOM); return; } if (!IS_SET(ch->in_room->room_flags, ROOM_CASINO ) ) { send_to_char( "You need a slot machine to play.\n\r", ch); act( "$n looks around for the Casino!", ch, NULL, NULL, TO_ROOM); return; } obj_from_char( obj ); extract_obj(obj); if (chance(5)) { int trainrew; switch( number_range(0,1)) { case 0: trainrew = number_range(1,5); sprintf(buf,"You win %d training sessions.\n\r", trainrew ); send_to_char(buf,ch); act( "$n just won some trains!", ch, NULL, NULL, TO_ROOM); ch->train += trainrew; break; case 1: send_to_char("Holy cow, you just won a quest token!\n\r",ch); act( "$n just won a quest token!", ch, NULL, NULL, TO_ROOM); obj = create_object( get_obj_index( OBJ_VNUM_QUEST ), 0 ); obj_to_char( obj,ch); break; } } else if (chance(10)) { send_to_char("Omigod, you just won an experience token!\n\r",ch); act( "$n just won an experience token!", ch, NULL, NULL, TO_ROOM); obj = create_object( get_obj_index( OBJ_VNUM_EXPERIENCE ),0); obj_to_char( obj, ch ); return; } else { switch(number_range(0,2)) { case 0: send_to_char("Damn, you lost your train token.\n\r",ch); act( "$n just lost a train token!", ch, NULL, NULL, TO_ROOM); break; case 1: send_to_char("Darn, you just won back a normal token.\n\r",ch); act( "$n glares at the slot machine.", ch, NULL, NULL, TO_ROOM); obj = create_object( get_obj_index( OBJ_VNUM_NORMAL ),0); obj_to_char( obj,ch); break; case 2: send_to_char("Hrm, bummer, you just won back a practice token.\n\r",ch); act( "$n glares at the slot machine. A practice token??", ch, NULL, NULL, TO_ROOM); obj = create_object( get_obj_index( OBJ_VNUM_PRACTICE), 0 ); obj_to_char( obj,ch); break; } } } else if(!str_prefix( arg, "quest" )) { if ( ( obj = get_obj_carry( ch, arg, ch ) ) == NULL ) { send_to_char( "You don't have anything like that.\n\r",ch); act( "$n scans the floor of the casino for a quest token!", ch, NULL, NULL, TO_ROOM); return; } if (!IS_SET( ch->in_room->room_flags, ROOM_CASINO ) ) { send_to_char( "You need a slot machine to play.\n\r",ch); act( "$n looks around for the Casino.", ch, NULL, NULL, TO_ROOM); return; } obj_from_char(obj); extract_obj(obj); if (chance(5)) { int questreward; switch(number_range(0,1)) { case 0: questreward = number_range(2,80); sprintf(buf,"You win %d questpoints.\n\r", questreward); send_to_char(buf,ch); act( "$n won some quest points!", ch, NULL, NULL, TO_ROOM); ch->pcdata->questpoints += questreward; break; case 1: send_to_char("Omigod, you just won an experience token!\n\r", ch); act( "$n won an experience token!", ch, NULL, NULL, TO_ROOM); obj = create_object( get_obj_index( OBJ_VNUM_EXPERIENCE), 0 ); obj_to_char( obj, ch ); break; } } else { switch(number_range(0,3)) { case 0: send_to_char("You just lost your quest token! DRAT!!\n\r",ch); act( "$n kicks the slot machine.", ch, NULL, NULL, TO_ROOM); break; case 1: send_to_char("Darn, you just won back a normal token.\n\r",ch); act( "$n glares at the slot machine.", ch, NULL, NULL, TO_ROOM); obj = create_object( get_obj_index( OBJ_VNUM_NORMAL ), 0); obj_to_char( obj, ch ); break; case 2: send_to_char("Hrm, bummer, you just won back a practice token.\n\r",ch); act( "$n glares at the slot machine.", ch, NULL, NULL, TO_ROOM); obj = create_object( get_obj_index( OBJ_VNUM_PRACTICE ), 0); obj_to_char( obj, ch ); break; case 3: send_to_char("Ick, you won back a train token.\n\r",ch); act( "$n glares at the slot machine.", ch, NULL, NULL, TO_ROOM); obj = create_object( get_obj_index( OBJ_VNUM_TRAIN ), 0); obj_to_char( obj, ch ); break; } } } } void do_purchase(CHAR_DATA *ch, char *argument) { OBJ_DATA *obj; char arg [MAX_INPUT_LENGTH]; char arg1 [MIL]; char buf [MSL]; int cost = 1000; int number; int count = 1; argument = one_argument(argument, arg); one_argument( argument, arg1 ); if ( IS_SET(ch->comm,COMM_AFK) ) { send_to_char("Not while AFK.\n\r",ch); return; } if ( arg[0] == '\0' || arg1[0] == '\0' ) { send_to_char( "Syntax: purchase token <amount>.", ch ); return; } if (!IS_SET( ch->in_room->room_flags, ROOM_CASINO ) ) { send_to_char( "You may only purchase tokens at the Casino.\n\r", ch); return; } if (!str_cmp( arg, "token" ) ) { number = atoi( arg1 ); obj = create_object( get_obj_index( OBJ_VNUM_NORMAL ), 0 ); if ( number < 1 || number > 99 ) { printf_to_char( ch, "I don't think so.\n\r" ); return; } if ( (ch->silver + ch->gold * 100) < cost * number ) { send_to_char( "You can't afford to buy that many!\n\r", ch ); return; } if (ch->carry_number + number * get_obj_number(obj) > can_carry_n(ch)) { send_to_char( "You can't carry that many items.\n\r", ch ); return; } if ( ch->carry_weight + number * get_obj_weight(obj) > can_carry_w(ch)) { send_to_char( "You can't carry that much weight.\n\r", ch ); return; } if (number > 1) { sprintf( buf,"$n buys [%d] tokens.", number ); act(buf,ch,NULL,NULL,TO_ROOM); sprintf(buf,"You buy [%d] tokens for %d silver.", number, cost * number); rnd_sound( 2, ch, "coins.wav", "buy.wav" ); act(buf,ch,NULL,NULL,TO_CHAR); } else { send_to_char( "You have purchased a normal token for gambling.\n\r", ch ); act( "$n purchases a normal token.", ch, NULL, NULL, TO_ROOM); ch->gold -= 10; obj = create_object( get_obj_index( OBJ_VNUM_NORMAL ), 0 ); obj_to_char( obj, ch ); rnd_sound( 2, ch, "coins.wav", "buy.wav" ); return; } for (count = 0; count < number; count++) { obj = create_object( get_obj_index( OBJ_VNUM_NORMAL ), 0 ); obj_to_char( obj, ch ); } deduct_cost(ch,cost * number); } else { send_to_char( "Syntax: purchase token <amount>.", ch ); return; } return; } void do_brew ( CHAR_DATA *ch, char *argument ) { OBJ_DATA *obj=NULL; char buf[MAX_STRING_LENGTH]; char arg[MAX_STRING_LENGTH]; int chance; int sn; int value; one_argument( argument, arg ); if ( IS_NPC( ch ) ) return; if ( (chance = get_skill(ch,skill_lookup("brew"))) == 0 || !can_use_skpell(ch, skill_lookup("brew"))) { send_to_char( "You don't know how to brew potions.\n\r", ch ); return; } if (arg[0] == '\0') { send_to_char("What spell do you want in your potion?\n\r", ch); return; } if ((sn = find_spell(ch,arg)) < 1 || (skill_table[sn].spell_fun == spell_null) || (!IS_NPC(ch) && (!can_use_skpell( ch, sn ) || ch->pcdata->learned[sn] == 0))) { send_to_char( "You cannot brew a potion with a spell you do not know.\n\r", ch ); return; } if ( get_skill(ch,skill_lookup("brew")) < (number_range(0, 100)) ) { send_to_char("You failed to create a brewed potion.\n",ch); check_improve(ch,skill_lookup("brew"),FALSE,1); return; } obj = create_object(get_obj_index(OBJ_VNUM_BREW), 0); sprintf( buf, obj->short_descr,arg ); free_string( obj->short_descr ); obj->short_descr = str_dup( buf ); sprintf( buf, obj->description, arg ); free_string( obj->description ); obj->description = str_dup( buf ); value = atoi( arg ); obj->value[0] = ch->level; obj->value[1] = skill_lookup( argument ); obj_to_char(obj,ch); act( "Through careful manipulation you brew a potion!", ch, NULL, NULL,TO_CHAR); act( "Through careful manipulation $n brews a potion!", ch, NULL, NULL, TO_ROOM); check_improve(ch,skill_lookup("brew"),TRUE,1); sound( "brew.wav", ch ); return; } bool wear_obj_size (CHAR_DATA *ch, OBJ_DATA *obj) { if (obj->size == SIZE_UNKNOWN) return TRUE; if (IS_IMMORTAL(ch)) return TRUE; if (ch->level <= 20) { obj->size = ch->size; return TRUE; } if (obj->size < ch->size) { send_to_char ("That object is too small for you!\n\r",ch); act( "$n tries to use $p, but it is too small for them.", ch, obj, NULL, TO_ROOM ); return FALSE; } if (obj->size > ch->size) { send_to_char ("That object is too large for you!