void make_corpse(struct char_data * ch) { struct obj_data *corpse, *o; struct obj_data *money; int i; corpse = create_obj(); corpse->item_number = NOTHING; IN_ROOM(corpse) = NOWHERE; corpse->name = str_dup("corpse"); sprintf(buf2, "The corpse of %s is lying here.", GET_NAME(ch)); corpse->description = str_dup(buf2); sprintf(buf2, "the corpse of %s", GET_NAME(ch)); corpse->short_description = str_dup(buf2); GET_OBJ_TYPE(corpse) = ITEM_CONTAINER; GET_OBJ_WEAR(corpse) = ITEM_WEAR_TAKE; GET_OBJ_EXTRA(corpse) = ITEM_NODONATE; GET_OBJ_VAL(corpse, 0) = 0; /* You can't store stuff in a corpse */ GET_OBJ_VAL(corpse, 3) = 1; /* corpse identifier */ GET_OBJ_WEIGHT(corpse) = GET_WEIGHT(ch) + IS_CARRYING_W(ch); GET_OBJ_RENT(corpse) = 100000; if (IS_NPC(ch)) GET_OBJ_TIMER(corpse) = max_npc_corpse_time; else GET_OBJ_TIMER(corpse) = max_pc_corpse_time; /* transfer character's inventory to the corpse */ corpse->contains = ch->carrying; for (o = corpse->contains; o != NULL; o = o->next_content) o->in_obj = corpse; object_list_new_owner(corpse, NULL); /* transfer character's equipment to the corpse */ for (i = 0; i < NUM_WEARS; i++) if (GET_EQ(ch, i)) { remove_otrigger(GET_EQ(ch, i), ch); obj_to_obj(unequip_char(ch, i), corpse); } /* transfer gold */ if (GET_GOLD(ch) > 0) { /* following 'if' clause added to fix gold duplication loophole */ if (IS_NPC(ch) || (!IS_NPC(ch) && ch->desc)) { money = create_money(GET_GOLD(ch)); obj_to_obj(money, corpse); } GET_GOLD(ch) = 0; } ch->carrying = NULL; IS_CARRYING_N(ch) = 0; IS_CARRYING_W(ch) = 0; obj_to_room(corpse, IN_ROOM(ch)); }
/* remove an object from an object */ void obj_from_obj(struct obj_data *obj) { struct obj_data *temp, *obj_from; if (obj->in_obj == NULL) { log("SYSERR: (%s): trying to illegally extract obj from obj.", __FILE__); return; } obj_from = obj->in_obj; temp = obj->in_obj; REMOVE_FROM_LIST(obj, obj_from->contains, next_content); /* Subtract weight from containers container unless unlimited. */ if (GET_OBJ_VAL(obj->in_obj, 0) > 0) { for (temp = obj->in_obj; temp->in_obj; temp = temp->in_obj) GET_OBJ_WEIGHT(temp) -= GET_OBJ_WEIGHT(obj); /* Subtract weight from char that carries the object */ GET_OBJ_WEIGHT(temp) -= GET_OBJ_WEIGHT(obj); if (temp->carried_by) IS_CARRYING_W(temp->carried_by) -= GET_OBJ_WEIGHT(obj); } obj->in_obj = NULL; obj->next_content = NULL; }
/* put an object in an object (quaint) */ void obj_to_obj(struct obj_data *obj, struct obj_data *obj_to) { struct obj_data *tmp_obj; if (!obj || !obj_to || obj == obj_to) { log("SYSERR: NULL object (%p) or same source (%p) and target (%p) obj passed to obj_to_obj.", obj, obj, obj_to); return; } obj->next_content = obj_to->contains; obj_to->contains = obj; obj->in_obj = obj_to; tmp_obj = obj->in_obj; /* Add weight to container, unless unlimited. */ if (GET_OBJ_VAL(obj->in_obj, 0) > 0) { for (tmp_obj = obj->in_obj; tmp_obj->in_obj; tmp_obj = tmp_obj->in_obj) GET_OBJ_WEIGHT(tmp_obj) += GET_OBJ_WEIGHT(obj); /* top level object. Subtract weight from inventory if necessary. */ GET_OBJ_WEIGHT(tmp_obj) += GET_OBJ_WEIGHT(obj); if (tmp_obj->carried_by) IS_CARRYING_W(tmp_obj->carried_by) += GET_OBJ_WEIGHT(obj); } }
/* remove an object from an object */ void obj_from_obj(struct obj_data *obj) { struct obj_data *tmp, *obj_from; char buf[100]; if (obj->carried_by) { sprintf(buf, "%s carried by %s in obj_from_obj\n", obj->name, obj->carried_by->player.name); logE(buf); } if (obj->equipped_by) { sprintf(buf, "%s equipped by %s in obj_from_obj\n", obj->name, obj->equipped_by->player.name); logE(buf); } if (obj->in_room != NOWHERE) { sprintf(buf, "%s in room %d in obj_from_obj\n", obj->name, obj->in_room); logE(buf); } assert(!obj->carried_by && !obj->equipped_by && obj->in_room == NOWHERE); if (obj->in_obj) { obj_from = obj->in_obj; if (obj == obj_from->contains) /* head of list */ obj_from->contains = obj->next_content; else { for (tmp = obj_from->contains; tmp && (tmp->next_content != obj); tmp = tmp->next_content); /* locate previous */ if (!tmp) { perror("Fatal error in object structures."); assert(0); } tmp->next_content = obj->next_content; } /* Subtract weight from containers container */ for(tmp = obj->in_obj; tmp->in_obj; tmp = tmp->in_obj) GET_OBJ_WEIGHT(tmp) -= GET_OBJ_WEIGHT(obj); GET_OBJ_WEIGHT(tmp) -= GET_OBJ_WEIGHT(obj); /* Subtract weight from char that carries the object */ if (tmp->carried_by) IS_CARRYING_W(tmp->carried_by) -= GET_OBJ_WEIGHT(obj); obj->in_obj = 0; obj->next_content = 0; } else { perror("Trying to object from object when in no object."); assert(0); } if(obj_from->in_room != NOWHERE) if(IS_SET(real_roomp(obj_from->in_room)->room_flags, SAVE_ROOM)) save_room(obj_from->in_room); }
