/*************************************************************************** * Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, * * Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. * * * * Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael * * Chastain, Michael Quan, and Mitchell Tse. * * * * In order to use any part of this Merc Diku Mud, you must comply with * * both the original Diku license in 'license.doc' as well the Merc * * license in 'license.txt'. In particular, you may not remove either of * * these copyright notices. * * * * Much time and thought has gone into this software and you are * * benefitting. We hope that you share your changes too. What goes * * around, comes around. * ***************************************************************************/ /*************************************************************************** * ROM 2.4 is copyright 1993-1995 Russ Taylor * * ROM has been brought to you by the ROM consortium * * Russ Taylor (rtaylor@pacinfo.com) * * Gabrielle Taylor (gtaylor@pacinfo.com) * * Brian Moore (rom@rom.efn.org) * * By using this code, you have agreed to follow the terms of the * * ROM license, in the file 'rom.license' * ***************************************************************************/ /*************************************************************************** * ROT 2.0 is copyright 1996-1999 by Russ Walsh * * By using this code, you have agreed to follow the terms of the * * ROT license, in the file 'rot.license' * ***************************************************************************/ #if defined(macintosh) #include <types.h> #include <time.h> #else #include <sys/types.h> #if defined(WIN32) #include <time.h> #else #include <sys/time.h> #endif #endif #include <stdio.h> #include <string.h> #include <stdlib.h> #include "merc.h" #include "recycle.h" #include "tables.h" /* command procedures needed */ DECLARE_DO_FUN(do_split ); DECLARE_DO_FUN(do_yell ); DECLARE_DO_FUN(do_say ); DECLARE_DO_FUN(do_at ); DECLARE_DO_FUN(do_wear ); /* * Local functions. */ #define CD CHAR_DATA #define OD OBJ_DATA bool remove_obj args( (CHAR_DATA *ch, int iWear, bool fReplace ) ); bool can_levitate args( (CHAR_DATA *ch ) ); 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 can_gquest args( (CHAR_DATA *ch ) ); #undef OD #undef CD /* RT part of the corpse looting code */ bool can_loot(CHAR_DATA *ch, OBJ_DATA *obj) { CHAR_DATA *owner, *wch, *killer; 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; killer = NULL; if (obj->killer || obj->killer != NULL) for ( wch = char_list; wch != NULL ; wch = wch->next ) if (!str_cmp(wch->name,obj->killer)) killer = wch; if (owner == NULL) return TRUE; if (!str_cmp(ch->name,owner->name)) return TRUE; if (killer != NULL) if (!str_cmp(ch->name,killer->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; } BUFFER *get_obj( CHAR_DATA *ch, OBJ_DATA *obj, OBJ_DATA *container ) { /* variables for AUTOSPLIT */ char buf[MSL]; char arg[MIL]; BUFFER *output; CHAR_DATA *gch; int members; char buffer[100]; output = new_buf(); if ( !CAN_WEAR(obj, ITEM_TAKE) ) { sprintf(buf, "You can't take that.\n\r"); add_buf(output,buf); return output; } if ( ch->carry_number + get_obj_number( obj ) > can_carry_n( ch ) ) { sprintf(buf, "%s: you can't carry that many items.\n\r", obj->short_descr); add_buf(output,buf); return output; } if ( get_carry_weight(ch) + get_obj_weight( obj ) > can_carry_w( ch ) ) { sprintf(buf, "%s: you can't carry that much weight.\n\r", obj->short_descr); add_buf(output,buf); return output; } if (!can_loot(ch,obj)) { sprintf(buf, "Corpse looting is not permitted.\n\r"); add_buf(output,buf); return output; } if (obj->in_room != NULL) { for (gch = obj->in_room->people; gch != NULL; gch = gch->next_in_room) if (gch->on == obj) { sprintf(buf, "%s appears to be using %s.\n\r", gch->name, obj->short_descr); add_buf(output,buf); return output; } } if (IS_OBJ_STAT(obj,ITEM_QUEST) && ch->level <= HERO) { if ( !can_gquest(ch) ) { sprintf(buf, "%s: You already have a quest item.\n\r", obj->short_descr); add_buf(output,buf); return output; } } if ( container != NULL ) { if (container->pIndexData->item_type == ITEM_PIT && ( ( ( get_trust(ch) < obj->level ) && ( ch->class < MCLT_1 ) && ( obj->level > 19 ) ) || ( ( get_trust(ch) < obj->level ) && ( ch->class >= MCLT_1 ) && ( obj->level > 27 ) ) ) ) { sprintf(buf, "%s: You are not powerful enough to use it.\n\r", obj->short_descr); add_buf(output,buf); return output; } if (container->pIndexData->item_type == ITEM_PIT && !CAN_WEAR(container, ITEM_TAKE) && !IS_OBJ_STAT(obj,ITEM_HAD_TIMER)) obj->timer = 0; sprintf(buf, "You get %s from %s.\n\r", obj->short_descr, container->short_descr); add_buf(output,buf); act( "$n gets $p from $P.", ch, obj, container, TO_ROOM ); REMOVE_BIT(obj->extra_flags,ITEM_HAD_TIMER); obj_from_obj( obj ); } else { sprintf(buf, "You get %s.\n\r", obj->short_descr); add_buf(output,buf); act( "$n gets $p.", ch, obj, container, TO_ROOM ); obj_from_room( obj ); } if ( obj->item_type == ITEM_MONEY) { if (obj->value[0] > 0) add_cost(ch,obj->value[0],VALUE_SILVER); if (obj->value[1] > 0) add_cost(ch,obj->value[1],VALUE_GOLD); if (obj->value[2] > 0) add_cost(ch,obj->value[2],VALUE_PLATINUM); if (IS_SET(ch->act,PLR_AUTOSPLIT)) { /* AUTOSPLIT code */ members = 0; for (gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room ) { if (!IS_AFFECTED(gch,AFF_CHARM) && is_same_group( gch, ch ) ) members++; } if ( members > 1 && (obj->value[0] > 1 || obj->value[1] || obj->value[2])) { sprintf(buffer,"%d %d %d",obj->value[0],obj->value[1],obj->value[2]); do_split(ch,buffer); } } extract_obj( obj ); } else { obj_to_char( obj, ch ); } if (IS_OBJ_STAT(obj,ITEM_FORCED) && (ch->level <= HERO) ) { do_wear(ch, obj->name); } if ((obj->pIndexData->vnum == OBJ_VNUM_VOODOO) && !IS_NPC(ch)) { one_argument(obj->name, arg); if (!str_cmp(arg, ch->name) || ch->level < 20) { obj->timer = 1; } } return output; } /* void do_call( CHAR_DATA *ch, char *argument ) { char arg[MIL]; OBJ_DATA *obj; CHAR_DATA *victim = NULL; ROOM_INDEX_DATA *chroom; ROOM_INDEX_DATA *objroom; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "What object do you wish to call?\n\r", ch ); return; } if (IS_NPC(ch)) { send_to_char("Not while switched.\n\r",ch); return; } if ( ch->level < 40) { send_to_char("You must be level 40 and above to claim items.\n\r",ch); return; } act("Your eyes flicker with yellow energy.",ch,NULL,NULL,TO_CHAR); act("$n's eyes flicker with yellow energy.",ch,NULL,NULL,TO_ROOM); if ( ( obj = get_obj_world( ch, arg ) ) == NULL ) { send_to_char( "Nothing like that in hell, earth, or heaven.\n\r", ch ); return; } if (obj->questowner == NULL || strlen(obj->questowner) < 2 || str_cmp(obj->questowner,ch->name)) { send_to_char( "Nothing happens.\n\r", ch ); return; } if (obj->carried_by != NULL && obj->carried_by != ch) { victim = obj->carried_by; if (!IS_NPC(victim) && victim->desc != NULL && victim->desc->connected != CON_PLAYING) return; act("$p suddenly vanishes from your hands!", victim,obj,NULL,TO_CHAR); act("$p suddenly vanishes from $n's hands!", victim,obj,NULL,TO_ROOM); obj_from_char(obj); } else if (obj->in_room != NULL) { chroom = ch->in_room; objroom = obj->in_room; char_from_room(ch); char_to_room(ch,objroom); act("$p vanishes from the ground!",ch,obj,NULL,TO_ROOM); if (chroom == objroom) act("$p vanishes from the ground!",ch,obj,NULL,TO_CHAR); char_from_room(ch); char_to_room(ch,chroom); obj_from_room(obj); } else if (obj->in_obj != NULL) obj_from_obj(obj); obj_to_char(obj,ch); act("$p materializes in your hands.",ch,obj,NULL,TO_CHAR); act("$p materializes in $n's hands.",ch,obj,NULL,TO_ROOM); return; } */ void do_locate( CHAR_DATA *ch, char *argument ) { char buf[MSL]; OBJ_DATA *obj; OBJ_DATA *in_obj; bool found; if (IS_NPC(ch)) { send_to_char("Not while switched.\n\r", ch); return; } found = FALSE; for ( obj = object_list; obj != NULL; obj = obj->next ) { if ( !can_see_obj( ch, obj ) || obj->questowner == NULL || strlen(obj->questowner) < 2 || str_cmp( ch->name, obj->questowner )) continue; found = TRUE; for (in_obj = obj; in_obj->in_obj != NULL; in_obj = in_obj->in_obj ) // ; if ( in_obj->carried_by != NULL ) { sprintf( buf, "%s carried by %s.\n\r", obj->short_descr, PERS(in_obj->carried_by, ch) ); } else { sprintf( buf, "%s in %s.\n\r", obj->short_descr, in_obj->in_room == NULL ? "somewhere" : in_obj->in_room->name ); } buf[0] = UPPER(buf[0]); send_to_char( buf, ch ); } if ( !found ) send_to_char( "You cannot locate any items belonging to you.\n\r", ch ); return; } /* void do_claim( CHAR_DATA *ch, char *argument ) { char arg[MIL]; OBJ_DATA *obj; one_argument( argument, arg ); if (IS_NPC(ch)) { send_to_char("Not while switched.\n\r",ch); return; } if ( ch->platinum < 50 ) { send_to_char("It costs 50 platinum to claim ownership of an item.\n\r",ch); return; } if ( ch->level < 40) { send_to_char("You must be level 40 and above to claim items.\n\r",ch); return; } if ( arg[0] == '\0' ) { send_to_char( "What object do you wish to claim ownership of?\n\r", ch ); return; } if ( ( obj = get_obj_carry(ch, arg) ) == NULL ) { send_to_char("You are not carrying that item.\n\r",ch); return; } if (obj->item_type == ITEM_MONEY) { send_to_char( "You cannot claim that item.\n\r", ch ); return; } if (obj->chobj != NULL && !IS_NPC(obj->chobj) && obj->chobj->pcdata->obj_vnum != 0) { send_to_char( "You cannot claim that item.\n\r", ch ); return; } if ( obj->questowner != NULL && strlen(obj->questowner) > 1 ) { if (!str_cmp(ch->name,obj->questowner)) { send_to_char("But you already own it!\n\r",ch); } else { send_to_char("Someone else has already claimed ownership to it.\n\r",ch); return; } } ch->platinum -= 50; if (obj->questowner != NULL) { free_string(obj->questowner); obj->questowner = str_dup(ch->name); act("You are now the owner of $p.",ch,obj,NULL,TO_CHAR); act("$n is now the owner of $p.",ch,obj,NULL,TO_ROOM); return; } } */ void do_lore( CHAR_DATA *ch, char *argument ) { OBJ_DATA *obj; char buf[MSL]; char arg[MIL]; AFFECT_DATA *paf; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Lore what?\n\r", ch ); return; } if ( ( obj = get_obj_carry( ch, arg ) ) == NULL ) { send_to_char( "You aren't carrying it.\n\r", ch ); return; } // WAIT_STATE( ch, skill_table[gsn_lore].beats ); if( number_percent( ) < get_skill(ch,gsn_lore) ) { check_improve(ch,gsn_lore,TRUE,1); } else { check_improve(ch,gsn_lore,FALSE,1); send_to_char("You can't tell anything about this item.\n\r", ch); return; } sprintf( buf, "Object '%s' is type %s, extra flags %s.\n\rWeight is %d, value is %d, level is %d.\n\r", obj->name, item_name(obj->item_type), extra_bit_name( obj->extra_flags ), obj->weight / 10, obj->cost, obj->level ); send_to_char( buf, ch ); switch ( obj->item_type ) { case ITEM_SCROLL: case ITEM_POTION: case ITEM_PILL: sprintf( buf, "Level %d spells of:", obj->value[0] ); send_to_char( buf, ch ); if ( obj->value[1] >= 0 && obj->value[1] < MAX_SKILL ) { send_to_char( " '", ch ); send_to_char( skill_table[obj->value[1]].name, ch ); send_to_char( "'", ch ); } if ( obj->value[2] >= 0 && obj->value[2] < MAX_SKILL ) { send_to_char( " '", ch ); send_to_char( skill_table[obj->value[2]].name, ch ); send_to_char( "'", ch ); } if ( obj->value[3] >= 0 && obj->value[3] < MAX_SKILL ) { send_to_char( " '", ch ); send_to_char( skill_table[obj->value[3]].name, ch ); send_to_char( "'", ch ); } if (obj->value[4] >= 0 && obj->value[4] < MAX_SKILL) { send_to_char(" '",ch); send_to_char(skill_table[obj->value[4]].name,ch); send_to_char("'",ch); } send_to_char( ".