\n\r",ch); act( "$n tries to use $p, but it is too large for them.", ch, obj, NULL, TO_ROOM ); return FALSE; } return TRUE; } void do_resize( CHAR_DATA *ch, char *argument ) { char *remainder; char arg[MAX_INPUT_LENGTH]; CHAR_DATA *keeper; OBJ_DATA *obj; int cost; int min = 10; remainder = one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Resize what?\n\r", ch ); return; } if ( ( keeper = find_keeper( ch ) ) == NULL ) { send_to_char ("There is no shopkeeper here.\n\r",ch); return; } if ( ( obj = get_obj_carry( ch, arg, ch ) ) == NULL ) { act( "$n tells you 'You don't have that item'.", keeper, NULL, ch, TO_VICT ); ch->reply = keeper; return; } if ( !can_drop_obj( ch, obj ) ) { send_to_char( "You can't let go of it.\n\r", ch ); return; } if (!can_see_obj(keeper,obj)) { act("$n doesn't see what you are offering.",keeper,NULL,ch,TO_VICT); return; } if (( cost = get_cost( keeper, obj, FALSE ) <= 0 ) ) cost = min; if (obj->size == ch->size) { act( "$n that item is already fit to your size.'", keeper, NULL, ch, TO_VICT ); return; } cost = (abs(ch->size - obj->size) * .1) * obj->pIndexData->cost / 8; remainder = one_argument (remainder, arg); if (!str_cmp (arg, "cost")) { char outbuf[128]; sprintf (outbuf, "$n tells you 'Resizing that will cost %d gold.'",cost); act (outbuf, keeper, NULL, ch, TO_VICT ); return; } if (cost > ch->gold) { char outbuf[128]; sprintf (outbuf, "$n tells you 'Resizing that will cost %d gold.'",cost); act (outbuf, keeper, NULL, ch, TO_VICT ); act( "$n tells you 'You don't have enough money'.", keeper, NULL, ch, TO_VICT ); return; } act( "$n takes $p and resizes it for you.", keeper, obj, NULL, TO_ROOM ); obj->size = ch->size; WAIT_STATE (ch, 2*PULSE_VIOLENCE); ch->gold -= cost; keeper->gold += cost; return; } void do_search( CHAR_DATA *ch, char *argument ) { OBJ_DATA *obj; if(IS_NPC(ch)) return; if(ch->pcdata->learned[skill_lookup("search")] < 1) { send_to_char("You search around clumsily.\n\r",ch); return; } if(number_percent() < ch->pcdata->learned[skill_lookup("search")] ) { check_improve(ch,skill_lookup("search"),TRUE,4); send_to_char("You search the room..\n\r",ch); for(obj = ch->in_room->contents; obj != NULL; obj = obj->next_content) { if(IS_SET(obj->extra_flags,ITEM_HIDDEN) ) { printf_to_char(ch,"You reveal %s\n\r",obj->short_descr); REMOVE_BIT(obj->extra_flags,ITEM_HIDDEN); } } send_to_char("You have searched everywhere.\n\r",ch); WAIT_STATE(ch,24); } else send_to_char("You didn't uncover anything unusual.\n\r",ch); check_improve(ch,skill_lookup("search"),FALSE,4); WAIT_STATE(ch,24); return; } void do_ohide( CHAR_DATA *ch, char *argument ) { OBJ_DATA *obj; char arg[MAX_INPUT_LENGTH]; argument = one_argument(argument, arg ); if(arg[0] != '\0') { if(( obj = get_obj_carry(ch, arg, ch)) == NULL) { send_to_char("You don't have that item.\n\r",ch); return; } if (IS_OBJ_STAT(obj,ITEM_NODROP) || IS_OBJ_STAT(obj,ITEM_NOREMOVE) ) { send_to_char( "You can't let go of it.\n\r", ch ); return; } obj_from_char(obj); SET_BIT(obj->extra_flags,ITEM_HIDDEN); obj->carried_by = ch; obj_to_room(obj,ch->in_room); act("$n hides $p.",ch,obj,NULL,TO_ROOM); act("You hide $p.",ch,obj,NULL,TO_CHAR); return; } else send_to_char( "You attempt to hide.\n\r", ch ); if ( IS_AFFECTED(ch, AFF_HIDE) ) REMOVE_BIT(ch->affected_by, AFF_HIDE); if ( IS_NPC(ch) || number_percent( ) < ch->pcdata->learned[skill_lookup("hide")] ) { SET_BIT(ch->affected_by, AFF_HIDE); check_improve(ch,skill_lookup("hide"),TRUE,3); } else check_improve(ch,skill_lookup("hide"),FALSE,3); return; } void do_newforge( CHAR_DATA *ch, char *argument ) { char arg[MAX_STRING_LENGTH]; char arg2[MAX_STRING_LENGTH]; char buf1[MAX_STRING_LENGTH]; OBJ_DATA *obj; OBJ_DATA *obj2; AFFECT_DATA *pAf; int to_hit; int to_dam; argument = one_argument( argument, arg ); argument = one_argument( argument, arg2 ); if ( ( arg[0] == '\0' ) || ( arg2[0] == '\0' ) ) { send_to_char( "Syntax: nforge (item) (weapon)\n\r", ch ); return; } if ( ( obj = get_obj_carry( ch, arg, ch ) ) == NULL ) { send_to_char( "You do not have that item.\n\r", ch ); return; } if ( ( obj2 = get_obj_carry( ch, arg2, ch ) ) == NULL ) { send_to_char( "You do not have that item.\n\r", ch ); return; } if ( obj->item_type != ITEM_SOCKET ) { send_to_char( "That isn't a socket.\n\r", ch ); return; } if ( obj2->item_type != ITEM_WEAPON ) { send_to_char( "That is not a weapon!\n\r", ch ); return; } to_hit = obj->value[0]; to_dam = obj->value[1]; extract_obj( obj ); if ( to_hit != 0 ) { pAf = new_affect(); pAf->location = APPLY_HITROLL; pAf->modifier = to_hit; pAf->where = TO_OBJECT; pAf->type = 0; pAf->duration = -1; pAf->bitvector = 0; pAf->level = obj2->level; pAf->next = obj2->affected; obj2->affected = pAf; } if ( to_dam != 0 ) { pAf = new_affect(); pAf->location = APPLY_DAMROLL; pAf->modifier = to_dam; pAf->where = TO_OBJECT; pAf->type = 0; pAf->duration = -1; pAf->bitvector = 0; pAf->level = obj2->level; pAf->next = obj2->affected; obj2->affected = pAf; } sprintf( buf1, "{G[{W*{G]{x %s", obj2->short_descr ); free_string( obj2->short_descr ); obj2->short_descr = str_dup( buf1 ); send_to_char( "You have inserted the socket into your weapon, it glows and humms for an instant and now seems much more powerful.\n\r", ch); return; } void do_draw( CHAR_DATA *ch, char *argument ) { OBJ_DATA *quiver; OBJ_DATA *arrow; int hand_count= 0; if ( ( quiver = get_eq_char( ch, WEAR_SHOULDER ) ) == NULL ) { send_to_char( "{WYou aren't wearing a quiver where you can get to it.{x\n\r", ch ); return; } if ( quiver->item_type != ITEM_QUIVER ) { send_to_char( "{WYou can only draw arrows from a quiver.{x\n\r", ch ); return; } if (get_eq_char(ch,WEAR_SHIELD)!= NULL) hand_count++; if (get_eq_char(ch,WEAR_HOLD) != NULL) hand_count++; if (get_eq_char(ch,WEAR_WIELD) != NULL) hand_count++; if ( hand_count > 1) { send_to_char ( "{WYou need a free hand to draw an arrow.{x\n\r", ch ); return; } if ( get_eq_char(ch, WEAR_HOLD) != NULL) { send_to_char ( "{WYour hand is not empty!{x\n\r", ch ); return; } if ( quiver->value[0] > 0 ) { WAIT_STATE( ch, PULSE_VIOLENCE ); act( "{W$n draws an arrow from $p{W.{x", ch, quiver, NULL, TO_ROOM ); act( "{WYou draw an arrow from $p{W.{x", ch, quiver, NULL, TO_CHAR ); arrow = create_object(get_obj_index(OBJ_VNUM_ARROW), 0); arrow->value[1] = quiver->value[1]; arrow->value[2] = quiver->value[2]; arrow->level = quiver->level; obj_to_char(arrow,ch); wear_obj( ch,arrow,TRUE ); quiver->value[0] -= quiver->value[1]; if ( quiver->value[0] <= 0 ) { act( "{WYour $p {Wis now out of arrows, you need to find another one.{x", ch, quiver, NULL, TO_CHAR ); extract_obj(quiver); } return; } } /* Bowfire code -- Used to dislodge an arrow already lodged */ void do_dislodge( CHAR_DATA *ch, char *argument ) { OBJ_DATA * arrow = NULL; int dam = 0; if (argument[0] == '\0') /* empty */ { send_to_char ("{WDislodge what?{x\n\r",ch); return; } if ( get_eq_char(ch, WEAR_LODGE_RIB) != NULL) { arrow = get_eq_char( ch, WEAR_LODGE_RIB ); act( "{WWith a wrenching pull, you dislodge $p {Wfrom your chest.{x", ch, arrow, NULL, TO_CHAR ); unequip_char( ch, arrow ); arrow->extra_flags = arrow->extra_flags - 134217728; dam = dice((3 * arrow->value[1]), (3 * arrow->value[2])); damage( ch, ch, dam, skill_lookup("bow"), DAM_SLASH, TRUE ); return; } else if (get_eq_char(ch,WEAR_LODGE_ARM) != NULL) { arrow = get_eq_char( ch, WEAR_LODGE_ARM ); act( "{WWith a tug you dislodge $p {Wfrom your arm.{x", ch, arrow, NULL, TO_CHAR ); unequip_char( ch, arrow ); arrow->extra_flags = arrow->extra_flags - 134217728; dam = dice((3 * arrow->value[1]), (2 * arrow->value[2])); damage( ch, ch, dam, skill_lookup("bow"), DAM_SLASH, TRUE ); return; } else if (get_eq_char(ch,WEAR_LODGE_LEG) != NULL) { arrow = get_eq_char( ch, WEAR_LODGE_LEG ); act( "{WWith a tug you dislodge $p {Wfrom your leg.