\n\r", ch ); break; case ITEM_WAND: case ITEM_STAFF: sprintf( buf, "Has %d charges of level %d", obj->value[2], obj->value[0] ); send_to_char( buf, ch ); if ( obj->value[3] >= 0 && obj->value[3] < MAX_SKILL ) { send_to_char( " '", ch ); send_to_char( skill_table[obj->value[3]].name, ch ); send_to_char( "'", ch ); } send_to_char( ".\n\r", ch ); break; case ITEM_DRINK_CON: sprintf(buf,"It holds %s-colored %s.\n\r", liq_table[obj->value[2]].liq_color, liq_table[obj->value[2]].liq_name); send_to_char(buf,ch); break; case ITEM_CONTAINER: sprintf(buf,"Capacity: %d# Maximum weight: %d# flags: %s\n\r", obj->value[0], obj->value[3], cont_bit_name(obj->value[1])); send_to_char(buf,ch); if (obj->value[4] != 100) { sprintf(buf,"Weight multiplier: %d%%\n\r", obj->value[4]); send_to_char(buf,ch); } break; case ITEM_WEAPON: send_to_char("Weapon type is ",ch); switch (obj->value[0]) { case(WEAPON_EXOTIC) : send_to_char("exotic.\n\r",ch); break; case(WEAPON_SWORD) : send_to_char("sword.\n\r",ch); break; case(WEAPON_DAGGER) : send_to_char("dagger.\n\r",ch); break; case(WEAPON_SPEAR) : send_to_char("spear/staff.\n\r",ch); break; case(WEAPON_MACE) : send_to_char("mace/club.\n\r",ch); break; case(WEAPON_AXE) : send_to_char("axe.\n\r",ch); break; case(WEAPON_FLAIL) : send_to_char("flail.\n\r",ch); break; case(WEAPON_WHIP) : send_to_char("whip.\n\r",ch); break; case(WEAPON_POLEARM): send_to_char("polearm.\n\r",ch); break; default : send_to_char("unknown.\n\r",ch); break; } if (obj->pIndexData->new_format) sprintf(buf,"Damage is %dd%d (average %d).\n\r", obj->value[1],obj->value[2], (1 + obj->value[2]) * obj->value[1] / 2); else sprintf( buf, "Damage is %d to %d (average %d).\n\r", obj->value[1], obj->value[2], ( obj->value[1] + obj->value[2] ) / 2 ); send_to_char( buf, ch ); if (obj->value[4]) /* weapon flags */ { sprintf(buf,"Weapons flags: %s\n\r",weapon_bit_name(obj->value[4])); send_to_char(buf,ch); } break; case ITEM_ARMOR: sprintf( buf, "Armor class is %d pierce, %d bash, %d slash, and %d vs. magic.\n\r", obj->value[0], obj->value[1], obj->value[2], obj->value[3] ); send_to_char( buf, ch ); break; } if (!obj->enchanted) for ( paf = obj->pIndexData->affected; paf != NULL; paf = paf->next ) { if ( paf->location != APPLY_NONE && paf->modifier != 0 ) { sprintf( buf, "Affects %s by %d.\n\r", affect_loc_name( paf->location ), paf->modifier ); send_to_char(buf,ch); } if (paf->bitvector) { switch(paf->where) { case TO_AFFECTS: sprintf(buf,"Adds %s affect.\n", affect_bit_name(paf->bitvector)); break; case TO_SHIELDS: sprintf(buf,"Adds %s shield.\n\r", shield_bit_name(paf->bitvector)); break; case TO_OBJECT: sprintf(buf,"Adds %s object flag.\n", extra_bit_name(paf->bitvector)); break; case TO_IMMUNE: sprintf(buf,"Adds immunity to %s.\n", imm_bit_name(paf->bitvector)); break; case TO_RESIST: sprintf(buf,"Adds resistance to %s.\n\r", imm_bit_name(paf->bitvector)); break; case TO_VULN: sprintf(buf,"Adds vulnerability to %s.\n\r", imm_bit_name(paf->bitvector)); break; default: sprintf(buf,"Unknown bit %d: %d\n\r", paf->where,paf->bitvector); break; } send_to_char( buf, ch ); } } for ( paf = obj->affected; paf != NULL; paf = paf->next ) { if ( paf->location != APPLY_NONE && paf->modifier != 0 ) { sprintf( buf, "Affects %s by %d", affect_loc_name( paf->location ), paf->modifier ); send_to_char( buf, ch ); if ( paf->duration > -1) sprintf(buf,", %d hours.\n\r",paf->duration); else sprintf(buf,".\n\r"); send_to_char(buf,ch); if (paf->bitvector) { switch(paf->where) { case TO_AFFECTS: sprintf(buf,"Adds %s affect.\n", affect_bit_name(paf->bitvector)); break; case TO_OBJECT: sprintf(buf,"Adds %s object flag.\n", extra_bit_name(paf->bitvector)); break; case TO_WEAPON: sprintf(buf,"Adds %s weapon flags.\n", weapon_bit_name(paf->bitvector)); break; case TO_IMMUNE: sprintf(buf,"Adds immunity to %s.\n", imm_bit_name(paf->bitvector)); break; case TO_RESIST: sprintf(buf,"Adds resistance to %s.\n\r", imm_bit_name(paf->bitvector)); break; case TO_VULN: sprintf(buf,"Adds vulnerability to %s.\n\r", imm_bit_name(paf->bitvector)); break; default: sprintf(buf,"Unknown bit %d: %d\n\r", paf->where,paf->bitvector); break; } send_to_char(buf,ch); } } } return; } void do_get( CHAR_DATA *ch, char *argument ) { char arg1[300]; char arg2[300]; OBJ_DATA *obj; OBJ_DATA *obj_next; OBJ_DATA *container; BUFFER *output; BUFFER *outlist; 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 (ch->spirit) { send_to_char( "That's tough to do without flesh.\n\r", ch); return; } output = new_buf(); 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 ); } else { if (ch->shadow) { ch->shadowing->shadowed = FALSE; ch->shadowing->shadower = NULL; ch->shadowing = NULL; ch->shadow = FALSE; } outlist = get_obj( ch, obj, NULL ); send_to_char(buf_string(outlist), ch); free_buf(outlist); } } else { /* 'get all' or 'get all.obj' */ found = FALSE; for ( obj = ch->in_room->contents; obj != NULL; obj = obj_next ) { obj_next = obj->next_content; if ( ( arg1[3] == '\0' || is_name( &arg1[4], obj->name ) ) && can_see_obj( ch, obj ) ) { found = TRUE; if (ch->shadow) { ch->shadowing->shadowed = FALSE; ch->shadowing->shadower = NULL; ch->shadowing = NULL; ch->shadow = FALSE; } outlist = get_obj( ch, obj, NULL ); add_buf(output,buf_string(outlist)); free_buf(outlist); } } 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 { page_to_char( buf_string(output), ch ); } } } else { /* 'get ... container' */ if ( !str_cmp( arg2, "all" ) || !str_prefix( "all.", arg2 ) ) { send_to_char( "You can't do that.\n\r", ch ); free_buf(output); return; } if ( ( container = get_obj_here( ch, arg2 ) ) == NULL ) { act( "I see no $T here.", ch, NULL, arg2, TO_CHAR ); free_buf(output); return; } switch ( container->item_type ) { default: send_to_char( "That's not a container.\n\r", ch ); free_buf(output); return; case ITEM_CONTAINER: case ITEM_PIT: 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 ); free_buf(output); return; } } } /* if (container->pIndexData->vnum == OBJ_VNUM_QPOUCH) { send_to_char("You can't remove anything from that.\n\r",ch); free_buf(output); return; } */ if ( IS_SET(container->value[1], CONT_CLOSED) ) { act( "The $d is closed.", ch, NULL, container->name, TO_CHAR ); free_buf(output); 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 ); free_buf(output); return; } if (ch->shadow) { ch->shadowing->shadowed = FALSE; ch->shadowing->shadower = NULL; ch->shadowing = NULL; ch->shadow = FALSE; } outlist = get_obj( ch, obj, container ); send_to_char(buf_string(outlist), ch); free_buf(outlist); } else { /* 'get all container' or 'get all.obj container' */ found = FALSE; for ( obj = container->contains; obj != NULL; obj = obj_next ) { obj_next = obj->next_content; if ( ( arg1[3] == '\0' || is_name( &arg1[4], obj->name ) ) && can_see_obj( ch, obj ) ) { found = TRUE; /* if (container->pIndexData->item_type == ITEM_PIT && !IS_IMMORTAL(ch)) { send_to_char("Don't be so greedy!\n\r",ch); free_buf(output); return; } */ if (ch->shadow) { ch->shadowing->shadowed = FALSE; ch->shadowing->shadower = NULL; ch->shadowing = NULL; ch->shadow = FALSE; } /* if ( obj->number > 100 ) { send_to_char( "You can only get 100 items at a time\n\r", ch ); send_to_char( "from something.\n\r", ch ); return; } */ outlist = get_obj( ch, obj, container ); add_buf(output,buf_string(outlist)); free_buf(outlist); } } 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 ); } else { page_to_char( buf_string(output), ch ); } } } free_buf(output); return; } void do_donate( CHAR_DATA *ch, char *argument ) { char arg1[MIL]; OBJ_DATA *container; OBJ_DATA *obj; bool found = FALSE; argument = one_argument( argument, arg1 ); if ( arg1[0] == '\0' ) { send_to_char( "Donate what?\n\r", ch ); return; } if ( !str_cmp( arg1, "all" ) || !str_prefix( "all.", arg1 ) ) { send_to_char( "One item at a time please.\n\r", ch ); return; } if ( ( obj = get_obj_carry( ch, arg1 ) ) == 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_OBJ_STAT(obj,ITEM_QUEST)) { send_to_char( "You can't donate a quest item.\n\r", ch); return; } */ if ( obj->item_type == ITEM_PASSBOOK ) { send_to_char( "You can't donate passbooks.\n\r", ch); return; } if (IS_OBJ_STAT(obj,ITEM_MELT_DROP)) { send_to_char("You have a feeling noone's going to want that.\n\r",ch); return; } if ( obj->item_type == ITEM_TRASH ) { send_to_char( "The donation pit is not a trash can.\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 ( ( obj->level < 20 ) && ( ( obj->item_type == ITEM_WEAPON ) || ( obj->item_type == ITEM_ARMOR ) ) ) { for ( container = object_list; container != NULL; container = container->next ) { if ( container->pIndexData->item_type != ITEM_PIT || container->pIndexData->vnum != OBJ_VNUM_PIT_SCHOOL ) continue; found = TRUE; break; } } else if ( ch->level < 20 && !is_clan( ch ) ) { for ( container = object_list; container != NULL; container = container->next ) { if ( container->pIndexData->item_type != ITEM_PIT || container->pIndexData->vnum != OBJ_VNUM_PIT_SCHOOL ) continue; found = TRUE; break; } } else { for ( container = object_list; container != NULL; container = container->next ) { if ( container->pIndexData->item_type != ITEM_PIT || container->pIndexData->vnum != home_table[ch->home].pit ) continue; found = TRUE; break; } } if (!found) { send_to_char( "I can't seem to find a donation pit!\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( "The donation pit can't hold that.\n\r", ch ); return; } if (!CAN_WEAR(container,ITEM_TAKE)) { if (obj->timer) SET_BIT(obj->extra_flags,ITEM_HAD_TIMER); else obj->timer = number_range(100,200); } if (ch->shadow) { ch->shadowing->shadowed = FALSE; ch->shadowing->shadower = NULL; ch->shadowing = NULL; ch->shadow = FALSE; } obj_from_char( obj ); obj_to_obj( obj, container ); obj->got_from = 0; act( "$p glows {Mpurple{x, then disappears from $n's inventory.", ch, obj, container, TO_ROOM ); act( "$p glows {Mpurple{x, then disappears..", ch, obj, container, TO_CHAR ); return; } void do_cdonate( CHAR_DATA *ch, char *argument ) { char arg1[MIL]; OBJ_DATA *container; OBJ_DATA *obj; bool found = FALSE; argument = one_argument( argument, arg1 ); if ( arg1[0] == '\0' ) { send_to_char( "Clan Donate what?\n\r", ch ); return; } if ( !str_cmp( arg1, "all" ) || !str_prefix( "all.", arg1 ) ) { send_to_char( "One item at a time please.\n\r", ch ); return; } for ( container = object_list; container != NULL; container = container->next ) { if ( container->pIndexData->item_type != ITEM_PIT || container->pIndexData->vnum != clan_table[ch->clan].pit ) continue; found = TRUE; break; } if (!found) { for ( container = object_list; container != NULL; container = container->next ) { if ( container->pIndexData->item_type != ITEM_PIT || container->pIndexData->vnum != OBJ_VNUM_PIT ) continue; found = TRUE; break; } } if (!found) { send_to_char( "I can't seem to find the donation pit!