{x", ch, arrow, NULL, TO_CHAR ); unequip_char( ch, arrow ); arrow->extra_flags = arrow->extra_flags - 134217728; dam = dice((2 * arrow->value[1]), (2 * arrow->value[2])); damage( ch, ch, dam, skill_lookup("bow"), DAM_SLASH, TRUE ); return; } else { send_to_char("{WYou have nothing lodged in your body.{x\n\r", ch); return; } } void do_belt( CHAR_DATA *ch, char *argument ) { OBJ_DATA *belt = NULL, *item, *temp; int i, weight = 0; char buf[MSL], arg[MSL]; if (argument[0] == '\0') { send_to_char( "What do you wish to belt to your side?\n\r", ch ); return; } argument = one_argument( argument, arg ); /* Instead of grabbing the obj from their waist and checking to see if it's a belt, we're going * to cycle through all of their eq and check for item type belt. This will allow for garters and * such later. In the future, add a second arg to this command to let them choose which belt they're * using - otherwise, it'll take the first available one. For now, it works. * * Further note - you'll have to change how belted items are flagged to make it possible to have * belts in places other than your waist. I can explain more later, if you want. */ if ( argument[0] == '\0' ) { for ( i = 0; i < MAX_WEAR; i++ ) { if (( belt = get_eq_char( ch, i ) ) && belt->item_type == ITEM_BELT ) break; } } else { if ( ( belt = get_obj_wear( ch, argument, TRUE ) ) == NULL ) { printf_to_char( ch, "You don't seem to be wearing anything called '%s'.\n\r", argument ); return; } if ( belt->item_type != ITEM_BELT ) { printf_to_char( ch, "You cannot strap anything to %s.\n\r", belt->short_descr ); return; } } if ( !belt || belt->item_type != ITEM_BELT ) { send_to_char( "You are wearing nothing that you can belt an item to.\n\r", ch ); return; } if (!(item = get_obj_carry( ch, arg, ch ))) { printf_to_char( ch, "You don't seem to be carrying '%s'.\n\r", argument ); return; } if (item->belted_vnum > 0) { printf_to_char( ch, "%s is already belted.\n\r", capitalize(item->short_descr) ); return; } for ( temp = ch->carrying; temp; temp = temp->next_content ) { if (temp->belted_vnum == belt->pIndexData->vnum) weight += temp->weight; } if (belt->value[0] <= weight) { printf_to_char( ch, "%s is at its weight capacity - you can belt nothing else to it.\n\r", capitalize( belt->short_descr ) ); return; } printf_to_char( ch, "You reach down, carefully belting %s onto %s.\n\r", item->short_descr, belt->short_descr ); sprintf( buf, "$n reaches down, belting %s to %s.", item->short_descr, belt->short_descr ); act( buf, ch, NULL, NULL, TO_ROOM ); item->belted_vnum = belt->pIndexData->vnum; return; } void do_sheath(CHAR_DATA *ch, char *argument) { OBJ_DATA *sheath = NULL, *item, *temp, *belt = NULL, *obj; int i, weight = 0; int count; char buf[MSL], arg[MSL], arg2[MSL]; bool found = FALSE; if (argument[0] == '\0') { send_to_char( "What do you wish to sheath?\n\r", ch ); return; } argument = one_argument( argument, arg ); argument = one_argument( argument, arg2); if ( arg2[0] == '\0' ) { for( i = 0; i < MAX_WEAR; i++ ) { if (( belt = get_eq_char( ch, i ) ) && belt->item_type == ITEM_BELT ) { found = TRUE; break; } } for( obj = ch->carrying; obj; obj = obj->next_content ) { if(obj->item_type == ITEM_SHEATH && obj->strap_loc > -1) { found = TRUE; break; } } if(found) { for ( temp = ch->carrying; temp; temp = temp->next_content ) { if (temp->item_type == ITEM_SHEATH && (temp->belted_vnum > 0 || temp->strap_loc > -1 ) ) { sheath = temp; break; } } } } else { if ( ( sheath = get_obj_carry( ch, arg2, ch ) ) == NULL ) { printf_to_char( ch, "You don't seem to have sheath named '%s'.\n\r", arg2 ); return; } if(sheath->item_type != ITEM_SHEATH ) { printf_to_char( ch, "You cannot sheath a weapon in %s.\n\r", sheath->short_descr ); return; } } if ( !sheath || sheath->item_type != ITEM_SHEATH ) { send_to_char( "You are wearing nothing that you can sheath your weapon in.\n\r", ch ); return; } if( (item = get_obj_wear(ch, arg, TRUE) ) == NULL ) { if (!(item = get_obj_carry( ch, arg, ch ))) { printf_to_char( ch, "You don't seem to be carrying '%s'.\n\r", argument ); return; } } else { if(item == get_eq_char(ch, WEAR_WIELD) ) { item = get_eq_char(ch, WEAR_WIELD); unequip_char(ch,item); } else if(item == get_eq_char(ch, WEAR_SECONDARY) ) { item = get_eq_char(ch, WEAR_SECONDARY); unequip_char(ch,item); } } if(item->item_type != ITEM_WEAPON) { send_to_char("You can only sheath weapons!\n\r",ch); return; } unequip_char( ch, item ); if (item->sheathed_in != NULL) { printf_to_char( ch, "%s is already sheathed.\n\r", capitalize(item->short_descr) ); return; } count = 0; for ( temp = ch->carrying; temp; temp = temp->next_content ) { if(temp->sheathed_in == sheath) count++; } if(sheath->value[2] == SHEATH_NO && count == 1) { send_to_char("You cannot sheath more than one weapon in that sheath.\n\r",ch); return; } if( count >= 2 ) { send_to_char("You cannot sheath more than two weapons in that!\n\r",ch); return; } for ( temp = ch->carrying; temp; temp = temp->next_content ) { if (temp->sheathed_in == sheath) weight += temp->weight; } obj_from_char( item ); obj_to_obj( item, sheath ); send_to_char("You sheath your weapon neatly into its holster.\n\r",ch); sprintf( buf, "$n sheaths $s weapon neatly into its holster."); act( buf, ch, NULL, NULL, TO_ROOM ); return; } void do_unsheath(CHAR_DATA *ch, char *argument) { char arg[MAX_INPUT_LENGTH], arg2[MSL]; OBJ_DATA *obj, *sheath; argument = one_argument( argument, arg ); argument = one_argument( argument, arg2); if ( arg[0] == '\0' || arg2[0] == '\0' ) { send_to_char( "Syntax:\n\r\tunsheath <object> <sheath>\n\r", ch ); return; } if ( ( sheath = get_obj_carry( ch, arg2, ch ) ) == NULL ) { send_to_char("Where's that sheath strapped!?\n\r",ch); return; } if ( (obj = sheath->contains ) == NULL) { send_to_char("There is no weapon in that sheath.\n\r",ch); return; } if (obj != get_obj_sheath(ch, arg, sheath) ) { printf_to_char(ch, "There is no weapon of that sort in %s\n\r", sheath->name); return; } if ( get_eq_char( ch, WEAR_WIELD ) != NULL && get_eq_char(ch, WEAR_SECONDARY) != NULL) { send_to_char("You do not have three arms - you can only wield two weapons!\n\r",ch); return; } if( get_eq_char( ch, WEAR_WIELD ) != NULL && get_eq_char(ch, WEAR_SECONDARY) == NULL) { printf_to_char( ch, "You unsheath %s and wield it in your off hand.\n\r",obj->short_descr ); sprintf( arg, "$n unsheaths %s and wields it in $s off hand.\n\r",obj->short_descr ); act( arg, ch, NULL, NULL, TO_ROOM ); get_obj( ch, obj, obj->in_obj ); equip_char( ch, obj, WEAR_SECONDARY); obj->sheathed_in = NULL; return; } printf_to_char( ch, "You unsheath %s and wield it.\n\r", obj->short_descr ); sprintf( arg, "$n unsheaths %s and wields it.", obj->short_descr ); act( arg, ch, NULL, NULL, TO_ROOM ); obj_from_obj( obj ); equip_char( ch, obj, WEAR_WIELD ); return; } void do_strap( CHAR_DATA *ch, char *argument ) { OBJ_DATA *strap = NULL, *temp; int location; char buf[MSL], arg[MSL], arg2[MSL]; location = -1; if (argument[0] == '\0') { send_to_char( "What do you wish to strap to your body?\n\r", ch ); return; } argument = one_argument( argument, arg ); argument = one_argument( argument, arg2 ); if ( arg[0] == '\0' || arg2[0] == '\0' ) { send_to_char("Syntax: strap <object> <location>\n\r",ch); return; } else { if (!(strap = get_obj_carry( ch, arg, ch ))) { printf_to_char( ch, "You don't seem to be carrying '%s'.\n\r", argument ); return; } if ( strap->item_type != ITEM_SHEATH ) { send_to_char("You can only strap sheaths to your body.\n\r",ch); return; } if ( strap->value[3] != SHEATH_YES ) { send_to_char("It doesn't have a strap; therefore, you cannot strap it to anything.\n\r",ch); return; } } if ( !strap || strap->item_type != ITEM_SHEATH ) { send_to_char( "You are not wearing anything you can strap to your body.\n\r", ch ); return; } if ( (location = strap_lookup(arg2) ) == -1 ) { send_to_char("You can't strap anything there!\n\r",ch); return; } if(strap->strap_loc > -1) { send_to_char("It is already strapped to your body.\n\r",ch); return; } for ( temp = ch->carrying; temp; temp = temp->next_content ) { if(temp->strap_loc == location) { send_to_char("You already have something strapped to that location.\n\r",ch); return; } } printf_to_char( ch, "You strap %s to your body.\n\r", strap->short_descr); sprintf( buf, "$n straps %s to $s body.", strap->short_descr ); act( buf, ch, NULL, NULL, TO_ROOM ); strap->strap_loc = location; return; } void show_strapped(CHAR_DATA *ch, CHAR_DATA *victim, int location) { OBJ_DATA *temp, *sheathed; if(location == WEAR_BACK) { for ( temp = victim->carrying; temp; temp =temp->next_content ) { if(temp->strap_loc == STRAP_SHOULDER) { send_to_char(" {y<{gstrapped to shoulders{y>{x",ch ); printf_to_char(ch, " %s\n\r",temp->short_descr); for( sheathed = temp->contains; sheathed; sheathed = sheathed->next_content ) { send_to_char(" {y<{gheld in sheath{y>{x",ch); printf_to_char(ch, " %s\n\r",sheathed->short_descr); continue; } return; } } } if(location == WEAR_WRIST_L ) { for ( temp = victim->carrying; temp; temp =temp->next_content ) { if(temp->strap_loc == STRAP_WRIST_L) { send_to_char(" {y<{gstrapped to wrist{y>{x",ch ); printf_to_char(ch, " %s\n\r",temp->short_descr); for( sheathed = temp->contains; sheathed; sheathed = sheathed->next_content ) { send_to_char(" {y<{gheld in sheath{y>{x",ch); printf_to_char(ch, " %s\n\r",sheathed->short_descr); continue; } return; } } } if(location == WEAR_WRIST_R) { for ( temp = victim->carrying; temp; temp =temp->next_content ) { if(temp->strap_loc == STRAP_WRIST_R) { send_to_char(" {y<{gstrapped to wrist{y>{x",ch ); printf_to_char(ch, " %s\n\r",temp->short_descr); for( sheathed = temp->contains; sheathed; sheathed = sheathed->next_content ) { send_to_char(" {y<{gheld in sheath{y>{x",ch); printf_to_char(ch, " %s\n\r",sheathed->short_descr); continue; } return; } } } if(location == WEAR_LEGS) { for ( temp = victim->carrying; temp; temp =temp->next_content ) { if(temp->strap_loc == STRAP_THIGH) { send_to_char(" {y<{gstrapped to thigh{y>{x",ch ); printf_to_char(ch, " %s\n\r",temp->short_descr); for( sheathed = temp->contains; sheathed; sheathed = sheathed->next_content ) { send_to_char(" {y<{gheld in sheath{y>{x",ch); printf_to_char(ch, " %s\n\r",sheathed->short_descr); continue; } return; } } } if(location == WEAR_FEET) { for ( temp = victim->carrying; temp; temp =temp->next_content ) { if(temp->strap_loc == STRAP_ANKLE) { send_to_char(" {y<{gstrapped to ankle{y>{x",ch ); printf_to_char(ch, " %s\n\r",temp->short_descr); for( sheathed = temp->contains; sheathed; sheathed = sheathed->next_content ) { send_to_char(" {y<{gheld in sheath{y>{x",ch); printf_to_char(ch, " %s\n\r",sheathed->short_descr); continue; } return; } } } if(location == WEAR_LEGS) { for ( temp = victim->carrying; temp; temp =temp->next_content ) { if(temp->strap_loc == STRAP_THIGH) { send_to_char(" {y<{gstrapped to thigh{y>{x",ch ); printf_to_char(ch, " %s\n\r",temp->short_descr); for( sheathed = temp->contains; sheathed; sheathed = sheathed->next_content ) { send_to_char(" {y<{gheld in sheath{y>{x",ch); printf_to_char(ch, " %s\n\r",sheathed->short_descr); continue; } return; } } } return; } void do_demand(CHAR_DATA *ch,char *argument) { CHAR_DATA *victim; OBJ_DATA *obj; char i_name[MAX_INPUT_LENGTH]; char m_name[MAX_INPUT_LENGTH]; char buf1[MAX_STRING_LENGTH]; char buf2[MAX_STRING_LENGTH]; char *target_name; int chance, vlevel; target_name = one_argument(argument,i_name); one_argument(target_name,m_name); chance = ch->pcdata->learned[skill_lookup("demand")]; if (chance == 0 || !can_use_skpell( ch, skill_lookup("demand") ) ) { send_to_char("You are hardly intimidating enough to demand off others.\n\r",ch); return; } if (IS_NPC(ch)) return; if ((victim = get_char_room(ch, NULL, m_name)) == NULL ) { send_to_char("They aren't here.\n\r",ch); return; } if (!IS_NPC(victim)) { send_to_char("Why not just threaten them in person?\n\r",ch); return; } vlevel = victim->level; chance /= 2; chance += (3*ch->level); chance -= 2*vlevel; if (IS_GOOD(victim)) chance -= 4*vlevel; else if (IS_EVIL(victim)) chance -= 2*vlevel; else chance -= 3*vlevel; vlevel += 8; if ((obj = get_obj_list(victim, i_name, victim->carrying)) == NULL) { send_to_char("They do not have that object.\n\r",ch); return; } if (!can_see_obj(ch,obj) ) { send_to_char("They do not have that object.\n\r",ch); return; } if (vlevel > ch->level || number_percent() > chance) { check_improve(ch,skill_lookup("demand"),FALSE,2); sprintf(buf1,"I don't think I'd give my belongings to one as weak as you!"); sprintf(buf2,"Help! I'm being attacked by %s!",victim->short_descr); do_say(victim,buf1); do_yell(ch,buf2); multi_hit(victim,ch,TYPE_UNDEFINED); return; } if (!can_see(victim,ch)) { act("$N tells you, 'I can't give to those I can't see.'",ch,0,victim,TO_CHAR); return; } if (!can_see_obj(victim,obj)) { act("$N tells you, 'I can't see such an object.'",ch,0,victim,TO_CHAR); return; } if (obj->level > ch->level + 8) { do_say(victim, "That item is far to precious to hand over to scum like you!"); sprintf(buf1,"Help! I'm being attacked by %s!",victim->short_descr); do_yell(ch,buf1); multi_hit(victim,ch,TYPE_UNDEFINED); return; } if (ch->move < obj->level) { act("$N tells you, 'Hah! You couldn't even get away if I chased you!'.",ch,0,victim,TO_CHAR); sprintf(buf1,"Help! I'm being attacked by %s!",victim->short_descr); do_yell(ch,buf1); multi_hit(victim,ch,TYPE_UNDEFINED); return; } if (ch->hit < (ch->max_hit*3/7)) { do_say(victim,"Hah! You look weak enough that even I could kill you!"); sprintf(buf1,"Help! I'm being attacked by %s!",victim->short_descr); do_yell(ch,buf1); multi_hit(victim,ch,TYPE_UNDEFINED); return; } if (ch->mana < 30) { send_to_char("You don't have the mana.\n\r",ch); return; } if ( ch->hit <= 30 ) { send_to_char("You don't have enough hit points.\n\r", ch ); return; } if ((obj->wear_loc != WEAR_NONE) && IS_SET(obj->extra_flags, ITEM_NOREMOVE) ) { act("$N tells you, 'I'm unable to release $p'.",ch,obj,victim,TO_CHAR); act("$N cowers back from you in fright.",ch,0,victim,TO_CHAR); act("$N cowers back from $n in fright.",ch,0,victim,TO_NOTVICT); return; } if (IS_SET(obj->extra_flags,ITEM_NODROP) ) { act("$N tells you, 'I'm unable to release $p'.",ch,obj,victim,TO_CHAR); act("$N cowers back from you in fright.",ch,0,victim,TO_CHAR); act("$N cowers back from $n in fright.",ch,0,victim,TO_NOTVICT); return; } if ( ch->carry_weight + get_obj_weight(obj) > can_carry_w(ch) ) { act("$N tells you, 'You can't carry the weight $n.'",ch,0,victim,TO_CHAR); return; } if ( ch->carry_number + 1 > can_carry_n(ch) ) { act("$N tells you, 'You can't carry that many items $n.'",ch,0,victim,TO_CHAR); return; } act("$N caves in to the bully tactics of $n.",ch,0,victim,TO_NOTVICT); act("$N shivers in fright and caves in to your bully tactics.",ch,0,victim,TO_CHAR); if (obj->wear_loc != WEAR_NONE) { act("$n stops using $p.",victim,obj,NULL,TO_ROOM); act("You stop using $p.",victim,obj,NULL,TO_CHAR); } act("$N gives $p to $n.",ch,obj,victim,TO_NOTVICT); act("$N gives you $p.",ch,obj,victim,TO_CHAR); check_improve(ch,skill_lookup("demand"),TRUE,2); WAIT_STATE(ch,24); obj_from_char(obj); obj_to_char(obj,ch); ch->mana -= 30; ch->hit -= 30; return; } OBJ_DATA *get_obj_sheath(CHAR_DATA *ch, char *argument, OBJ_DATA *sheath) { OBJ_DATA *obj; obj = sheath->contains; if(is_name( argument, obj->name ) ) return obj; obj = obj->next_content; if(is_name( argument, obj->name) ) return obj; return NULL; } void do_boxrent( CHAR_DATA *ch , char *argument) { ROOM_INDEX_DATA *to_room; CHAR_DATA *renter; char arg[MSL]; if ( IS_NPC(ch)) return; one_argument(argument,arg); if ( arg[0] == '\0' ) { if (ch->in_room->vnum != ROOM_VNUM_RENTER) { send_to_char("You can't rent a box here.