\n\r", ch); return; } if ( ( obj = get_obj_carry( ch, arg1 ) ) == 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_OBJ_STAT(obj,ITEM_QUEST)) { send_to_char( "You can't donate a quest item.\n\r", ch); return; } if ( obj->item_type == ITEM_PASSBOOK ) { send_to_char( "You can't donate passbooks.\n\r", ch); return; } if (IS_OBJ_STAT(obj,ITEM_MELT_DROP)) { send_to_char("You have a feeling noone's going to want that.\n\r",ch); return; } if ( obj->item_type == ITEM_TRASH ) { send_to_char( "The donation pit is not a trash can.\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 (get_obj_weight( obj ) + get_true_weight( container ) > (container->value[0] * 10) || get_obj_weight(obj) > (container->value[3] * 10)) { send_to_char( "The donation pit can't hold that.\n\r", ch ); return; } if (!CAN_WEAR(container,ITEM_TAKE)) { if (obj->timer) SET_BIT(obj->extra_flags,ITEM_HAD_TIMER); else obj->timer = number_range(100,200); } if (ch->shadow) { ch->shadowing->shadowed = FALSE; ch->shadowing->shadower = NULL; ch->shadowing = NULL; ch->shadow = FALSE; } obj_from_char( obj ); obj_to_obj( obj, container ); obj->got_from = 0; act( "$p glows {Mpurple{x, then disappears from $n's inventory.", ch, obj, container, TO_ROOM ); act( "$p glows {Mpurple{x, then disappears..", ch, obj, container, TO_CHAR ); return; } void do_put( CHAR_DATA *ch, char *argument ) { char arg1[MIL]; char arg2[MIL]; char buf[MSL]; BUFFER *output; OBJ_DATA *container; OBJ_DATA *obj; OBJ_DATA *obj_next; int count; int number; number = mult_argument(argument,arg1); number = mult_argument(argument,arg2); 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, arg2 ) ) == NULL ) { act( "I see no $T here.", ch, NULL, arg2, TO_CHAR ); return; } if ( ( container->item_type != ITEM_CONTAINER ) && ( container->item_type != ITEM_PIT ) ) { send_to_char( "That's not a container.\n\r", ch ); return; } if ( IS_SET(container->value[1], CONT_CLOSED) ) { act( "The $d is closed.", ch, NULL, container->name, TO_CHAR ); return; } if ( str_cmp( arg1, "all" ) && str_prefix( "all.", arg1 ) ) { /* 'put obj container' */ if ( ( obj = get_obj_carry( ch, arg1 ) ) == NULL ) { send_to_char( "You do not have that item.\n\r", ch ); return; } if ( obj == container ) { send_to_char( "You can't fold it into itself.\n\r", ch ); return; } if ( !can_drop_obj( ch, obj ) ) { send_to_char( "You can't let go of it.\n\r", ch ); return; } // DB3 /* if ( ( IS_OBJ_STAT(obj,ITEM_LQUEST) ) && ( container->pIndexData->vnum != OBJ_VNUM_QPOUCH ) ) { send_to_char( "Level quest items may only be placed in your quest pouch.\n\r", ch); return; } */ if ( ( !IS_OBJ_STAT(obj,ITEM_LQUEST) || ( IS_OBJ_STAT(obj,OVPKT2) ) ) && ( container->pIndexData->vnum == OBJ_VNUM_QPOUCH ) ) { send_to_char( "Only level quest items may be placed in your quest pouch.\n\r", ch); return; } if ( ( obj->pIndexData->vnum == OBJ_VNUM_CUBIC ) && ( container->pIndexData->vnum != OBJ_VNUM_CPOUCH ) ) { send_to_char( "Cubic Zirconium may only be placed in silk gem pouches.\n\r", ch); return; } if ( ( obj->item_type == ITEM_GEM ) && ( obj->pIndexData->vnum != OBJ_VNUM_CUBIC ) && ( container->pIndexData->vnum != OBJ_VNUM_DPOUCH ) ) { send_to_char( "Gems may only be placed in leather gem pouches.\n\r", ch); return; } if ( ( container->pIndexData->vnum == OBJ_VNUM_DPOUCH ) && ( obj->item_type != ITEM_GEM ) ) { send_to_char( "Only gems may be placed in leather gem pouches.\n\r", ch); return; } if ( ( container->pIndexData->vnum == OBJ_VNUM_CPOUCH ) && ( obj->pIndexData->vnum != OBJ_VNUM_CUBIC ) ) { send_to_char( "Only cubic zirconium may be placed in silk gem pouches.\n\r", ch); return; } if (IS_OBJ_STAT(obj,ITEM_QUEST)) { send_to_char( "You can't put a quest item in something.\n\r", ch); return; } if ( obj->item_type == ITEM_PASSBOOK ) { send_to_char( "You can't put a passbook in something.\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 (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 ); return; } if (container->pIndexData->item_type == ITEM_PIT && !CAN_WEAR(container,ITEM_TAKE)) { if (obj->timer) SET_BIT(obj->extra_flags,ITEM_HAD_TIMER); else obj->timer = number_range(100,200); } if (ch->shadow) { ch->shadowing->shadowed = FALSE; ch->shadowing->shadower = NULL; ch->shadowing = NULL; ch->shadow = FALSE; } obj_from_char( obj ); obj_to_obj( obj, container ); obj->got_from = 0; 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 $P.", ch, obj, container, TO_CHAR ); } } else { /* 'put all container' or 'put all.obj container' */ /* check for gem or cubic pouches first */ if (container->pIndexData->vnum == OBJ_VNUM_DPOUCH) { count = 0; for ( obj = ch->carrying; obj != NULL; obj = obj_next ) { obj_next = obj->next_content; if ( ( arg1[3] == '\0' || is_name( &arg1[4], obj->name ) ) && obj->item_type == ITEM_GEM && obj->pIndexData->vnum != OBJ_VNUM_CUBIC && container->pIndexData->vnum != OBJ_VNUM_QPOUCH && !IS_OBJ_STAT(obj,ITEM_QUEST) && obj->item_type != ITEM_PASSBOOK && can_see_obj( ch, obj ) && WEIGHT_MULT(obj) == 100 && obj->wear_loc == WEAR_NONE && obj != container && can_drop_obj( ch, obj ) && get_obj_weight( obj ) + get_true_weight( container ) <= (container->value[0] * 10) && get_obj_weight(obj) < (container->value[3] * 10)) { if (container->pIndexData->item_type == ITEM_PIT && !CAN_WEAR(obj, ITEM_TAKE) ) { if (obj->timer) SET_BIT(obj->extra_flags,ITEM_HAD_TIMER); else obj->timer = number_range(100,200); } obj_from_char( obj ); obj_to_obj( obj, container ); obj->got_from = 0; count++; } } if (count != 0) { if (ch->shadow) { ch->shadowing->shadowed = FALSE; ch->shadowing->shadower = NULL; ch->shadowing = NULL; ch->shadow = FALSE; } if ( count > 100 ) { send_to_char( "You can only put 100 items at a time into something.\n\r", ch ); return; } sprintf( buf, "You put %d gems in %s.\n\r", count, container->short_descr ); send_to_char( buf, ch); sprintf( buf, "$n puts %d gems in %s.\n\r", count, container->short_descr ); act( buf, ch, NULL, NULL, TO_ROOM ); } else { send_to_char( "You are not carrying any gems.\n\r", ch ); } return; } if (container->pIndexData->vnum == OBJ_VNUM_CPOUCH) { count = 0; for ( obj = ch->carrying; obj != NULL; obj = obj_next ) { obj_next = obj->next_content; if ( ( arg1[3] == '\0' || is_name( &arg1[4], obj->name ) ) && obj->pIndexData->vnum == OBJ_VNUM_CUBIC && !IS_OBJ_STAT(obj,ITEM_QUEST) && obj->item_type != ITEM_PASSBOOK && 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)) { if (container->pIndexData->item_type == ITEM_PIT && !CAN_WEAR(obj, ITEM_TAKE) ) { if (obj->timer) SET_BIT(obj->extra_flags,ITEM_HAD_TIMER); else obj->timer = number_range(100,200); } obj_from_char( obj ); obj_to_obj( obj, container ); obj->got_from = 0; count++; } } if (count != 0) { if (ch->shadow) { ch->shadowing->shadowed = FALSE; ch->shadowing->shadower = NULL; ch->shadowing = NULL; ch->shadow = FALSE; } if ( count > 100 ) { send_to_char( "You can only put 100 items at a time into something.\n\r", ch ); return; } sprintf( buf, "You put %d cubic zirconiums in %s.\n\r", count, container->short_descr ); send_to_char( buf, ch); sprintf( buf, "$n puts %d cubic zirconiums in %s.\n\r", count, container->short_descr ); act( buf, ch, NULL, NULL, TO_ROOM ); } else { send_to_char( "You are not carrying any cubic zirconiums.\n\r", ch ); } return; } output = new_buf(); count = 0; for ( obj = ch->carrying; obj != NULL; obj = obj_next ) { obj_next = obj->next_content; if ( ( arg1[3] == '\0' || is_name( &arg1[4], obj->name ) ) && !IS_OBJ_STAT(obj,ITEM_QUEST) && !IS_OBJ_STAT(obj,ITEM_LQUEST) && container->pIndexData->vnum != OBJ_VNUM_QPOUCH && obj->item_type != ITEM_PASSBOOK && can_see_obj( ch, obj ) && WEIGHT_MULT(obj) == 100 && obj->wear_loc == WEAR_NONE && obj != container && obj->item_type != ITEM_GEM && obj->pIndexData->vnum != OBJ_VNUM_CUBIC && can_drop_obj( ch, obj ) && get_obj_weight( obj ) + get_true_weight( container ) <= (container->value[0] * 10) && get_obj_weight(obj) < (container->value[3] * 10)) { if (container->pIndexData->item_type == ITEM_PIT && !CAN_WEAR(obj, ITEM_TAKE) ) { if (obj->timer) SET_BIT(obj->extra_flags,ITEM_HAD_TIMER); else obj->timer = number_range(100,200); } obj_from_char( obj ); obj_to_obj( obj, container ); obj->got_from = 0; count++; if (IS_SET(container->value[1],CONT_PUT_ON)) { sprintf( buf, "You put %s on %s.\n\r", obj->short_descr, container->short_descr ); add_buf(output,buf); } else { if ( count > 100 ) { send_to_char( "You can only put 100 items at a time into something.\n\r", ch ); return; } sprintf( buf, "You put %s in %s.\n\r", obj->short_descr, container->short_descr ); add_buf(output,buf); } } } if (count != 0) { if (ch->shadow) { ch->shadowing->shadowed = FALSE; ch->shadowing->shadower = NULL; ch->shadowing = NULL; ch->shadow = FALSE; } if ( count > 100 ) { send_to_char( "You can only put 100 items at a time into something.\n\r", ch ); return; } if (IS_SET(container->value[1],CONT_PUT_ON)) { act("$n puts some things on $P.",ch,NULL,container, TO_ROOM); } else { act("$n puts some things in $P.",ch,NULL,container, TO_ROOM); } page_to_char( buf_string(output), ch ); } free_buf(output); } return; } void do_drop( CHAR_DATA *ch, char *argument ) { char arg[MIL]; char buf[MSL]; BUFFER *output; 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, platinum = 0, 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") && str_cmp( arg, "platinum") ) ) { send_to_char( "Sorry, you can't do that.\n\r", ch ); return; } if (amount > 50000) { send_to_char("You can't drop that much at once.\n\r",ch); return; } if ( !str_cmp( arg, "coins") || !str_cmp(arg,"coin") || !str_cmp( arg, "silver")) { if ((ch->silver+(100*ch->gold)+(10000*ch->platinum)) < amount) { send_to_char("You don't have that much silver.\n\r",ch); return; } deduct_cost(ch,amount,VALUE_SILVER); silver = amount; } else if ( !str_cmp( arg, "gold") ) { if ((ch->silver+(100*ch->gold)+(10000*ch->platinum)) < amount*100) { send_to_char("You don't have that much gold.\n\r",ch); return; } deduct_cost(ch,amount,VALUE_GOLD); gold = amount; } else if ( !str_cmp( arg, "platinum" ) ) { if ((ch->silver+(100*ch->gold)+(10000*ch->platinum)) < amount*10000) { send_to_char("You don't have that much platinum.\n\r",ch); return; } deduct_cost(ch,amount,VALUE_PLATINUM); platinum = amount; } for ( obj = ch->in_room->contents; obj != NULL; obj = obj_next ) { obj_next = obj->next_content; switch ( obj->pIndexData->vnum ) { case OBJ_VNUM_SILVER_ONE: silver += 1; extract_obj(obj); break; case OBJ_VNUM_GOLD_ONE: gold += 1; extract_obj( obj ); break; case OBJ_VNUM_PLATINUM_ONE: platinum += 1; extract_obj( obj ); break; case OBJ_VNUM_SILVER_SOME: silver += obj->value[0]; extract_obj(obj); break; case OBJ_VNUM_GOLD_SOME: gold += obj->value[1]; extract_obj( obj ); break; case OBJ_VNUM_PLATINUM_SOME: platinum += obj->value[2]; extract_obj( obj ); break; case OBJ_VNUM_COINS: silver += obj->value[0]; gold += obj->value[1]; platinum += obj->value[2]; extract_obj(obj); break; } } while (silver >= 100) { gold++; silver -= 100; } while (gold >= 100) { platinum++; gold -= 100; } if (platinum > 50000) { platinum = 50000; } if (ch->shadow) { ch->shadowing->shadowed = FALSE; ch->shadowing->shadower = NULL; ch->shadowing = NULL; ch->shadow = FALSE; } obj_to_room( create_money( platinum, gold, silver ), ch->in_room ); act( "$n drops some money.", ch, NULL, NULL, TO_ROOM ); send_to_char( "OK.\n\r", ch ); return; } if ( str_cmp( arg, "all" ) && str_prefix( "all.", arg ) ) { if ( ( obj = get_obj_carry( ch, arg ) ) == NULL ) { send_to_char( "You do not have that item.\n\r", ch ); return; } if ( !can_drop_obj( ch, obj ) ) { send_to_char( "You can't let go of it.\n\r", ch ); return; } /* if (!IS_IMMORTAL(ch) && (IS_OBJ_STAT(obj,ITEM_LQUEST) || (obj->pIndexData->vnum == OBJ_VNUM_QPOUCH ))) { send_to_char( "You can't let go of it.\n\r", ch ); return; } */ if (ch->shadow) { ch->shadowing->shadowed = FALSE; ch->shadowing->shadower = NULL; ch->shadowing = NULL; ch->shadow = FALSE; } obj_from_char( obj ); obj_to_room( obj, ch->in_room ); obj->got_from = 0; act( "$n drops $p.", ch, obj, NULL, TO_ROOM ); act( "You drop $p.", ch, obj, NULL, TO_CHAR ); if (obj->item_type == ITEM_PASSBOOK) { act("$p dissolves into smoke.",ch,obj,NULL,TO_ROOM); act("$p dissolves into smoke.",ch,obj,NULL,TO_CHAR); change_banklist(ch, FALSE, obj->value[0], obj->value[1], 0, obj->name); extract_obj(obj); } else if (IS_OBJ_STAT(obj,ITEM_MELT_DROP)) { act("$p dissolves into smoke.",ch,obj,NULL,TO_ROOM); act("$p dissolves into smoke.",ch,obj,NULL,TO_CHAR); extract_obj(obj); } } else { output = new_buf(); /* '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 ) && !IS_OBJ_STAT(obj,ITEM_LQUEST) && obj->pIndexData->vnum != OBJ_VNUM_QPOUCH ) { found = TRUE; obj_from_char( obj ); obj_to_room( obj, ch->in_room ); obj->got_from = 0; sprintf( buf, "You drop %s\n\r", obj->short_descr ); add_buf(output,buf); if (obj->item_type == ITEM_PASSBOOK) { sprintf( buf, "%s dissolves into smoke.\n\r", obj->short_descr ); add_buf(output,buf); change_banklist(ch, FALSE, obj->value[0], obj->value[1], 0, obj->name); extract_obj(obj); } else if (IS_OBJ_STAT(obj,ITEM_MELT_DROP)) { sprintf( buf, "%s dissolves into smoke.\n\r", obj->short_descr ); add_buf(output,buf); 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 $T.", ch, NULL, &arg[4], TO_CHAR ); } else { if (ch->shadow) { ch->shadowing->shadowed = FALSE; ch->shadowing->shadower = NULL; ch->shadowing = NULL; ch->shadow = FALSE; } act( "$n drops some things.", ch, NULL, NULL, TO_ROOM ); page_to_char( buf_string(output), ch ); } free_buf(output); } if (!IS_NPC(ch) && (ch->level < DEMI) && ( !str_cmp( arg, "all" ) || !str_prefix( "all.", arg ) ) ) { sprintf(log_buf,"%s drops some stuff at %d.",ch->name,ch->in_room->vnum); log_string(log_buf); wiznet(log_buf,NULL,NULL,WIZ_DROPS,0,0); } else if ( !IS_NPC(ch) && (ch->level < DEMI) ) { sprintf(log_buf,"%s drops %s at %d.", ch->name,obj->short_descr,ch->in_room->vnum); log_string(log_buf); wiznet(log_buf,NULL,NULL,WIZ_DROPS,0,0); } return; } void do_give( CHAR_DATA *ch, char *argument ) { char arg1 [MIL]; char arg2 [MIL]; char buf[MSL]; 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, cost; long fullamount; int silver = 0, gold = 0, platinum = 0; amount = atoi(arg1); if ( amount <= 0 || ( str_cmp( arg2, "coins" ) && str_cmp( arg2, "coin" ) && str_cmp( arg2, "gold" ) && str_cmp( arg2, "silver") && str_cmp( arg2, "platinum") ) ) { send_to_char( "Sorry, you can't do that.\n\r", ch ); return; } if (!str_cmp(arg2,"gold") ) { gold = amount; fullamount = amount*100; } else if (!str_cmp(arg2,"platinum")) { platinum = amount; fullamount = amount*10000; } else { silver = amount; fullamount = amount; } argument = one_argument( argument, arg2 ); if ( arg2[0] == '\0' ) { send_to_char( "Give what to whom?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg2 ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if (ch->silver + (ch->gold * 100) + (ch->platinum * 10000) < fullamount ) { send_to_char( "You haven't got that much.\n\r", ch ); return; } if (amount > 50000) { send_to_char( "You can't give that much all at once.\n\r", ch ); return; } if ( ( !IS_NPC( ch ) && !IS_NPC( victim ) ) && ( !IS_IMMORTAL( ch ) ) && ( !IS_IMMORTAL( victim ) ) && ( ch != victim ) && ( !strcmp(ch->pcdata->socket, victim->pcdata->socket ) ) ) { act("You can't seem to give $N anything.\n\r",ch,NULL,victim,TO_CHAR); return; } if (victim->spirit) { act("You can't seem to give $N anything.\n\r",ch,NULL,victim,TO_CHAR); return; } cost = 0; if (silver != 0) { cost = silver; deduct_cost(ch,cost,VALUE_SILVER); add_cost(victim,cost,VALUE_SILVER); } else if (gold != 0) { cost = gold; deduct_cost(ch,cost,VALUE_GOLD); add_cost(victim,cost,VALUE_GOLD); } else { cost = platinum; deduct_cost(ch,cost,VALUE_PLATINUM); add_cost(victim,cost,VALUE_PLATINUM); } if (ch->shadow) { ch->shadowing->shadowed = FALSE; ch->shadowing->shadower = NULL; ch->shadowing = NULL; ch->shadow = FALSE; } act( "$n gives $N some money.", ch, NULL, victim, TO_NOTVICT ); if (platinum != 0) { sprintf(buf,"$n gives you %d platinum.",platinum); act( buf, ch, NULL, victim, TO_VICT ); sprintf(buf,"You give $N %d platinum.",platinum); act( buf, ch, NULL, victim, TO_CHAR ); if (ch->level < DEMI) { sprintf(log_buf,"%s gives %d platinum to %s.", ch->name,platinum,victim->name); log_string(log_buf); wiznet(log_buf,NULL,NULL,WIZ_GIVES,0,0); } } else if (gold != 0) { sprintf(buf,"$n gives you %d gold.",gold); act( buf, ch, NULL, victim, TO_VICT ); sprintf(buf,"You give $N %d gold.",gold); act( buf, ch, NULL, victim, TO_CHAR ); /* * Bribe trigger */ if ( IS_NPC(victim) && HAS_TRIGGER( victim, TRIG_BRIBE ) ) mp_bribe_trigger( victim, ch, amount * 100 * 100 ); /* * Bribe trigger */ if ( IS_NPC(victim) && HAS_TRIGGER( victim, TRIG_BRIBE ) ) mp_bribe_trigger( victim, ch, amount * 100 ); /* * Bribe trigger */ if ( IS_NPC(victim) && HAS_TRIGGER( victim, TRIG_BRIBE ) ) mp_bribe_trigger( victim, ch, amount ); } else { sprintf(buf,"$n gives you %d silver.",silver); act( buf, ch, NULL, victim, TO_VICT ); sprintf(buf,"You give $N %d silver.",silver); act( buf, ch, NULL, victim, TO_CHAR ); } if (IS_NPC(victim) && IS_SET(victim->act,ACT_IS_BANKER) && !IS_NPC(ch)) { int change; act( "$n tells you '{aI'm sorry, I no longer provide this service.{x'." ,victim,NULL,ch,TO_VICT); ch->reply = victim; if ( platinum != 0 ) sprintf(buf,"%d platinum %s", platinum,ch->name); if ( gold != 0 ) sprintf(buf,"%d gold %s", gold,ch->name); if ( silver != 0 ) sprintf(buf,"%d silver %s", silver,ch->name); do_give(victim,buf); return; if ( platinum != 0 ) { act( "$n tells you '{aI'm sorry, I can't convert past platinum.{x'." ,victim,NULL,ch,TO_VICT); ch->reply = victim; sprintf(buf,"%d platinum %s", platinum,ch->name); do_give(victim,buf); return; } if (silver != 0) { change = (95 * silver / 100 / 100); } else { change = (95 * gold / 100 / 100); } if (silver != 0 && change > victim->gold) victim->gold += change; if (gold != 0 && change > victim->platinum) victim->platinum += change; if (change < 1 && can_see(victim,ch)) { act( "$n tells you '{aI'm sorry, you did not give me enough to change{x'." ,victim,NULL,ch,TO_VICT); ch->reply = victim; sprintf(buf,"%d %s %s", amount, silver != 0 ? "silver" : "gold",ch->name); do_give(victim,buf); } else if (can_see(victim,ch)) { sprintf(buf,"%d %s %s", change, silver != 0 ? "gold" : "platinum",ch->name); do_give(victim,buf); sprintf(buf,"%d %s %s", (95 * amount / 100 - change * 100), silver != 0 ? "silver" : "gold", ch->name); do_give(victim,buf); act("$n tells you '{aThank you, come again{x'.", victim,NULL,ch,TO_VICT); ch->reply = victim; } } return; } if ( ( obj = get_obj_carry( ch, arg1 ) ) == NULL ) { send_to_char( "You do not have that item.\n\r", ch ); return; } if ( obj->wear_loc != WEAR_NONE ) { send_to_char( "You must remove it first.\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg2 ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if (IS_NPC(victim) && victim->pIndexData->pShop != NULL) { act("$N tells you '{aSorry, you'll have to sell that{x'.", 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 (IS_OBJ_STAT(obj,ITEM_QUEST) && ch->level <= HERO) { send_to_char( "You can't give quest items.\n\r", ch); return; } if ( ( obj->item_type == ITEM_PASSBOOK ) && ch->level <= HERO) { send_to_char( "You can't give passbooks.\n\r", ch); return; } if ((obj->pIndexData->vnum == OBJ_VNUM_VOODOO) && (ch->level <= HERO)) { send_to_char( "You can't give voodoo dolls.\n\r", ch); return; } if (IS_NPC(victim) && IS_SET(victim->act, ACT_QUESTMASTER)) { act( "$N tells you '{aDo not give me objects, just type AQUEST{x'." ,ch,NULL,victim,TO_CHAR); return; } if ( victim->carry_number + get_obj_number( obj ) > can_carry_n( victim ) ) { act( "$N has $S hands full.", ch, NULL, victim, TO_CHAR ); return; } if (get_carry_weight(victim) + get_obj_weight(obj) > can_carry_w( victim ) ) { act( "$N can't carry that much weight.", ch, NULL, victim, TO_CHAR ); return; } if ( !can_see_obj( victim, obj ) ) { act( "$N can't see it.", ch, NULL, victim, TO_CHAR ); return; } if ( ( !IS_NPC( ch ) && !IS_NPC( victim ) ) && ( !IS_IMMORTAL( ch ) ) && ( !IS_IMMORTAL( victim ) ) && ( ch != victim ) && ( !strcmp(ch->pcdata->socket, victim->pcdata->socket ) ) ) { act("You can't seem to give $N anything.\n\r",ch,NULL,victim,TO_CHAR); return; } if (ch->shadow) { ch->shadowing->shadowed = FALSE; ch->shadowing->shadower = NULL; ch->shadowing = NULL; ch->shadow = FALSE; } obj_from_char( obj ); obj_to_char( obj, victim ); obj->got_from = 0; MOBtrigger = FALSE; act( "$n gives $p to $N.", ch, obj, victim, TO_NOTVICT ); act( "$n gives you $p.", ch, obj, victim, TO_VICT ); act( "You give $p to $N.", ch, obj, victim, TO_CHAR ); MOBtrigger = TRUE; /* * Give trigger */ if ( IS_NPC(victim) && HAS_TRIGGER( victim, TRIG_GIVE ) ) mp_give_trigger( victim, ch, obj ); if (ch->level < DEMI) { sprintf(log_buf,"%s gives %s to %s.", ch->name,obj->short_descr,victim->name); log_string(log_buf); wiznet(log_buf,NULL,NULL,WIZ_GIVES,0,0); } if (IS_OBJ_STAT(obj,ITEM_FORCED) && (victim->level <= HERO) ) { do_wear(victim, obj->name); } 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,gsn_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 $p.",ch,obj,NULL,TO_CHAR); return; } if (number_percent() < skill) /* success! */ { if (ch->shadow) { ch->shadowing->shadowed = FALSE; ch->shadowing->shadower = NULL; ch->shadowing = NULL; ch->shadow = FALSE; } act("$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,gsn_envenom,TRUE,4); } WAIT_STATE(ch,skill_table[gsn_envenom].beats); return; } act("You fail to poison $p.",ch,obj,NULL,TO_CHAR); if (!obj->value[3]) check_improve(ch,gsn_envenom,FALSE,4); WAIT_STATE(ch,skill_table[gsn_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 = gsn_poison; af.level = ch->level * percent / 100; af.duration = ch->level/2 * percent / 100; af.location = 0; af.modifier = 0; af.bitvector = WEAPON_POISON; affect_to_obj(obj,&af); if (ch->shadow) { ch->shadowing->shadowed = FALSE; ch->shadowing->shadower = NULL; ch->shadowing = NULL; ch->shadow = FALSE; } 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,gsn_envenom,TRUE,3); WAIT_STATE(ch,skill_table[gsn_envenom].beats); return; } else { act("You fail to envenom $p.",ch,obj,NULL,TO_CHAR); check_improve(ch,gsn_envenom,FALSE,3); WAIT_STATE(ch,skill_table[gsn_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[MIL]; char buf[MSL]; 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 ) ) == 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 (ch->shadow) { ch->shadowing->shadowed = FALSE; ch->shadowing->shadower = NULL; ch->shadowing = NULL; ch->shadow = FALSE; } if ( !strcmp(liq_table[fountain->value[2]].liq_name, "blood")) { sprintf(buf,"You get some %s from $P.", liq_table[fountain->value[2]].liq_name); act( buf, ch, obj, fountain, TO_CHAR ); sprintf(buf,"$n gets some %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]++; extract_obj( fountain ); 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[MSL],buf[MSL]; 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)) == 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; } if (ch->shadow) { ch->shadowing->shadowed = FALSE; ch->shadowing->shadower = NULL; ch->shadowing = NULL; ch->shadow = FALSE; } 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,argument)) == NULL) { vch = get_char_room(ch,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]); if (ch->shadow) { ch->shadowing->shadowed = FALSE; ch->shadowing->shadower = NULL; ch->shadowing = NULL; ch->shadow = FALSE; } 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 $N.", liq_table[out->value[2]].liq_name); act(buf,ch,NULL,vch,TO_NOTVICT); } } void do_drink( CHAR_DATA *ch, char *argument ) { char arg[MIL]; OBJ_DATA *obj; int amount; int liquid; one_argument( argument, arg ); if ( arg[0] == '\0' ) { for ( obj = ch->in_room->contents; obj; obj = obj->next_content ) { if ( obj->item_type == ITEM_FOUNTAIN ) break; } if ( obj == NULL ) { send_to_char( "Drink what?