\n\r",ch); return; } renter = NULL; for ( renter = ch->next_in_room; renter; renter = renter->next_in_room ) { if ( IS_NPC( renter ) ) if ( renter->pIndexData->vnum == MOB_VNUM_RENTER ) break; } if ( !renter ) { send_to_char("The renter is currently not availible.\n\r", ch); return; } if ( ch->pcdata->boxrented == 0 ) { long cost = 500000; if ( ( ch->silver + ( ch->gold * 100 ) ) < cost ) { send_to_char( "You can't afford to rent a box.\n\r", ch ); return; } else { deduct_cost( ch, cost ); send_to_char( "You have rented your very own box.\n\r", ch ); ch->pcdata->boxrented = 1; act( "$N takes you to your very own box", ch, NULL, renter, TO_CHAR ); act( "$N takes $n to $s box." , ch, NULL, renter, TO_ROOM ); to_room = get_room_index( ROOM_VNUM_RENTBOX ); char_from_room( ch ); char_to_room( ch, to_room ); return; } } else { act( "$N takes you to your box.", ch, NULL, renter, TO_CHAR ); act( "$N takes $n to $s box." , ch, NULL, renter, TO_ROOM ); to_room = get_room_index( ROOM_VNUM_RENTBOX); char_from_room(ch); char_to_room( ch, to_room ); return; } } else { send_to_char("Just type boxrent no argument.\n\r", ch); return; } } void do_store( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; if (IS_NPC(ch)) return; if ( argument[0] == '\0' ) { send_to_char( "Store what in where?\n\r", ch ); return; } if (ch->in_room->vnum == ROOM_VNUM_RENTBOX ) { OBJ_DATA *obj; if ( ch->pcdata->item_box >= MAX_STORAGE ) { send_to_char( "How do you expect that to fit in there?\n\r", ch ); return; } if ( ( obj = get_obj_carry( ch, argument, ch ) ) == NULL ) { send_to_char( "You do not have that item.\n\r", ch ); return; } if ( !can_drop_obj( ch, obj ) ) { sprintf( buf, "You can't let go of it.\n\r" ); send_to_char( buf, ch ); return; } obj_from_char( obj ); obj_to_box( obj , ch ); act( "$N puts $p in his box.", ch, obj, NULL, TO_ROOM ); act( "You put $p in your box.", ch, obj, NULL, TO_CHAR ); } return; } void do_retrieve( CHAR_DATA *ch, char *argument ) { if (IS_NPC(ch)) return; if ( ch->in_room->vnum == ROOM_VNUM_RENTBOX ) { OBJ_DATA *obj; if ( argument[0] == '\0' ) { send_to_char( "Retrieve what from your box?\n\r", ch ); return; } obj = get_obj_list( ch, argument, ch->pcdata->box ); if ( obj == NULL ) { act( "I see no $T here.", ch, NULL, argument, TO_CHAR ); return; } obj_from_box( obj ); obj_to_char( obj, ch ); act( "$N gets $p from his box.", ch, obj, NULL, TO_ROOM ); act( "You get $p from your box.", ch, obj , NULL, TO_CHAR ); } return; } void do_smithing(CHAR_DATA *ch, char *argument) { char arg[MSL]; char buf[MSL]; OBJ_DATA *obj; OBJ_DATA *obj_next; bool found = FALSE; if ( IS_NPC(ch) || !can_use_skpell( ch, skill_lookup("smithing") ) ) { send_to_char("You do not know how to smith.\n\r", ch ); return; } if ( ch->fighting ) { send_to_char( "Wait until the fight finishes.\n\r", ch ); return; } one_argument(argument,arg); if (arg[0] == '\0') { send_to_char( "To repair one item type: smithing <item>\n\rTo repair all your items type: smithing <all>\n\r", ch ); return; } if ( !str_cmp( arg, "all" ) ) { if ( number_percent() > get_skill(ch,skill_lookup("smithing")) ) { check_improve(ch,skill_lookup("smithing"),FALSE,8); send_to_char( "You failed to repair anything.\n\r", ch ); return; } for (obj = ch->carrying; obj; obj = obj_next) { obj_next = obj->next_content; if (IS_SET(obj->extra_flags, ITEM_NOREPAIR)) continue; if ( obj->condition <= 50 && obj->condition > 0 ) { found = TRUE; set_obj_condition( obj, 100 ); } } if ( !found ) send_to_char( "You don't have anything that needs repairing.\n\r", ch ); WAIT_STATE(ch,2 * PULSE_VIOLENCE); send_to_char( "You painstakingly repair all of the items in your inventory.\n\r", ch ); check_improve(ch,skill_lookup("smithing"),TRUE,4); ch->move *= .60; sound( "hammer.wav", ch ); return; } if (( obj = get_obj_carry(ch, arg, ch)) == NULL) { send_to_char("You are not carrying that.\n\r",ch); return; } if (obj->condition >= 100) { send_to_char("But that item is not broken.\n\r",ch); return; } if (IS_SET(obj->extra_flags, ITEM_NOREPAIR)) { send_to_char( "This object can not be repaired.\n\r", ch ); return; } WAIT_STATE(ch,2 * PULSE_VIOLENCE); if ( number_percent() > get_skill(ch,skill_lookup("smithing")) ) { check_improve(ch,skill_lookup("smithing"),FALSE,8); sprintf(buf, "$n tries to repair %s. But $n fails.", obj->short_descr); act(buf,ch,NULL,NULL,TO_ROOM); sprintf(buf, "You failed to repair %s.\n\r", obj->short_descr); send_to_char(buf, ch); } else { check_improve(ch,skill_lookup("smithing"),TRUE,4); sprintf(buf, "$n painstakingly repairs %s.", obj->short_descr); act(buf,ch,NULL,NULL,TO_ROOM); sprintf(buf, "You painstakingly repair %s.\n\r", obj->short_descr); send_to_char(buf, ch); set_obj_condition( obj, UMAX( 100, obj->condition + ( get_skill(ch, skill_lookup("smithing")) / 2 ) ) ); sound( "hammer.wav", ch ); return; } return; } void do_butcher(CHAR_DATA *ch, char *argument) { OBJ_DATA *obj; char buf[MAX_STRING_LENGTH]; char arg[MAX_STRING_LENGTH]; OBJ_DATA *tmp_obj; OBJ_DATA *tmp_next; if (IS_NPC(ch)) return; one_argument(argument,arg); if ( arg[0]== '\0' ) { send_to_char( "Butcher what?\n\r", ch ); return; } if ( (obj = get_obj_here(ch,NULL,arg)) == NULL ) { send_to_char("You do not see that here.\n\r",ch); return; } if (obj->item_type != ITEM_CORPSE_PC && obj->item_type != ITEM_CORPSE_NPC) { send_to_char("You can't butcher that.\n\r",ch); return; } if (obj->carried_by != NULL) { send_to_char("Put it down first.\n\r",ch); return; } if ( !IS_NPC(ch) && get_skill(ch,skill_lookup("butchering")) < 1) { send_to_char("You don't know how to butcher.\n\r", ch); return; } obj_from_room(obj); for (tmp_obj = obj->contains;tmp_obj != NULL; tmp_obj = tmp_next) { tmp_next = tmp_obj->next_content; obj_from_obj(tmp_obj); obj->carried_by = ch; obj_to_room(tmp_obj,ch->in_room); } if (IS_NPC(ch) || number_percent() < get_skill(ch,skill_lookup("butchering"))) { int numsteaks; int i; OBJ_DATA *steak; numsteaks = number_bits(2) + 1; if (numsteaks > 1) { sprintf(buf, "$n butchers $p and creates %i steaks.",numsteaks); act(buf,ch,obj,NULL,TO_ROOM); sprintf(buf, "You butcher $p and create %i steaks.",numsteaks); act(buf,ch,obj,NULL,TO_CHAR); } else { act("$n butchers $p and creates a steak." ,ch,obj,NULL,TO_ROOM); act("You butcher $p and create a steak." ,ch,obj,NULL,TO_CHAR); } check_improve(ch,skill_lookup("butchering"),TRUE,1); for (i=0; i < numsteaks; i++) { steak = create_object(get_obj_index(OBJ_VNUM_STEAK),0); sprintf( buf, steak->short_descr, obj->short_descr); free_string( steak->short_descr ); steak->short_descr = str_dup( buf ); sprintf( buf, steak->description, obj->short_descr ); free_string( steak->description ); steak->description = str_dup( buf ); obj->carried_by = ch; obj_to_room(steak,ch->in_room); } } else { act("You fail and destroy $p.",ch,obj,NULL,TO_CHAR); act("$n fails to butcher $p and destroys it.", ch,obj,NULL,TO_ROOM); check_improve(ch,skill_lookup("butchering"),FALSE,1); } extract_obj(obj); return; } /* Creodin for Acasaid 2001 */ void do_purify (CHAR_DATA * ch, char *argument) { OBJ_DATA *obj; int skill; /* find out what */ if (argument[0] == '\0') { send_to_char ("Purify what food or drink?