\n\r", ch ); return; } } else { if ( ( obj = get_obj_here( ch, arg ) ) == NULL ) { send_to_char( "You can't find it.\n\r", ch ); return; } } if ( !IS_NPC(ch) && ch->pcdata->condition[COND_DRUNK] > 10 ) { send_to_char( "You fail to reach your mouth. *Hic*\n\r", ch ); return; } if (ch->spirit) { send_to_char( "That's tough to do without flesh.\n\r", ch); return; } switch ( obj->item_type ) { default: send_to_char( "You can't drink from that.\n\r", ch ); return; case ITEM_FOUNTAIN: if ( ( liquid = obj->value[2] ) < 0 ) { bug( "Do_drink: bad liquid number %d.",obj->pIndexData->vnum ); liquid = obj->value[2] = 0; } amount = liq_table[liquid].liq_affect[4] * 3; break; case ITEM_DRINK_CON: if ( obj->value[1] <= 0 ) { send_to_char( "It is already empty.\n\r", ch ); return; } if ( ( liquid = obj->value[2] ) < 0 ) { bug( "Do_drink: bad liquid number %d.", obj->pIndexData->vnum ); liquid = obj->value[2] = 0; } amount = liq_table[liquid].liq_affect[4]; amount = UMIN(amount, obj->value[1]); break; } if (!IS_NPC(ch) && !IS_IMMORTAL(ch) && ch->pcdata->condition[COND_FULL] > 45) { send_to_char("You're too full to drink more.\n\r",ch); return; } if (ch->shadow) { ch->shadowing->shadowed = FALSE; ch->shadowing->shadower = NULL; ch->shadowing = NULL; ch->shadow = FALSE; } act( "$n drinks $T from $p.", ch, obj, liq_table[liquid].liq_name, TO_ROOM ); act( "You drink $T from $p.", ch, obj, liq_table[liquid].liq_name, TO_CHAR ); gain_condition( ch, COND_DRUNK, amount * liq_table[liquid].liq_affect[COND_DRUNK] / 36 ); gain_condition( ch, COND_FULL, amount * liq_table[liquid].liq_affect[COND_FULL] / 4 ); gain_condition( ch, COND_THIRST, amount * liq_table[liquid].liq_affect[COND_THIRST] / 10 ); gain_condition(ch, COND_HUNGER, amount * liq_table[liquid].liq_affect[COND_HUNGER] / 2 ); if ( !IS_NPC(ch) && ch->pcdata->condition[COND_DRUNK] > 10 ) send_to_char( "You feel drunk.\n\r", ch ); if ( !IS_NPC(ch) && ch->pcdata->condition[COND_FULL] > 40 ) send_to_char( "You are full.\n\r", ch ); if ( !IS_NPC(ch) && ch->pcdata->condition[COND_THIRST] > 40 ) send_to_char( "Your thirst is quenched.\n\r", ch ); if (!strcmp(liq_table[liquid].liq_name, "blood") && (!strcmp(class_table[ch->class].name, "vampire") ||(!strcmp(class_table[ch->class].name, "lich")))) { ch->hit += ch->max_hit/20; ch->hit = UMIN(ch->hit, ch->max_hit); ch->mana += ch->max_mana/15; ch->mana = UMIN(ch->mana, ch->max_mana); ch->move += ch->max_move/15; ch->move = UMIN(ch->move, ch->max_move); } if (!IS_NPC(ch) && ch->pcdata->tier >= 2) { if (!strcmp(class_table[ch->clasb].name, "vampire") || (!strcmp(class_table[ch->class].name, "lich"))) { ch->hit += ch->max_hit/30; ch->hit = UMIN(ch->hit, ch->max_hit); ch->mana += ch->max_mana/22; ch->mana = UMIN(ch->mana, ch->max_mana); ch->move += ch->max_move/22; ch->move = UMIN(ch->move, ch->max_move); } } if ( obj->value[3] != 0 ) { /* The drink was poisoned ! */ AFFECT_DATA af; act( "$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 = gsn_poison; af.level = number_fuzzy(amount); af.duration = 3 * amount; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_POISON; affect_join( ch, &af ); } if (obj->value[0] > 0) obj->value[1] -= amount; switch ( obj->item_type ) { default: send_to_char( "You can't drink from that.\n\r", ch ); return; case ITEM_FOUNTAIN: if (!strcmp(liq_table[liquid].liq_name, "blood")) extract_obj( obj ); break; case ITEM_DRINK_CON: break; } return; } void do_restring( CHAR_DATA *ch, char *argument ) { char buf[MSL]; char arg[MIL]; OBJ_DATA *obj; CHAR_DATA *trainer; if (IS_NPC(ch)) return; argument = one_argument( argument, arg ); for ( trainer = ch->in_room->people; trainer != NULL; trainer = trainer->next_in_room) if (IS_NPC(trainer) && IS_SET(trainer->act,ACT_GAIN)) break; if (trainer == NULL || !can_see(ch,trainer)) { send_to_char("You can't do that here.\n\r",ch); return; } if ( arg[0] == '\0' || argument[0] == '\0' ) { send_to_char( "Restring what to what?\n\r", ch ); return; } if ( ( obj = get_obj_carry( ch, arg ) ) == NULL ) { send_to_char( "You do not have that item.\n\r", ch ); return; } if ( obj->wear_loc != WEAR_NONE ) { send_to_char( "You must remove it first.\n\r", ch ); return; } if (ch->aqps < 5) { send_to_char( "Restrings cost 5 quest points, you do not have enough.\n\r", ch); return; } if (ch->spirit) { send_to_char( "That's tough to do without flesh.\n\r", ch); return; } sprintf(buf, "%s{x", argument ); act( "You give $p to $N.", ch, obj, trainer, TO_CHAR ); act( "$n gives $p to $N.", ch, obj, trainer, TO_NOTVICT ); free_string( obj->short_descr ); obj->short_descr = str_dup( buf ); ch->aqps-=5; act( "$N gives $p to you.", ch, obj, trainer, TO_CHAR ); act( "$N gives $p to $n.", ch, obj, trainer, TO_NOTVICT ); return; } void do_eat( CHAR_DATA *ch, char *argument ) { char arg[MIL]; OBJ_DATA *obj; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Eat what?\n\r", ch ); return; } if (ch->stunned) { send_to_char("You're still a little woozy.\n\r",ch); return; } if ( ( obj = get_obj_carry( ch, arg ) ) == NULL ) { send_to_char( "You do not have that item.\n\r", ch ); return; } if ( !IS_IMMORTAL(ch) ) { if ( obj->item_type != ITEM_FOOD && obj->item_type != ITEM_PILL ) { send_to_char( "That's not edible.\n\r", ch ); return; } if ( !IS_NPC(ch) && ch->pcdata->condition[COND_FULL] > 40 ) { send_to_char( "You are too full to eat more.\n\r", ch ); return; } } if (ch->spirit) { send_to_char( "That's tough to do without flesh.\n\r", ch); return; } if (ch->shadow) { ch->shadowing->shadowed = FALSE; ch->shadowing->shadower = NULL; ch->shadowing = NULL; ch->shadow = FALSE; } act( "$n eats $p.", ch, obj, NULL, TO_ROOM ); act( "You eat $p.", ch, obj, NULL, TO_CHAR ); switch ( obj->item_type ) { case ITEM_FOOD: if ( !IS_NPC(ch) ) { int condition; condition = ch->pcdata->condition[COND_HUNGER]; gain_condition( ch, COND_FULL, obj->value[0] ); gain_condition( ch, COND_HUNGER, obj->value[1]); if ( condition == 0 && ch->pcdata->condition[COND_HUNGER] > 0 ) send_to_char( "You are no longer hungry.\n\r", ch ); else if ( ch->pcdata->condition[COND_FULL] > 40 ) send_to_char( "You are full.\n\r", ch ); } if ( obj->value[3] != 0 ) { /* The food was poisoned! */ AFFECT_DATA af; act( "$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 = gsn_poison; af.level = number_fuzzy(obj->value[0]); af.duration = 2 * obj->value[0]; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_POISON; affect_join( ch, &af ); } break; case ITEM_PILL: obj_cast_spell( obj->value[1], obj->value[0], ch, ch, NULL ); obj_cast_spell( obj->value[2], obj->value[0], ch, ch, NULL ); obj_cast_spell( obj->value[3], obj->value[0], ch, ch, NULL ); obj_cast_spell( obj->value[4], obj->value[0], ch, ch, NULL ); break; } extract_obj( obj ); return; } /* * Remove an object. */ bool remove_obj( CHAR_DATA *ch, int iWear, bool fReplace ) { OBJ_DATA *obj; if ( ( obj = get_eq_char( ch, iWear ) ) == NULL ) return TRUE; if ( !fReplace ) return FALSE; if ( IS_SET( obj->extra_flags, ITEM_NOREMOVE ) && ( ch->level < LEVEL_IMMORTAL ) ) { act( "You can't remove $p.", ch, obj, NULL, TO_CHAR ); return FALSE; } if (ch->shadow) { ch->shadowing->shadowed = FALSE; ch->shadowing->shadower = NULL; ch->shadowing = NULL; ch->shadow = FALSE; } unequip_char( ch, obj ); act( "$n stops using $p.", ch, obj, NULL, TO_ROOM ); act( "You stop using $p.", ch, obj, NULL, TO_CHAR ); if (IS_NPC(ch)) return TRUE; if ((obj->item_type == ITEM_DEMON_STONE) && (ch->pet != NULL) && (ch->pet->pIndexData->vnum == MOB_VNUM_DEMON)) { act("$N slowly fades away.",ch,NULL,ch->pet,TO_CHAR); nuke_pets(ch); } return TRUE; } bool can_levitate( CHAR_DATA *ch ) { if (IS_NPC(ch)) return FALSE; if (!strcmp(class_table[ch->class].name, "mage") ) { return TRUE; } if (!strcmp(class_table[ch->class].name, "wizard") ) { return TRUE; } if (!strcmp(class_table[ch->class].name, "cleric") && (ch->level > 49) ) { return TRUE; } if (!strcmp(class_table[ch->class].name, "priest") && (ch->level > 24) ) { return TRUE; } if (!strcmp(class_table[ch->class].name, "ranger") && (ch->level > 64) ) { return TRUE; } if (!strcmp(class_table[ch->class].name, "strider") && (ch->level > 49) ) { return TRUE; } if (!strcmp(class_table[ch->class].name, "vampire") && (ch->level > 59) ) { return TRUE; } if (!strcmp(class_table[ch->class].name, "lich") && (ch->level > 39) ) { return TRUE; } if (!strcmp(class_table[ch->clasb].name, "mage") ) { return TRUE; } if (!strcmp(class_table[ch->clasb].name, "wizard") ) { return TRUE; } if (!strcmp(class_table[ch->clasb].name, "cleric") && (ch->level > 35) ) { return TRUE; } if (!strcmp(class_table[ch->clasb].name, "priest") && (ch->level > 30) ) { return TRUE; } if (!strcmp(class_table[ch->clasb].name, "vampire") && (ch->level > 45) ) { return TRUE; } if (!strcmp(class_table[ch->clasb].name, "lich") && (ch->level > 35) ) { return TRUE; } if (!strcmp(class_table[ch->clasb].name, "ranger") && (ch->level > 75) ) { return TRUE; } if (!strcmp(class_table[ch->clasb].name, "strider") && (ch->level > 55) ) { return TRUE; } else { return FALSE; } } /* * Wear one object. * Optional replacement of existing objects. * Big repetitive code, ick. */ void wear_obj( CHAR_DATA *ch, OBJ_DATA *obj, bool fReplace ) { OBJ_DATA *shieldobj; char buf[MSL]; if (ch->shadow) { ch->shadowing->shadowed = FALSE; ch->shadowing->shadower = NULL; ch->shadowing = NULL; ch->shadow = FALSE; } if ( ( ( ch->level < obj->level ) && ( ch->class < MCLT_1 ) && ( obj->level > 19 ) ) || ( ( ch->level < obj->level ) && ( ch->class >= MCLT_1 ) && ( obj->level > 27 ) ) ) { 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 $p, but is too inexperienced.", ch, obj, NULL, TO_ROOM ); return; } if ( obj->item_type == ITEM_LIGHT ) { if ( !remove_obj( ch, WEAR_LIGHT, fReplace ) ) return; act( "$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 $p on your left finger.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_FINGER_L ); return; } if ( get_eq_char( ch, WEAR_FINGER_R ) == NULL ) { act( "$n wears $p on $s right finger.", ch, obj, NULL, TO_ROOM ); act( "You wear $p on your right finger.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_FINGER_R ); return; } bug( "Wear_obj: no free finger.", 0 ); send_to_char( "You already wear two rings.\n\r", ch ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_NECK ) ) { if ( get_eq_char( ch, WEAR_NECK_1 ) != NULL && get_eq_char( ch, WEAR_NECK_2 ) != NULL && !remove_obj( ch, WEAR_NECK_1, fReplace ) && !remove_obj( ch, WEAR_NECK_2, fReplace ) ) return; if ( get_eq_char( ch, WEAR_NECK_1 ) == NULL ) { act( "$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 $p on your torso.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_BODY ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_FACE ) ) { if ( !remove_obj( ch, WEAR_FACE, fReplace ) ) return; act( "$n wears $p on $s face.", ch, obj, NULL, TO_ROOM ); act( "You wear $p on your face.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_FACE ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_HEAD ) ) { if ( !remove_obj( ch, WEAR_HEAD, fReplace ) ) return; act( "$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 $p on your hands.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_HANDS ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_ARMS ) ) { if ( !remove_obj( ch, WEAR_ARMS, fReplace ) ) return; act( "$n wears $p on $s arms.", ch, obj, NULL, TO_ROOM ); act( "You wear $p on your arms.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_ARMS ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_ABOUT ) ) { if ( !remove_obj( ch, WEAR_ABOUT, fReplace ) ) return; act( "$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 $p around your right wrist.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_WRIST_R ); return; } bug( "Wear_obj: no free wrist.", 0 ); send_to_char( "You already wear two wrist items.\n\r", ch ); return; } if ( CAN_WEAR( obj, ITEM_WEAR_SHIELD ) ) { OBJ_DATA *weapon; if ( !remove_obj( ch, WEAR_SHIELD, fReplace ) ) return; weapon = get_eq_char(ch,WEAR_WIELD); if (weapon != NULL && ch->size < SIZE_LARGE && IS_WEAPON_STAT(weapon,WEAPON_TWO_HANDS) && !can_levitate(ch) ) { send_to_char("Your hands are tied up with your weapon!\n\r",ch); return; } if ((get_eq_char (ch, WEAR_SECONDARY) != NULL) && !can_levitate(ch) ) { send_to_char ("You cannot use a shield while using 2 weapons.\n\r",ch); return; } if ( !can_levitate(ch) ) { act( "$n wears $p as a shield.", ch, obj, NULL, TO_ROOM ); act( "You wear $p as a shield.", ch, obj, NULL, TO_CHAR ); } else { if ((weapon != NULL && ch->size < SIZE_LARGE && (can_levitate(ch)) && IS_WEAPON_STAT(weapon,WEAPON_TWO_HANDS)) || (get_eq_char (ch, WEAR_SECONDARY) != NULL)) { act( "$n levitates $p in front of $m.", ch, obj, NULL, TO_ROOM ); act( "You levitate $p in front of you.", ch, obj, NULL, TO_CHAR ); } else { act( "$n wears $p as a shield.", ch, obj, NULL, TO_ROOM ); act( "You wear $p as a shield.", ch, obj, NULL, TO_CHAR ); } } if (can_levitate(ch)){ equip_char( ch, obj, WEAR_SHIELD ); } return; } if ( CAN_WEAR( obj, ITEM_WIELD ) ) { int sn,skill; if ( !remove_obj( ch, WEAR_WIELD, fReplace ) ) return; if ( !IS_NPC(ch) && get_obj_weight(obj) > (str_app[get_curr_stat(ch,STAT_STR)].wield * 10)) { send_to_char( "It is too heavy for you to wield.\n\r", ch ); return; } if (!IS_NPC(ch) && ch->size < SIZE_LARGE && IS_WEAPON_STAT(obj,WEAPON_TWO_HANDS) && (get_eq_char(ch,WEAR_SHIELD) != NULL || get_eq_char(ch,WEAR_SECONDARY) != NULL)) { if ( !can_levitate(ch) ) { send_to_char("You need two hands free for that weapon.\n\r",ch); return; } if (!IS_NPC(ch) && ch->size < SIZE_LARGE && IS_WEAPON_STAT(obj,WEAPON_TWO_HANDS) && get_eq_char(ch,WEAR_SECONDARY) != NULL) { send_to_char("You need two hands free for that weapon.\n\r",ch); return; } else if ( can_levitate(ch) ) { shieldobj = get_eq_char(ch, WEAR_SHIELD); act( "$n levitates $p in front of $m.", ch, shieldobj, NULL, TO_ROOM); act( "You levitate $p in front of you.", ch, shieldobj, NULL, TO_CHAR); } else { shieldobj = get_eq_char(ch, WEAR_SHIELD); act( "$n wears $p as a shield.", ch, obj, NULL, TO_ROOM ); act( "You wear $p as a shield.", ch, obj, NULL, TO_CHAR ); } } act( "$n wields $p.", ch, obj, NULL, TO_ROOM ); act( "You wield $p.", ch, obj, NULL, TO_CHAR ); equip_char( ch, obj, WEAR_WIELD ); sn = get_weapon_sn(ch); if (sn == gsn_hand_to_hand) return; skill = get_weapon_skill(ch,sn); if (skill >= 100) act("$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 $p.", ch,obj,NULL,TO_CHAR); return; } if ( CAN_WEAR( obj, ITEM_HOLD ) ) { if ( !remove_obj( ch, WEAR_HOLD, fReplace ) ) return; if (get_eq_char (ch, WEAR_SECONDARY) != NULL) { send_to_char ("You cannot hold an item while using 2 weapons.\n\r",ch); return; } act( "$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[MIL]; 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 ) ) wear_obj( ch, obj, FALSE ); } return; } else { if ( ( obj = get_obj_carry( ch, arg ) ) == NULL ) { send_to_char( "You do not have that item.\n\r", ch ); return; } wear_obj( ch, obj, TRUE ); } return; } void do_remove( CHAR_DATA *ch, char *argument ) { char arg[MIL]; OBJ_DATA *obj; OBJ_DATA *obj_next; bool found; argument = one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Remove what?\n\r", ch ); return; } if ( str_cmp( arg, "all" ) && str_prefix( "all.", arg ) ) { if ( ( obj = get_obj_wear( ch, arg ) ) == NULL ) { send_to_char( "You do not have that item.\n\r", ch ); return; } remove_obj( ch, obj->wear_loc, TRUE ); } else { 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 ) { found = TRUE; remove_obj( ch, obj->wear_loc, TRUE ); } } if ( !found ) { if ( arg[3] == '\0' ) act( "You are not wearing anything.", ch, NULL, arg, TO_CHAR ); else act( "You are not wearing any $T.", ch, NULL, &arg[4], TO_CHAR ); } } return; } void do_sacrifice( CHAR_DATA *ch, char *argument ) { char arg[MIL]; char buf[MSL]; OBJ_DATA *obj; int silver; /* variables for AUTOSPLIT */ CHAR_DATA *gch; int members; char buffer[100]; one_argument( argument, arg ); if ( arg[0] == '\0' || !str_cmp( arg, ch->name ) ) { act( "$n offers $mself to $g, who graciously declines.", ch, NULL, NULL, TO_ROOM ); act( "$g appreciates your offer and may accept it later.", ch, NULL, NULL, TO_CHAR ); 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; printf_to_char ( ch, "{BSomeone gives you {Y%d{c silver for your sacrifice of {w%s{c.{x\n\r", silver, obj->short_descr); act ( "$n sacrifices $p to Someone.", ch, obj, NULL, TO_ROOM ); ch->silver += silver; extract_obj ( obj ); if ( IS_SET ( ch->act, PLR_AUTOSPLIT ) ) { members = 0; for ( gch = ch->in_room->people; gch; gch = gch->next_in_room ) if ( is_same_group ( ch, gch ) ) members++; if ( members > 1 && silver > 1 ) { sprintf ( buf, "%d", silver ); } } } if ( found ) wiznet ( "$N sends up everything in the room as a burnt offering.", ch, obj, WIZ_SECURE, 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( "$g wouldn't like that.",ch,NULL,NULL,TO_CHAR); return; } } if (ch->spirit) { send_to_char( "That's tough to do without flesh.\n\r", ch); return; } if ( !CAN_WEAR(obj, ITEM_TAKE) || CAN_WEAR(obj, ITEM_NO_SAC)) { act( "$p is not an acceptable sacrifice.", ch, obj, 0, TO_CHAR ); return; } silver = UMAX(1,obj->level * 3); if (silver == 1) { act( "$g gives you one silver coin for your sacrifice.",ch,NULL,NULL,TO_CHAR); } else { sprintf(buf,"$g gives you {g%d{x silver coins for your sacrifice.", silver); act(buf,ch,NULL,NULL,TO_CHAR); } add_cost(ch,silver,VALUE_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_split(ch,buffer); } } if (ch->shadow) { ch->shadowing->shadowed = FALSE; ch->shadowing->shadower = NULL; ch->shadowing = NULL; ch->shadow = FALSE; } act( "$n sacrifices $p to $g.", ch, obj, NULL, TO_ROOM ); wiznet("$N sends up $p as a burnt offering.", ch,obj,WIZ_SACCING,0,0); extract_obj( obj ); do_mod_favor(ch, 3); return; } void do_quaff( CHAR_DATA *ch, char *argument ) { char arg[MIL]; OBJ_DATA *obj; int amount; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Quaff what?\n\r", ch ); return; } if ( ( obj = get_obj_carry( ch, arg ) ) == NULL ) { send_to_char( "You do not have that potion.\n\r", ch ); return; } if ( obj->item_type != ITEM_POTION ) { send_to_char( "You can quaff only potions.\n\r", ch ); return; } if (ch->stunned) { send_to_char("You're still a little woozy.\n\r",ch); return; } if (ch->level < obj->level) { send_to_char("This liquid is too powerful for you to drink.\n\r",ch); return; } if (!IS_NPC(ch) && !IS_IMMORTAL(ch) && ch->pcdata->condition[COND_FULL] > 70) { send_to_char("You're too full to drink more.\n\r",ch); return; } if (ch->shadow) { ch->shadowing->shadowed = FALSE; ch->shadowing->shadower = NULL; ch->shadowing = NULL; ch->shadow = FALSE; } if (ch->position == POS_FIGHTING) WAIT_STATE( ch, 6 * PULSE_PER_SECOND ); else WAIT_STATE( ch, 3 * PULSE_PER_SECOND ); act( "$n quaffs $p.", ch, obj, NULL, TO_ROOM ); act( "You quaff $p.", ch, obj, NULL ,TO_CHAR ); if (obj->value[0] < 1) obj->value[0] = 1; obj->value[0] = UMAX((obj->value[0]/4)*3, 0); obj_cast_spell( obj->value[1], obj->value[0], ch, ch, NULL ); obj_cast_spell( obj->value[2], obj->value[0], ch, ch, NULL ); obj_cast_spell( obj->value[3], obj->value[0], ch, ch, NULL ); obj_cast_spell( obj->value[4], obj->value[0], ch, ch, NULL ); amount = 14; gain_condition( ch, COND_FULL, amount * 3 / 4 ); gain_condition( ch, COND_THIRST, amount * 9 / 10 ); gain_condition(ch, COND_HUNGER, amount * 3 / 2 ); 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 ); extract_obj( obj ); return; } void do_recite( CHAR_DATA *ch, char *argument ) { char arg1[MIL]; char arg2[MIL]; CHAR_DATA *victim = NULL; OBJ_DATA *scroll = NULL; OBJ_DATA *obj = NULL; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if ( ( scroll = get_obj_carry( ch, arg1 ) ) == NULL ) { send_to_char( "You do not have that scroll.\n\r", ch ); return; } if ( scroll->item_type != ITEM_SCROLL ) { send_to_char( "You can recite only scrolls.\n\r", ch ); return; } if (ch->stunned) { send_to_char("You're still a little woozy.\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; } WAIT_STATE( ch, 2 * PULSE_VIOLENCE ); obj = NULL; if ( arg2[0] == '\0' ) { victim = ch; } else { if ( ( victim = get_char_room ( ch, arg2 ) ) == NULL && ( obj = get_obj_here ( ch, arg2 ) ) == NULL ) { send_to_char( "You can't find it.\n\r", ch ); return; } } if (victim && victim != ch && !IS_NPC(victim)) { if ( IS_SET( victim->exbit1_flags,RECRUIT) || IS_SET( victim->exbit1_flags,PK_VETERAN) || IS_SET( victim->exbit1_flags,PK_LAWFUL) || IS_SET( victim->exbit1_flags,PK_KILLER) || IS_SET( ch->exbit1_flags,RECRUIT) || IS_SET( ch->exbit1_flags,PK_VETERAN) || IS_SET( ch->exbit1_flags,PK_LAWFUL) || IS_SET( ch->exbit1_flags,PK_KILLER) ) { if ( victim->fighting != NULL && IS_SET( ch->exbit1_flags,PK_LAWFUL) ) { send_to_char("So thats the way you like to play.\n\r",ch); REMOVE_BIT ( ch->exbit1_flags, PK_LAWFUL ); SET_BIT( ch->exbit1_flags, PK_KILLER ); } else if ( victim->fighting != NULL && IS_SET( ch->exbit1_flags,PK_KILLER) ) { send_to_char("You really deserve this.