\n\r", ch); return; } obj = get_obj_list (ch, argument, ch->carrying); if (obj == NULL) { send_to_char ("You don't have that item.\n\r", ch); return; } if ( !can_use_skpell( ch, skill_lookup("smithing") ) ) { send_to_char( "You do not have that skill!\n\r", ch ); return; } skill = get_skill(ch, skill_lookup("purify") ); if (obj->item_type == ITEM_FOOD || obj->item_type == ITEM_DRINK_CON) { if (number_percent () < skill) { act ("$n calls upon $s deity to purify $p.", ch, obj, NULL, TO_ROOM); act ("You call upon your deity to purify $p.", ch, obj, NULL, TO_CHAR); obj->value[3] = 0; check_improve (ch, skill_lookup( "purify" ), TRUE, 4); WAIT_STATE (ch, skill_table[skill_lookup( "purify" )].beats); ch->mana -= 10; return; } else { act ("You fail to purify $p.", ch, obj, NULL, TO_CHAR); check_improve (ch, skill_lookup( "purify" ), FALSE, 3); WAIT_STATE (ch, skill_table[skill_lookup( "purify" )].beats); ch->mana -= 10; return; } } } void do_pcforge (CHAR_DATA *ch, char *argument) { OBJ_DATA *chunk; OBJ_DATA *item; int ore_weight = 0; int typ; int ore; char buf[MSL]; char arg1[MSL]; char arg2[MSL]; bool excess = FALSE; int percent; int chance = number_percent(); struct forge_type { char * name; sh_int type; int wear_loc; sh_int weap_typ; int ore_min; }; static const struct forge_type forge_table[] = { { "breastplate", ITEM_ARMOR, ITEM_WEAR_BODY, 0, 20 }, { "gauntlets", ITEM_ARMOR, ITEM_WEAR_HANDS, 0, 10 }, { "boots", ITEM_ARMOR, ITEM_WEAR_FEET, 0, 10 }, { "bracer", ITEM_ARMOR, ITEM_WEAR_WRIST, 0, 5 }, { "sleeves", ITEM_ARMOR, ITEM_WEAR_ARMS, 0, 10 }, { "shield", ITEM_ARMOR, ITEM_WEAR_SHIELD, 0, 15 }, { "leggings", ITEM_ARMOR, ITEM_WEAR_LEGS, 0, 15 }, { "sword", ITEM_WEAPON, ITEM_WIELD, WEAPON_SWORD, 10 }, { "dagger", ITEM_WEAPON, ITEM_WIELD, WEAPON_DAGGER, 5 }, { "spear", ITEM_WEAPON, ITEM_WIELD, WEAPON_SPEAR, 5 }, { "mace", ITEM_WEAPON, ITEM_WIELD, WEAPON_MACE, 8 }, { "axe", ITEM_WEAPON, ITEM_WIELD, WEAPON_AXE, 12 }, { "flail", ITEM_WEAPON, ITEM_WIELD, WEAPON_FLAIL, 12 }, { "polearm", ITEM_WEAPON, ITEM_WIELD, WEAPON_POLEARM, 15 }, { NULL, 0, 0, 0, 0 } }; if ((percent = get_skill (ch, skill_lookup ("forge"))) <= 1) { send_to_char ("You might hurt yourself!\n\r", ch); return; } if (argument[0] == '\0') { send_to_char ("Syntax: forge <item type> <mineral type>.\n\r", ch); return; } argument = one_argument (argument, arg1); argument = one_argument (argument, arg2); /* Validate arg1 first */ for (typ = 0; forge_table[typ].name != NULL; typ++) { if (!str_cmp (arg1, forge_table[typ].name)) break; } if (forge_table[typ].name == NULL) { int col = 0; send_to_char ("Invalid item, available choices are:\n\r\n\r", ch); for (typ = 0; forge_table[typ].name != NULL; typ++) { sprintf (buf, "%s ", forge_table[typ].name); send_to_char (buf, ch); if (++col == 6) { send_to_char ("\n\r", ch); col = 0; } } send_to_char ("\n\r", ch); return; } /* Validate arg2 */ for (ore = 0; mineral_table[ore].name != NULL; ore++) { if (!str_cmp (arg2, mineral_table[ore].name)) break; } if (mineral_table[ore].name == NULL) { send_to_char ("That is not a forgeable material.\n\r", ch); return; } for (chunk = ch->carrying; chunk != NULL; chunk = chunk->next) { if (chunk->item_type != ITEM_ORE) continue; if (ore == chunk->value[0]) ore_weight += chunk->weight; } if (ore_weight < forge_table[typ].ore_min) { sprintf (buf, "You lack the %s to forge a %s.\n\r", mineral_table[ore].name, forge_table[typ].name); send_to_char (buf, ch); return; } /* Now that we've determined we have enough, extract the ore... */ ore_weight = 0; for (chunk = ch->carrying; chunk != NULL; chunk = chunk->next) { if (chunk->item_type != ITEM_ORE) continue; if (ore == chunk->value[0]) { ore_weight += chunk->weight; extract_obj (chunk); } if (ore_weight >= forge_table[typ].ore_min) { if (ore_weight > forge_table[typ].ore_min) /* No wastage! */ { OBJ_DATA *left; int leftover; leftover = ore_weight - forge_table[typ].ore_min; left = create_object (get_obj_index (OBJ_VNUM_ORE), 0); free_string (left->name); free_string (left->short_descr); free_string (left->description); sprintf (buf, "chunk ore %s", mineral_table[ore].name); left->name = str_dup (buf); sprintf (buf, "a chunk of %s", mineral_table[ore].name); left->short_descr = str_dup (buf); sprintf (buf, "A chunk of %s sits here.", mineral_table[ore].name); left->description = str_dup (buf); left->item_type = ITEM_ORE; left->value[0] = ore; left->weight = leftover; obj_to_char (left, ch); excess = TRUE; } break; } } /* Now the REAL fun begins */ sprintf (buf, "You begin to forge the %s.\n\r", forge_table[typ].name); act (buf, ch, NULL, NULL, TO_CHAR ); act ("$n begins to forge something.", ch, NULL, NULL, TO_ROOM); if (percent < chance - 40) /* Kablooey! */ { send_to_char ("The forge blows up in your face!\n\r", ch); spell_fireball (skill_lookup ("fireball"), ch->level, ch, (void *) ch, TARGET_CHAR); return; } act ("You continue to hammer away at your creation...", ch, NULL, NULL, TO_CHAR ); act ("$n hammers away.", ch, NULL, NULL, TO_ROOM); if (percent < chance - 30) /* Not quite... */ { send_to_char ("Your hammer strike splits your piece in two!\n\r", ch); return; } sprintf (buf, "The %s is now taking shape...", forge_table[typ].name); act (buf, ch, NULL, NULL, TO_CHAR ); act ("$n continues to work.", ch, NULL, NULL, TO_ROOM); if (percent < chance - 20) /* Oops... */ { sprintf (buf, "The %s appears to be too flimsy to use.", forge_table[typ].name); send_to_char (buf, ch); send_to_char ("Frustratedly, you discard the piece.\n\r", ch); return; } sprintf (buf, "You put the final touches on the %s...", forge_table[typ].name); act (buf, ch, NULL, NULL, TO_CHAR ); act ("$n continues to work.", ch, NULL, NULL, TO_ROOM); if (percent < chance - 10) /* No Cigar */ { sprintf (buf, "You slip and damage the %s beyond repair!", forge_table[typ].name); send_to_char (buf, ch); send_to_char ("Frustratedly, you discard the piece.\n\r", ch); return; } /* Good job! */ item = create_object (get_obj_index (OBJ_VNUM_BLANK), 0); free_string (item->name); free_string (item->short_descr); free_string (item->description); sprintf (buf, "%s %s", forge_table[typ].name, mineral_table[ore].name); item->name = str_dup (buf); switch (forge_table[typ].wear_loc) { case ITEM_WEAR_LEGS: case ITEM_WEAR_FEET: case ITEM_WEAR_HANDS: case ITEM_WEAR_ARMS: { sprintf (buf, "a pair of %s %s", mineral_table[ore].name, forge_table[typ].name); item->short_descr = str_dup (buf); sprintf (buf, "A pair of %s %s lies here.", mineral_table[ore].name, forge_table[typ].name); item->description = str_dup (buf); break; } default: { const char *article; if (mineral_table[ore].name[0] == 'a' || mineral_table[ore].name[0] == 'e' || mineral_table[ore].name[0] == 'i' || mineral_table[ore].name[0] == 'o' || mineral_table[ore].name[0] == 'u') article = "an"; else article = "a"; sprintf (buf, "%s %s %s", article, mineral_table[ore].name, forge_table[typ].name); item->short_descr = str_dup (buf); sprintf (buf, "%s %s %s lies here.", capitalize(article), mineral_table[ore].name, forge_table[typ].name); item->description = str_dup (buf); break; } } item->item_type = forge_table[typ].type; TOGGLE_BIT (item->wear_flags, forge_table[typ].wear_loc); switch (item->item_type) { case ITEM_ARMOR: { int number; number = UMAX(20, ch->level); item->value[0] = number; item->value[1] = number; item->value[2] = number; item->value[3] = (5 * UMAX(20, ch->level)) / 6; break; } case ITEM_WEAPON: { item->value[0] = forge_table[typ].weap_typ; item->value[1] = UMAX (15, (ch->level + 20) / 5); item->value[2] = ch->level < 80 ? 