\n\r",ch); REMOVE_BIT ( ch->exbit1_flags, PK_KILLER ); SET_BIT( ch->exbit1_flags, PK_KILLER2 ); } send_to_char("Have mercy on them.\n\r",ch); } } if (ch->shadow) { ch->shadowing->shadowed = FALSE; ch->shadowing->shadower = NULL; ch->shadowing = NULL; ch->shadow = FALSE; } act( "$n recites $p.", ch, scroll, NULL, TO_ROOM ); act( "You recite $p.", ch, scroll, NULL, TO_CHAR ); if (number_percent() >= 20 + get_skill(ch,gsn_scrolls) * 4/5) { send_to_char("You mispronounce a syllable.\n\r",ch); check_improve(ch,gsn_scrolls,FALSE,2); } else { obj_cast_spell( scroll->value[1], scroll->value[0], ch, victim, obj ); obj_cast_spell( scroll->value[2], scroll->value[0], ch, victim, obj ); obj_cast_spell( scroll->value[3], scroll->value[0], ch, victim, obj ); obj_cast_spell( scroll->value[4], scroll->value[0], ch, victim, obj ); check_improve(ch,gsn_scrolls,TRUE,2); } extract_obj( scroll ); return; } void do_brandish( CHAR_DATA *ch, char *argument ) { CHAR_DATA *vch; CHAR_DATA *vch_next; OBJ_DATA *staff; int sn; if ( ( staff = get_eq_char( ch, WEAR_HOLD ) ) == NULL ) { send_to_char( "You hold nothing in your hand.\n\r", ch ); return; } if ( staff->item_type != ITEM_STAFF ) { send_to_char( "You can brandish only with a staff.\n\r", ch ); return; } if (ch->stunned) { send_to_char("You're still a little woozy.\n\r",ch); return; } if ( ( sn = staff->value[3] ) < 0 || sn >= MAX_SKILL || skill_table[sn].spell_fun == 0 ) { bug( "Do_brandish: bad sn %d.", sn ); return; } WAIT_STATE( ch, 2 * PULSE_VIOLENCE ); if (ch->shadow) { ch->shadowing->shadowed = FALSE; ch->shadowing->shadower = NULL; ch->shadowing = NULL; ch->shadow = FALSE; } if ( staff->value[2] > 0 ) { act( "$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,gsn_staves) * 4/5) { act ("You fail to invoke $p.",ch,staff,NULL,TO_CHAR); act ("...and nothing happens.",ch,NULL,NULL,TO_ROOM); check_improve(ch,gsn_staves,FALSE,2); } else for ( vch = ch->in_room->people; vch; vch = vch_next ) { vch_next = vch->next_in_room; switch ( skill_table[sn].target ) { default: bug( "Do_brandish: bad target for sn %d.", sn ); return; case TAR_IGNORE: if ( vch != ch ) continue; break; case TAR_CHAR_OFFENSIVE: if ( IS_NPC(ch) ? IS_NPC(vch) : !IS_NPC(vch) ) continue; break; case TAR_CHAR_DEFENSIVE: if ( IS_NPC(ch) ? !IS_NPC(vch) : IS_NPC(vch) ) continue; break; case TAR_CHAR_SELF: if ( vch != ch ) continue; break; } obj_cast_spell( staff->value[3], staff->value[0], ch, vch, NULL ); if (vch != ch && !IS_NPC(vch)) { if ( IS_SET( vch->exbit1_flags,RECRUIT) || IS_SET( vch->exbit1_flags,PK_VETERAN) || IS_SET( vch->exbit1_flags,PK_LAWFUL) || IS_SET( vch->exbit1_flags,PK_KILLER) || IS_SET( ch->exbit1_flags,RECRUIT) || IS_SET( ch->exbit1_flags,PK_VETERAN) || IS_SET( ch->exbit1_flags,PK_LAWFUL) || IS_SET( ch->exbit1_flags,PK_KILLER) ) { if ( vch->fighting != NULL && IS_SET( ch->exbit1_flags,PK_LAWFUL) && !IS_NPC(vch)) { send_to_char("So thats the way you like to play.\n\r",ch); REMOVE_BIT ( ch->exbit1_flags, PK_LAWFUL ); SET_BIT( ch->exbit1_flags, PK_KILLER ); } else if ( vch->fighting != NULL && IS_SET( ch->exbit1_flags,PK_KILLER) && !IS_NPC(vch)) { send_to_char("You really deserve this.\n\r",ch); REMOVE_BIT ( ch->exbit1_flags, PK_KILLER ); SET_BIT( ch->exbit1_flags, PK_KILLER2 ); } send_to_char("Have mercy on them.\n\r",ch); } } check_improve(ch,gsn_staves,TRUE,2); } } if ( --staff->value[2] <= 0 ) { act( "$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[MIL]; 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; } if (ch->stunned) { send_to_char("You're still a little woozy.\n\r",ch); return; } obj = NULL; if ( arg[0] == '\0' ) { if ( ch->fighting != NULL ) { victim = ch->fighting; } else { send_to_char( "Zap whom or what?\n\r", ch ); return; } } else { if ( ( victim = get_char_room ( ch, arg ) ) == NULL && ( obj = get_obj_here ( ch, arg ) ) == NULL ) { send_to_char( "You can't find it.\n\r", ch ); return; } } WAIT_STATE( ch, 2 * PULSE_VIOLENCE ); if (ch->shadow) { ch->shadowing->shadowed = FALSE; ch->shadowing->shadower = NULL; ch->shadowing = NULL; ch->shadow = FALSE; } if (victim != ch && !IS_NPC(victim)) { if ( IS_SET( victim->exbit1_flags,RECRUIT) || IS_SET( victim->exbit1_flags,PK_VETERAN) || IS_SET( victim->exbit1_flags,PK_LAWFUL) || IS_SET( victim->exbit1_flags,PK_KILLER) || IS_SET( ch->exbit1_flags,RECRUIT) || IS_SET( ch->exbit1_flags,PK_VETERAN) || IS_SET( ch->exbit1_flags,PK_LAWFUL) || IS_SET( ch->exbit1_flags,PK_KILLER) ) { if ( victim->fighting != NULL && IS_SET( ch->exbit1_flags,PK_LAWFUL) && !IS_NPC(victim)) { send_to_char("So thats the way you like to play.\n\r",ch); REMOVE_BIT ( ch->exbit1_flags, PK_LAWFUL ); SET_BIT( ch->exbit1_flags, PK_KILLER ); } else if ( victim->fighting != NULL && IS_SET( ch->exbit1_flags,PK_KILLER) && !IS_NPC(victim)) { send_to_char("You really deserve this.\n\r",ch); REMOVE_BIT ( ch->exbit1_flags, PK_KILLER ); SET_BIT( ch->exbit1_flags, PK_KILLER2 ); } send_to_char("Have mercy on them.\n\r",ch); } } if ( wand->value[2] > 0 ) { if ( victim != NULL ) { act( "$n zaps $N with $p.", ch, wand, victim, TO_ROOM ); act( "You zap $N with $p.", ch, wand, victim, TO_CHAR ); } else { act( "$n zaps $P with $p.", ch, wand, obj, TO_ROOM ); act( "You zap $P with $p.", ch, wand, obj, TO_CHAR ); } if (ch->level < wand->level || number_percent() >= 20 + get_skill(ch,gsn_wands) * 4/5) { act( "Your efforts with $p produce only smoke and sparks.", ch,wand,NULL,TO_CHAR); act( "$n's efforts with $p produce only smoke and sparks.", ch,wand,NULL,TO_ROOM); check_improve(ch,gsn_wands,FALSE,2); } else { obj_cast_spell( wand->value[3], wand->value[0], ch, victim, obj ); check_improve(ch,gsn_wands,TRUE,2); } } if ( --wand->value[2] <= 0 ) { act( "$n's $p explodes into fragments.", ch, wand, NULL, TO_ROOM ); act( "Your $p explodes into fragments.", ch, wand, NULL, TO_CHAR ); extract_obj( wand ); } return; } void do_steal( CHAR_DATA *ch, char *argument ) { char buf [MSL]; char arg1 [MIL]; char arg2 [MIL]; CHAR_DATA *victim; OBJ_DATA *obj; int percent; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if ( arg1[0] == '\0' || arg2[0] == '\0' ) { send_to_char( "Steal what from whom?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg2 ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( victim == ch ) { send_to_char( "That's pointless.\n\r", ch ); return; } if (is_safe(ch,victim)) return; if ( IS_NPC(victim) && victim->position == POS_FIGHTING) { send_to_char( "Kill stealing is not permitted.\n\r" "You'd better not -- you might get hit.\n\r",ch); return; } if (ch->spirit) { send_to_char( "That's tough to do without flesh.\n\r", ch); return; } WAIT_STATE( ch, skill_table[gsn_steal].beats ); percent = number_percent(); if (get_skill(ch,gsn_steal) >= 1) percent += ( IS_AWAKE(victim) ? 10 : -50 ); if ( ((ch->level + 7 < victim->level || ch->level -7 > victim->level) && !IS_NPC(victim) && !IS_NPC(ch) ) || ( !IS_NPC(ch) && percent > get_skill(ch,gsn_steal)) || ( !IS_NPC(ch) && !is_clan(ch)) ) { /* * Failure. */ if (ch->shadow) { ch->shadowing->shadowed = FALSE; ch->shadowing->shadower = NULL; ch->shadowing = NULL; ch->shadow = FALSE; } send_to_char( "Oops.\n\r", ch ); act( "$n tried to steal from you.\n\r", ch, NULL, victim, TO_VICT ); act( "$n tried to steal from $N.\n\r", ch, NULL, victim, TO_NOTVICT ); switch(number_range(0,3)) { case 0 : sprintf( buf, "{z{R%s{x{R is a lousy thief!{x", ch->name ); break; case 1 : sprintf( buf, "{z{R%s{x{R couldn't rob %s way out of a paper bag!{x", ch->name,(ch->sex == 2) ? "her" : "his"); break; case 2 : sprintf( buf,"{z{R%s{x{R tried to rob me!{x",ch->name ); break; case 3 : sprintf(buf,"{RKeep your hands out of there, {z%s{x{R!{x",ch->name); break; } do_yell( victim, buf ); if ( !IS_NPC(ch) ) { if ( IS_NPC(victim) ) { check_improve(ch,gsn_steal,FALSE,2); multi_hit( victim, ch, TYPE_UNDEFINED ); } else { sprintf(buf,"{R$N{x tried to steal from {B%s{x.",victim->name); wiznet(buf,ch,NULL,WIZ_FLAGS,0,0); } } return; } if ( !str_cmp( arg1, "coin" ) || !str_cmp( arg1, "coins" ) || !str_cmp( arg1, "gold" ) || !str_cmp( arg1, "platinum" ) || !str_cmp( arg1, "silver")) { int platinum, gold, silver; platinum = victim->platinum * number_range(1, ch->level) / MAX_LEVEL; gold = victim->gold * number_range(1, ch->level) / MAX_LEVEL; silver = victim->silver * number_range(1,ch->level) / MAX_LEVEL; if ( platinum <= 0 && gold <= 0 && silver <= 0 ) { send_to_char( "You couldn't get any coins.\n\r", ch ); return; } ch->platinum += platinum; ch->gold += gold; ch->silver += silver; victim->silver -= silver; victim->gold -= gold; victim->platinum -= platinum; if (silver <= 0 && gold <= 0) sprintf( buf, "Bingo! You got {g%d{x platinum coins.\n\r", platinum ); if (silver <= 0 && platinum <= 0) sprintf( buf, "Bingo! You got {g%d{x gold coins.\n\r", gold ); else if (gold <= 0 && platinum <= 0) sprintf( buf, "Bingo! You got {g%d{x silver coins.\n\r",silver); else if (platinum <= 0) sprintf(buf, "Bingo! You got {g%d{x silver and {g%d{x gold coins.\n\r", silver,gold); else if (gold <= 0) sprintf(buf, "Bingo! You got {g%d{x silver and {g%d{x platinum coins.\n\r", silver,platinum); else if (silver <= 0) sprintf(buf, "Bingo! You got {g%d{x gold and {g%d{x platinum coins.\n\r", gold,platinum); else sprintf(buf, "Bingo! You got {g%d{x silver, {g%d{x gold, and {g%d{x platinum coins.\n\r", silver,gold,platinum); send_to_char( buf, ch ); check_improve(ch,gsn_steal,TRUE,2); do_mod_favor(ch, 0); return; } if ( ( obj = get_obj_carry( victim, arg1 ) ) == NULL ) { send_to_char( "You can't find it.\n\r", ch ); return; } if ( !can_drop_obj( ch, obj ) || IS_SET(obj->extra_flags, ITEM_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 ); obj->got_from = 0; check_improve(ch,gsn_steal,TRUE,2); do_mod_favor(ch, 0); send_to_char( "Got it!\n\r", ch ); return; } /* * Shopping commands. */ CHAR_DATA *find_keeper( CHAR_DATA *ch ) { char buf[MSL]; 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_TWIT) ) { do_say( keeper, "{aTwits are not welcome!{x" ); sprintf( buf, "{a%s the {z{RTWIT{x is over here!{x\n\r", ch->name ); do_yell( keeper, buf ); return NULL; } /* * Shop hours. */ if ( time_info.hour < pShop->open_hour ) { do_say( keeper, "{aSorry, I am closed. Come back later.{x" ); return NULL; } if ( time_info.hour > pShop->close_hour ) { do_say( keeper, "{aSorry, I am closed. Come back tomorrow.{x" ); return NULL; } /* * Invisible or hidden people. */ if ( !can_see( keeper, ch ) ) { do_say( keeper, "{aI don't trade with folks I can't see.{x" ); 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[MIL]; 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[MSL]; int cost,roll; long multicost; if ( argument[0] == '\0' ) { send_to_char( "Buy what?\n\r", ch ); return; } if ( IS_SET(ch->in_room->room_flags, ROOM_PET_SHOP) ) { char arg[MIL]; char buf[MSL]; CHAR_DATA *pet; ROOM_INDEX_DATA *pRoomIndexNext; ROOM_INDEX_DATA *in_room; 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, 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; } 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) + (10000 * ch->platinum) ) < 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; } if (ch->spirit) { send_to_char( "That's tough to do without flesh.