4 : 5; switch (item->value[0]) { case WEAPON_SWORD: item->value[3] = attack_lookup ("slash"); break; case WEAPON_DAGGER: case WEAPON_SPEAR: item->value[3] = attack_lookup ("stab"); break; case WEAPON_MACE: case WEAPON_FLAIL: case WEAPON_POLEARM: item->value[3] = attack_lookup ("pound"); break; case WEAPON_AXE: item->value[3] = attack_lookup ("chop"); break; default: item->value[3] = attack_lookup ("blast"); break; } break; } default: return; } sprintf (buf, "You have successfully forged %s!\n\r", item->short_descr); send_to_char (buf, ch); sprintf (buf, "$n has successfully forged %s!\n\r", item->short_descr); act (buf, ch, NULL, NULL, TO_ROOM); obj_to_char (item, ch); if (excess) { sprintf (buf, "You managed to save some %s.\n\r", mineral_table[ore].name); send_to_char (buf, ch); } return; } void do_inlay( CHAR_DATA *ch, char *argument ) { OBJ_DATA *sockets; AFFECT_DATA *paf; OBJ_DATA *obj; char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; int value; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); obj = get_obj_carry(ch, arg2, ch); sockets = get_obj_carry(ch, arg1, ch); if( sockets == '\0' ) { send_to_char( "The inlaid object must be a settable one.\n\r", ch ); return; } if( obj == '\0' ) { send_to_char( "What would you like to set this object into?\n\r", ch ); return; } if( sockets->item_type != ITEM_SOCKETS ) { send_to_char( "You can only use settable items to inlay.\n\r",ch); return; } if( (obj = get_obj_carry( ch, arg2, ch )) == NULL ) { send_to_char( "You don't have that.\n\r", ch ); return; } if( IS_SET(obj->extra2_flags,ITEM_INLAY2) ) { send_to_char( "You cannot fit another item into that.\n\r", ch); return; } if( obj->item_type != ITEM_WEAPON && obj->item_type != ITEM_ARMOR) { send_to_char( "You may only set gems into weapons and armor.\n\r",ch); return; } value = sockets->value[1]; extract_obj( sockets ); if( IS_SET(obj->extra2_flags,ITEM_INLAY1) ) { REMOVE_BIT(obj->extra2_flags,ITEM_INLAY1); SET_BIT(obj->extra2_flags,ITEM_INLAY2); } else SET_BIT(obj->extra2_flags,ITEM_INLAY1); switch ( sockets->value[0] ) { case 1: send_to_char( "You carefully set a sapphire into the spot " "provided and it stays nicely.\n\r",ch); if (affect_free == NULL) paf = (AFFECT_DATA *)alloc_perm(sizeof(*paf)); else { paf = affect_free; affect_free = affect_free->next; } paf = new_affect(); paf->location = APPLY_MANA; paf->where = TO_OBJECT; paf->modifier = 75 + (value * 30); paf->type = 0; paf->duration = -1; paf->bitvector = 0; paf->next = obj->affected; obj->affected = paf; break; case 2: send_to_char( "You carefully set a ruby into the spot " "provided and it stays nicely.\n\r",ch); if (affect_free == NULL) paf = (AFFECT_DATA *) alloc_perm(sizeof(*paf)); else { paf = affect_free; affect_free = affect_free->next; } paf = new_affect(); paf->where = TO_OBJECT; paf->duration = -1; paf->type = 0; paf->location = APPLY_HIT; paf->modifier = 75 + (value * 30); paf->bitvector = 0; paf->next = obj->affected; obj->affected = paf; break; case 3: send_to_char( "You carefully set an emerald into the " "spot provided and it stays nicely.\n\r",ch); if (affect_free == NULL) paf = (AFFECT_DATA *)alloc_perm(sizeof(*paf)); else { paf = affect_free; affect_free = affect_free->next; } paf = new_affect(); paf->where = TO_OBJECT; paf->type = 0; paf->duration = -1; paf->location = APPLY_MOVE; paf->modifier = 75 + (value * 30); paf->bitvector = 0; paf->next = obj->affected; obj->affected = paf; break; case 4: send_to_char( "You carefully set a diamond into the " "spot provided and it stays nicely.\n\r",ch); if (affect_free == NULL) paf = (AFFECT_DATA *)alloc_perm(sizeof(*paf)); else { paf = affect_free; affect_free = affect_free->next; } paf = new_affect(); paf->where = TO_AFFECTS; paf->type = 0; paf->duration = -1; paf->location = APPLY_HITROLL; paf->modifier = 10 + (value * 5); paf->bitvector = 0; paf->next = obj->affected; obj->affected = paf; break; case 5: send_to_char( "You carefully set a topaz into the " "spot provied and it stays nicely.\n\r", ch); if (affect_free == NULL) paf = (AFFECT_DATA *)alloc_perm(sizeof(*paf)); else { paf = affect_free; affect_free = affect_free->next; } paf = new_affect(); paf->where = TO_OBJECT; paf->type = 0; paf->duration = -1; paf->location = APPLY_AC; paf->modifier = -125 - (value * 50); paf->bitvector = 0; paf->next = obj->affected; obj->affected = paf; break; case 6: send_to_char( "You manage to set the tiny skull into the " "spot provided and it stays nicely.\n\r", ch); if (affect_free == NULL ) paf = (AFFECT_DATA *)alloc_perm(sizeof(*paf)); else { paf = affect_free; affect_free = affect_free->next; } paf = new_affect(); paf->where = TO_OBJECT; paf->type = 0; paf->duration = -1; paf->location = APPLY_DAMROLL; paf->modifier = 10 + (value * 5); paf->bitvector = 0; paf->next = obj->affected; obj->affected = paf; break; default: send_to_char( "Are you sure that's something you can " "inset?.\n\r", ch ); return; } return; } void show_trade( CHAR_DATA *ch, CHAR_DATA *victim ) { OBJ_DATA *obj; char buf[MIL]; int i; const char *kw; sprintf( buf, "Gold: %d coins.\n\r", GET_TRADE( victim ).gold ); send_to_char( buf, ch ); for( i = 0; i < MAX_TRADE_OBJ; ++i ) { obj = GET_TRADE( victim ).objs[i]; if( !obj ) continue; sprintf( buf, "Object: %s\n\r", obj->short_descr ); send_to_char( buf, ch ); } if( ch == victim ) kw = "have"; else kw = "has"; if( IS_SET( GET_TRADE( victim ).flags, TRADE_AGREED ) ) act( "$N $t agreed to the trade.", ch, kw, victim, TO_CHAR ); else if( IS_SET( GET_TRADE( victim ).flags, TRADE_LOCKED ) ) act( "$N $t set a lock on the trade.", ch, kw, victim, TO_CHAR ); return; } /* * Checks that the items offered in trade still exist. */ bool check_trade( CHAR_DATA *ch ) { OBJ_DATA *obj; int i; for( i = 0; i < MAX_TRADE_OBJ; ++i ) { obj = GET_TRADE( ch ).objs[i]; if( !obj ) continue; if( obj->carried_by != ch ) return FALSE; } return TRUE; } /* * Move items in trade from victim to ch. * Note that for security reasons greater than mundane weight considerations, * I have not considered weight important. */ void affect_trade( CHAR_DATA *ch, CHAR_DATA *victim ) { OBJ_DATA *obj; int i; for( i = 0; i < MAX_TRADE_OBJ; ++i ) { obj = GET_TRADE( victim ).objs[i]; if( !obj ) continue; act( "You give $p to $N.", victim, obj, ch, TO_CHAR ); act( "$n gives $p to you.", victim, obj, ch, TO_VICT ); act( "$n gives $p to $N.", victim, obj, ch, TO_NOTVICT ); obj_from_char( obj ); obj_to_char( obj, ch ); } if( GET_TRADE( victim ).gold > 0 ) { act( "You give some gold to $N.", victim, NULL, ch, TO_CHAR ); act( "$n gives some gold to you.", victim, NULL, ch, TO_VICT ); act( "$n gives some gold to $N.", victim, NULL, ch, TO_NOTVICT ); } ch->gold += GET_TRADE( victim ).gold; return; } /* * Finds a trade object. */ OBJ_DATA *find_trade_obj( CHAR_DATA *ch, CHAR_DATA *victim, char *name ) { OBJ_DATA *obj; int i; for( i = 0; i < MAX_TRADE_OBJ; ++i ) { obj = GET_TRADE( victim ).objs[i]; if( obj && is_name( name, obj->name ) ) return obj; } return NULL; } /* * Symposium's secure trade interface. */ void do_trade( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; OBJ_DATA *obj; char arg[MAX_INPUT_LENGTH]; int i; int amount = 0; if( IS_NPC( ch ) ) return; argument = one_argument( argument, arg ); if( !ch->pcdata->trade ) { if( ch->mana < 100 + ch->level * 2 ) { send_to_char( "You need some more mana in order to initiate a trade.\n\r", ch ); return; } if( !str_cmp( arg, "offer" ) ) { ch->mana -= 100 + ch->level * 2; ch->pcdata->trade = (TRADE_DATA *)alloc_mem( sizeof( TRADE_DATA ) ); ch->pcdata->trade->first.ch = ch; ch->pcdata->trade->first.flags = 0; ch->pcdata->trade->first.gold = 0; if( ( victim = get_char_room( ch, NULL, argument ) ) && victim != ch && !IS_NPC( victim ) ) ch->pcdata->trade->second.ch = victim; else ch->pcdata->trade->second.ch = NULL; ch->pcdata->trade->second.flags = 0; ch->pcdata->trade->second.gold = 0; for( i = 0; i < MAX_TRADE_OBJ; ++i ) { ch->pcdata->trade->first.objs[i] = NULL; ch->pcdata->trade->second.objs[i] = NULL; } if( ch->pcdata->trade->second.ch ) act( "$n opens an offer for a trade session with $N.", ch, NULL, victim, TO_ALL ); else act( "$n opens an offer for a trade session.", ch, NULL, NULL, TO_ALL ); return; } if( !str_cmp( arg, "join" ) ) { if( !( victim = get_char_room( ch, NULL, argument ) ) || IS_NPC( victim ) ) { send_to_char( "That person is not here.\n\r", ch ); return; } if( victim->pcdata->trade == NULL ) { send_to_char( "They have not offered to trade.\n\r", ch ); return; } if( victim->pcdata->trade->second.ch != NULL && victim->pcdata->trade->second.ch != ch ) { act( "$N has restricted the trade so you can't join.", ch, NULL, victim, TO_CHAR ); return; } ch->mana -= 100 + ch->level * 2; ch->pcdata->trade = victim->pcdata->trade; ch->pcdata->trade->second.ch = ch; act( "$n joins a trade session with $N.", ch, NULL, victim, TO_ALL ); return; } send_to_char( "Type HELP TRADE to get more information on trading securely.\n\r", ch ); return; } /* From here down a trade exists */ victim = (ch == ch->pcdata->trade->first.ch ) ? ch->pcdata->trade->second.ch : ch->pcdata->trade->first.ch; if( !str_prefix( arg, "examine" ) ) { if( argument[0] == '\0' ) { send_to_char( "Your offer is as follows:\n\r", ch ); show_trade( ch, ch ); act( "$N's offer is as follows:", ch, NULL, victim, TO_CHAR ); show_trade( ch, victim ); return; } if( !( obj = find_trade_obj( ch, victim, argument ) ) && !( obj = find_trade_obj( ch, ch, argument ) ) ) { send_to_char( "You can't find that object.\n\r", ch ); return; } if ( ch->gold < amount ) { printf_to_char( ch, "You must have at least %d gold to examine that item.\n\r", amount ); return; } send_to_char( "You examine the object to determine its worth...n\n\r", ch ); printf_to_char( ch, "It has cost you %d gold to examine the trade...\n\r", amount ); ch->gold -= amount; spell_identify( skill_lookup( "identify" ), ch->level, ch, obj, 0 ); return; } if( !str_prefix( arg, "add" ) ) { if( IS_TRADE_LOCKED( ch ) ) { send_to_char( "You cannot make a change to a locked trade.\n\r", ch ); return; } if( is_number( argument ) ) { i = atoi( argument ); if( i <= 0 || i > ch->gold ) { send_to_char( "You have insufficient funds for that.\n\r", ch ); return; } if( ch == ch->pcdata->trade->first.ch ) ch->pcdata->trade->first.gold += i; else ch->pcdata->trade->second.gold += i; ch->gold -= i; sprintf( arg, "You add %d gold to your trade.\n\r", i ); send_to_char( arg, ch ); sprintf( arg, "$n adds %d to $s trade.", i ); act( arg, ch, NULL, victim, TO_VICT ); return; } if( !( obj = get_obj_carry( ch, argument, ch ) ) ) { send_to_char( "You can't find that item.\n\r", ch ); return; } if( !can_drop_obj( ch, obj ) ) { send_to_char( "You cannot offer that item.\n\r", ch ); return; } for( i = 0; i < MAX_TRADE_OBJ; ++i ) { if( GET_TRADE( ch ).objs[i] == NULL ) { GET_TRADE( ch ).objs[i] = obj; act( "You add $p to the trade.", ch, obj, victim, TO_CHAR ); act( "$n adds $p to the trade.", ch, obj, victim, TO_VICT ); return; } } send_to_char( "You have used all of your slots for items, sorry.\n\r", ch ); return; } if( !str_prefix( arg, "remove" ) ) { if( IS_TRADE_LOCKED( ch ) ) { send_to_char( "You cannot make a change to a locked trade.\n\r", ch ); return; } if( is_number( argument ) ) { i = atoi( argument ); if( i <= 0 || i > GET_TRADE( ch ).gold ) { send_to_char( "You cannot remove that amount!\n\r", ch ); return; } if( ch == ch->pcdata->trade->first.ch ) ch->pcdata->trade->first.gold -= i; else ch->pcdata->trade->second.gold -= i; ch->gold += i; sprintf( arg, "You remove %d gold from your trade.\n\r", i ); send_to_char( arg, ch ); sprintf( arg, "$n removes %d from $s trade.", i ); act( arg, ch, NULL, victim, TO_VICT ); return; } if( !( obj = find_trade_obj( ch, ch, argument ) ) ) { send_to_char( "You can't find that item.\n\r", ch ); return; } for( i = 0; i < MAX_TRADE_OBJ; ++i ) { if( obj == GET_TRADE( ch ).objs[i] ) GET_TRADE( ch ).objs[i] = NULL; } act( "You remove $p from the trade.", ch, obj, victim, TO_CHAR ); act( "$n removes $p from the trade.", ch, obj, victim, TO_VICT ); return; } if( !str_cmp( arg, "withdraw" ) || !str_cmp( arg, "leave" ) ) { send_to_char( "You withdraw from the trade.\n\r", ch ); act( "$n withdraws from the trade.", ch, NULL, victim, TO_VICT ); ch->gold += GET_TRADE( ch ).gold; victim->gold += GET_TRADE( victim ).gold; free_mem( ch->pcdata->trade, sizeof( TRADE_DATA ) ); ch->pcdata->trade = NULL; victim->pcdata->trade = NULL; return; } if( !str_cmp( arg, "lock" ) ) { if( IS_SET( GET_TRADE( ch ).flags, TRADE_LOCKED ) ) { if( ch == ch->pcdata->trade->first.ch ) { REMOVE_BIT( ch->pcdata->trade->first.flags, TRADE_LOCKED ); REMOVE_BIT( ch->pcdata->trade->first.flags, TRADE_AGREED ); REMOVE_BIT( ch->pcdata->trade->second.flags, TRADE_AGREED ); } else { REMOVE_BIT( ch->pcdata->trade->second.flags, TRADE_LOCKED ); REMOVE_BIT( ch->pcdata->trade->second.flags, TRADE_AGREED ); REMOVE_BIT( ch->pcdata->trade->first.flags, TRADE_AGREED ); } send_to_char( "You unlock the trade.\n\r", ch ); act( "$n unlocks the trade.", ch, NULL, victim, TO_VICT ); return; } send_to_char( "You lock the trade.\n\r", ch ); act( "$n locks the trade.", ch, NULL, victim, TO_VICT ); if( ch == ch->pcdata->trade->first.ch ) SET_BIT( ch->pcdata->trade->first.flags, TRADE_LOCKED ); else SET_BIT( ch->pcdata->trade->second.flags, TRADE_LOCKED ); return; } if( !str_cmp( arg, "agree" ) || !str_cmp( arg, "accept" ) ) { if( !IS_SET( GET_TRADE( ch ).flags, TRADE_LOCKED ) || !IS_SET( GET_TRADE( victim ).flags, TRADE_LOCKED ) ) { send_to_char( "Both parties must lock the trade first.\n\r", ch ); return; } if( IS_SET( GET_TRADE( ch ).flags, TRADE_AGREED ) ) { if( ch == ch->pcdata->trade->first.ch ) REMOVE_BIT( ch->pcdata->trade->first.flags, TRADE_AGREED ); else REMOVE_BIT( ch->pcdata->trade->second.flags, TRADE_AGREED ); send_to_char( "You withdraw your agreement to the trade.\n\r", ch ); act( "$n removes $s agreement to the trade.", ch, NULL, victim, TO_VICT ); return; } if( !IS_SET( GET_TRADE( victim ).flags, TRADE_AGREED ) ) { if( ch == ch->pcdata->trade->first.ch ) SET_BIT( ch->pcdata->trade->first.flags, TRADE_AGREED ); else SET_BIT( ch->pcdata->trade->second.flags, TRADE_AGREED ); send_to_char( "You signify your agreement for this trade.\n\r", ch ); act( "$n has agreed to the trade.", ch, NULL, victim, TO_VICT ); return; } if( !check_trade( ch ) || !check_trade( victim ) ) { send_to_char( "An item is missing, the trade must be cancelled.\n\r", ch ); send_to_char( "An item is missing, the trade must be cancelled.\n\r", victim ); ch->gold += GET_TRADE( ch ).gold; victim->gold += GET_TRADE( victim ).gold; free_mem( ch->pcdata->trade, sizeof( TRADE_DATA ) ); ch->pcdata->trade = NULL; victim->pcdata->trade = NULL; return; } affect_trade( ch, victim ); affect_trade( victim, ch ); free_mem( ch->pcdata->trade, sizeof( TRADE_DATA ) ); ch->pcdata->trade = NULL; victim->pcdata->trade = NULL; act( "You shake $N's hand and seal the deal.", ch, NULL, victim, TO_CHAR ); act( "$n closes the deal, you shake $s hand and seal the deal.", ch, NULL, victim, TO_VICT ); act( "$n has just closed the deal with $N.", ch, NULL, victim, TO_NOTVICT ); return; } send_to_char( "Type HELP TRADE to get more information on trading securely.\n\r", ch ); return; }