\n\r", ch); return; } /* haggle */ roll = number_percent(); if (roll < get_skill(ch,gsn_haggle)) { cost -= cost / 2 * roll / 100; sprintf(buf,"You haggle the price down to {g%d{x coins.\n\r",cost); send_to_char(buf,ch); check_improve(ch,gsn_haggle,TRUE,4); } deduct_cost(ch,cost,VALUE_SILVER); 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 '{cI belong to %s{x'.\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; pet->alignment = ch->alignment; send_to_char( "Enjoy your pet.\n\r", ch ); if (ch->shadow) { ch->shadowing->shadowed = FALSE; ch->shadowing->shadower = NULL; ch->shadowing = NULL; ch->shadow = FALSE; } act( "$n bought $N as a pet.", ch, NULL, pet, TO_ROOM ); return; } else { CHAR_DATA *keeper; OBJ_DATA *obj,*t_obj; char arg[MIL]; int number, count = 1; if ( ( keeper = find_keeper( ch ) ) == NULL ) return; number = mult_argument(argument,arg); obj = get_obj_keeper( ch,keeper, arg ); cost = get_cost( keeper, obj, TRUE ); if (ch->spirit) { send_to_char( "That's tough to do without flesh.\n\r", ch); return; } if (number < 1 || number > 99) { act ("$n tells you 'Get real!", keeper, NULL, ch, TO_VICT); return; } if ( cost <= 0 || !can_see_obj( ch, obj ) ) { act( "$n tells you '{aI don't sell that -- try '{Mlist{a'{x'.", keeper, NULL, ch, TO_VICT ); ch->reply = keeper; return; } if (number < 0) { act("$n tells you '{aNice try, jackass!{x'.", keeper,NULL,ch,TO_VICT); ch->reply = keeper; if (ch->shadow) { ch->shadowing->shadowed = FALSE; ch->shadowing->shadower = NULL; ch->shadowing = NULL; ch->shadow = FALSE; } multi_hit( keeper, ch, TYPE_UNDEFINED ); return; } if (number == 0) number = 1; 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("$n tells you '{aI don't have that many in stock{x'.", keeper,NULL,ch,TO_VICT); ch->reply = keeper; return; } } if ( (ch->silver + (ch->gold * 100) + (ch->platinum * 10000) ) < cost * number ) { if (number > 1) act("$n tells you '{aYou can't afford to buy that many{x'.", keeper,obj,ch,TO_VICT); else act( "$n tells you '{aYou can't afford to buy $p{x'.", keeper, obj, ch, TO_VICT ); ch->reply = keeper; return; } if ( ( ( obj->level > ch->level ) && ( ch->class < MCLT_1 ) && ( obj->level > 19 ) ) || ( ( obj->level > ch->level ) && ( ch->class >= MCLT_1 ) && ( obj->level > 27 ) ) ) { act( "$n tells you '{aYou can't use $p {ayet{x'.", keeper, obj, ch, TO_VICT ); ch->reply = keeper; 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; } /* haggle */ roll = number_percent(); if (!IS_OBJ_STAT(obj,ITEM_SELL_EXTRACT) && roll < get_skill(ch,gsn_haggle)) { cost -= obj->cost / 2 * roll / 100; act("You haggle with $N.",ch,NULL,keeper,TO_CHAR); check_improve(ch,gsn_haggle,TRUE,4); } if (ch->shadow) { ch->shadowing->shadowed = FALSE; ch->shadowing->shadower = NULL; ch->shadowing = NULL; ch->shadow = FALSE; } if (number > 1) { sprintf(buf,"$n buys $p[%d].",number); act(buf,ch,obj,NULL,TO_ROOM); sprintf(buf,"You buy $p[%d] for {g%d{x silver.",number,cost * number); act(buf,ch,obj,NULL,TO_CHAR); } else { act( "$n buys $p.", ch, obj, NULL, TO_ROOM ); sprintf(buf,"You buy $p for {g%d{x silver.",cost); act( buf, ch, obj, NULL, TO_CHAR ); } multicost = cost*number; while (multicost >= 100000) { deduct_cost(ch,10,VALUE_PLATINUM); add_cost(keeper,10,VALUE_PLATINUM); multicost -= 100000; } while (multicost >= 10000) { deduct_cost(ch,1,VALUE_PLATINUM); add_cost(keeper,1,VALUE_PLATINUM); multicost -= 10000; } while (multicost >= 1000) { deduct_cost(ch,10,VALUE_GOLD); add_cost(keeper,10,VALUE_GOLD); multicost -= 1000; } while (multicost >= 100) { deduct_cost(ch,1,VALUE_GOLD); add_cost(keeper,1,VALUE_GOLD); multicost -= 100; } if (multicost > 0) { roll = multicost; deduct_cost(ch,roll,VALUE_SILVER); add_cost(keeper,roll,VALUE_SILVER); } 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; } } } void do_list( CHAR_DATA *ch, char *argument ) { char buf[MSL]; 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) ) { if ( !found ) { found = TRUE; send_to_char( "Pets for sale:\n\r", ch ); } sprintf( buf, "[%2d] %8d - %s\n\r", pet->level, 10 * pet->level * pet->level, pet->short_descr ); send_to_char( buf, ch ); } } if ( !found ) send_to_char( "Sorry, we're out of pets right now.\n\r", ch ); return; } else { CHAR_DATA *keeper; OBJ_DATA *obj; int cost,count; bool found; char arg[MIL]; 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 ); } if (IS_OBJ_STAT(obj,ITEM_INVENTORY)) 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++; } 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[MSL]; char arg[MIL]; CHAR_DATA *keeper; OBJ_DATA *obj; int cost,roll; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Sell what?\n\r", ch ); return; } if ( ( keeper = find_keeper( ch ) ) == NULL ) return; if ( ( obj = get_obj_carry( ch, arg ) ) == NULL ) { act( "$n tells you '{aYou don't have that item{x'.", keeper, NULL, ch, TO_VICT ); ch->reply = keeper; return; } if ( !can_drop_obj( ch, obj ) ) { send_to_char( "{RYou can't let go of it{z!!{x\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 $p.", keeper, obj, ch, TO_VICT ); return; } if ( cost > (keeper->silver + (10000 * keeper->gold) + (10000 * keeper->platinum) ) ) { act("$n tells you '{aI'm afraid I don't have enough wealth to buy $p{x'.", keeper,obj,ch,TO_VICT); return; } if (ch->spirit) { send_to_char( "That's tough to do without flesh.\n\r", ch); return; } act( "$n sells $p.", ch, obj, NULL, TO_ROOM ); /* haggle */ roll = number_percent(); if ( obj->questowner != NULL ) free_string(obj->questowner ); if (!IS_OBJ_STAT(obj,ITEM_SELL_EXTRACT) && roll < get_skill(ch,gsn_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) + (10000 * keeper->platinum))); check_improve(ch,gsn_haggle,TRUE,4); } if (ch->shadow) { ch->shadowing->shadowed = FALSE; ch->shadowing->shadower = NULL; ch->shadowing = NULL; ch->shadow = FALSE; } sprintf( buf, "You sell $p for {g%d{x silver piece%s.", cost, cost == 1 ? "" : "s" ); act( buf, ch, obj, NULL, TO_CHAR ); while (cost >= 10000) { deduct_cost(keeper,1,VALUE_PLATINUM); add_cost(ch,1,VALUE_PLATINUM); cost -= 10000; } while (cost >= 1000) { deduct_cost(keeper,10,VALUE_GOLD); add_cost(ch,10,VALUE_GOLD); cost -= 1000; } while (cost >= 100) { deduct_cost(keeper,1,VALUE_GOLD); add_cost(ch,1,VALUE_GOLD); cost -= 100; } if (cost > 0) { deduct_cost(keeper,cost,VALUE_SILVER); add_cost(ch,cost,VALUE_SILVER); } if ( obj->item_type == ITEM_TRASH || IS_OBJ_STAT(obj,ITEM_SELL_EXTRACT)) { extract_obj( obj ); } else { obj_from_char( obj ); if (obj->timer) SET_BIT(obj->extra_flags,ITEM_HAD_TIMER); else obj->timer = number_range(50,100); obj_to_keeper( obj, keeper ); } return; } void do_value( CHAR_DATA *ch, char *argument ) { char buf[MSL]; char arg[MIL]; CHAR_DATA *keeper; OBJ_DATA *obj; int cost; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Value what?\n\r", ch ); return; } if ( ( keeper = find_keeper( ch ) ) == NULL ) return; if ( ( obj = get_obj_carry( ch, arg ) ) == NULL ) { act( "$n tells you '{aYou don't have that item{x'.", keeper, NULL, ch, TO_VICT ); ch->reply = keeper; return; } if (!can_see_obj(keeper,obj)) { act("$n doesn't see what you are offering.",keeper,NULL,ch,TO_VICT); return; } if ( !can_drop_obj( ch, obj ) ) { send_to_char( "You can't let go of it.\n\r", ch ); return; } if ( ( cost = get_cost( keeper, obj, FALSE ) ) <= 0 ) { act( "$n looks uninterested in $p.", keeper, obj, ch, TO_VICT ); return; } sprintf( buf, "$n tells you '{aI'll give you {g%d{a silver coin%s for $p{x'.", cost, cost == 1 ? "" : "s" ); act( buf, keeper, obj, ch, TO_VICT ); ch->reply = keeper; return; } void do_second (CHAR_DATA *ch, char *argument) /* wear object as a secondary weapon */ { OBJ_DATA *obj; OBJ_DATA *shieldobj; int skill, sn; char buf[MSL]; /* overkill, but what the heck */ if (argument[0] == '\0') /* empty */ { send_to_char ("Wear which weapon in your off-hand?\n\r",ch); return; } obj = get_obj_carry (ch, argument); /* find the obj withing ch's inventory */ if (obj == NULL) { send_to_char ("You have no such thing in your backpack.\n\r",ch); return; } if ( !CAN_WEAR( obj, ITEM_WIELD ) ) { send_to_char ("You can't second that!\n\r", ch); return; } /* check if the char is using a shield or a held weapon */ if (get_eq_char(ch, WEAR_SHIELD) && !can_levitate(ch) ) { send_to_char ("You cannot use a secondary weapon while using a shield.\n\r",ch); return; } if (get_eq_char(ch, WEAR_HOLD)) { send_to_char ("You cannot use a secondary weapon while holding an item.\n\r",ch); return; } if ( ( ( ch->level < obj->level ) && ( ch->class < MCLT_1 ) && ( obj->level > 19 ) ) || ( ( ch->level < obj->level ) && ( ch->class >= MCLT_1 ) && ( obj->level > 27 ) ) ) { if (ch->shadow) { ch->shadowing->shadowed = FALSE; ch->shadowing->shadower = NULL; ch->shadowing = NULL; ch->shadow = FALSE; } sprintf( buf, "You must be level %d to use this object.\n\r", obj->level ); send_to_char( buf, ch ); act( "$n tries to use $p, but is too inexperienced.", ch, obj, NULL, TO_ROOM ); return; } /* check that the character is using a first weapon at all */ if (get_eq_char (ch, WEAR_WIELD) == NULL) /* oops - != here was a bit wrong :) */ { send_to_char ("You need to wield a primary weapon, before using a secondary one!\n\r",ch); return; } if (IS_WEAPON_STAT(get_eq_char(ch,WEAR_WIELD),WEAPON_TWO_HANDS)) { send_to_char ("Your primary weapon requires {z{Bboth{x hands!\n\r",ch); return; } if (IS_WEAPON_STAT(obj,WEAPON_TWO_HANDS)) { send_to_char ("This weapon requires {z{Bboth{x hands!\n\r",ch); return; } /* check for str - secondary weapons have to be lighter */ if ( get_obj_weight( obj ) > ( str_app[get_curr_stat(ch,STAT_STR)].wield * 8 ) ) { send_to_char( "This weapon is too heavy to be used as a secondary weapon by you.\n\r", ch ); return; } /* check if the secondary weapon is heavier than the primary weapon */ if ( (get_obj_weight (obj)) > get_obj_weight(get_eq_char(ch,WEAR_WIELD)) ) { send_to_char ("Your secondary weapon cannot be heavier than the primary one.\n\r",ch); return; } /* at last - the char uses the weapon */ if (!remove_obj(ch, WEAR_SECONDARY, TRUE)) /* remove the current weapon if any */ return; /* remove obj tells about any no_remove */ /* char CAN use the item! that didn't take long at aaall */ if (ch->shadow) { ch->shadowing->shadowed = FALSE; ch->shadowing->shadower = NULL; ch->shadowing = NULL; ch->shadow = FALSE; } if (((shieldobj = get_eq_char(ch, WEAR_SHIELD)) != NULL) && can_levitate(ch) ) { act ("$n levitates $p in front of $m.",ch,shieldobj,NULL,TO_ROOM); act ("You levitate $p in front of you.",ch,shieldobj,NULL,TO_CHAR); } act ("$n wields $p in $s off-hand.",ch,obj,NULL,TO_ROOM); act ("You wield $p in your off-hand.",ch,obj,NULL,TO_CHAR); equip_char ( ch, obj, WEAR_SECONDARY); sn = get_weapon_sn(ch); if (sn == gsn_hand_to_hand) return; skill = ((get_weapon_skill(ch,sn)*get_skill(ch,gsn_dual_wield))/100); if (skill >= 100) act("$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; } void do_inscribe( CHAR_DATA *ch, char *argument ) { return; } bool can_gquest(CHAR_DATA *ch) { OBJ_DATA *object; bool found; if ( ch->desc == NULL ) return TRUE; if ( ch->level > HERO ) return TRUE; /* * search the list of objects. */ found = TRUE; for ( object = ch->carrying; object != NULL; object = object->next_content ) { if (IS_OBJ_STAT(object,ITEM_QUEST)) found = FALSE; } if (found) return TRUE; return FALSE; }