/* give an object to a char */ void obj_to_char(struct obj_data *object, struct char_data *ch) { object->next_content = ch->carrying; ch->carrying = object; object->carried_by = ch; object->in_room = NOWHERE; IS_CARRYING_W(ch) += GET_OBJ_WEIGHT(object); IS_CARRYING_N(ch)++; }
/* take an object from a char */ void obj_from_char(struct obj_data *object) { struct obj_data *tmp; if (!object) { logE("No object to be take from char."); assert(0); } if (!object->carried_by) { logE("this object is not carried by anyone"); assert(0); } if (!object->carried_by->carrying) { logE("No one is carrying this object"); assert(0); } if (object->in_obj) { logE("Obj in more than one place."); assert(0); } if (object->equipped_by) { logE("Obj in more than one place."); assert(0); } if (object->carried_by->carrying == object) /* head of list */ object->carried_by->carrying = object->next_content; else { for (tmp = object->carried_by->carrying; tmp && (tmp->next_content != object); tmp = tmp->next_content); /* locate previous */ if (!tmp) { logE("Couldn't find object on character"); assert(0); } tmp->next_content = object->next_content; } IS_CARRYING_W(object->carried_by) -= GET_OBJ_WEIGHT(object); IS_CARRYING_N(object->carried_by)--; object->carried_by = 0; object->equipped_by = 0; /* should be unnecessary, but, why risk it */ object->next_content = 0; object->in_obj = 0; }
/* give an object to a char */ void obj_to_char(struct obj_data * object, struct char_data * ch) { if (object && ch) { object->next_content = ch->carrying; ch->carrying = object; object->carried_by = ch; object->in_room = NOWHERE; IS_CARRYING_W(ch) += GET_OBJ_WEIGHT(object); IS_CARRYING_N(ch)++; /* set flag for crash-save system */ SET_BIT(PLR_FLAGS(ch), PLR_CRASH); } else log("SYSERR: NULL obj or char passed to obj_to_char"); }
/* Give an object to a char. */ void obj_to_char(struct obj_data *object, struct char_data *ch) { if (object && ch) { object->next_content = ch->carrying; ch->carrying = object; object->carried_by = ch; IN_ROOM(object) = NOWHERE; IS_CARRYING_W(ch) += GET_OBJ_WEIGHT(object); IS_CARRYING_N(ch)++; autoquest_trigger_check(ch, NULL, object, AQ_OBJ_FIND); /* set flag for crash-save system, but not on mobs! */ if (!IS_NPC(ch)) SET_BIT_AR(PLR_FLAGS(ch), PLR_CRASH); } else log("SYSERR: NULL obj (%p) or char (%p) passed to obj_to_char.", object, ch); }
/* take an object from a char */ void obj_from_char(struct obj_data * object) { struct obj_data *temp; if (object == NULL) { log("SYSERR: NULL object passed to obj_from_char"); return; } REMOVE_FROM_LIST(object, object->carried_by->carrying, next_content); /* set flag for crash-save system */ SET_BIT(PLR_FLAGS(object->carried_by), PLR_CRASH); IS_CARRYING_W(object->carried_by) -= GET_OBJ_WEIGHT(object); IS_CARRYING_N(object->carried_by)--; object->carried_by = NULL; object->next_content = NULL; }
/* give an object to a char */ void obj_to_char(struct obj_data *object, struct char_data *ch) { assert(!object->in_obj && !object->carried_by && !object->equipped_by && object->in_room == NOWHERE); if (ch->carrying) object->next_content = ch->carrying; else object->next_content = 0; ch->carrying = object; object->carried_by = ch; object->in_room = NOWHERE; object->equipped_by = 0; object->in_obj = 0; IS_CARRYING_W(ch) += GET_OBJ_WEIGHT(object); IS_CARRYING_N(ch)++; }
/* take an object from a char */ void obj_from_char(struct obj_data *object) { struct obj_data *tmp; if (object->carried_by->carrying == object) /* head of list */ object->carried_by->carrying = object->next_content; else { for (tmp = object->carried_by->carrying; tmp && (tmp->next_content != object); tmp = tmp->next_content); /* locate previous */ tmp->next_content = object->next_content; } IS_CARRYING_W(object->carried_by) -= GET_OBJ_WEIGHT(object); IS_CARRYING_N(object->carried_by)--; object->carried_by = 0; object->next_content = 0; }
/* put an object in an object (quaint) */ void obj_to_obj(struct obj_data * obj, struct obj_data * obj_to) { struct obj_data *tmp_obj; if (!obj || !obj_to || obj == obj_to) { log("SYSERR: NULL object or same source and target obj passed to obj_to_obj"); return; } obj->next_content = obj_to->contains; obj_to->contains = obj; obj->in_obj = obj_to; for (tmp_obj = obj->in_obj; tmp_obj->in_obj; tmp_obj = tmp_obj->in_obj) GET_OBJ_WEIGHT(tmp_obj) += GET_OBJ_WEIGHT(obj); /* top level object. Subtract weight from inventory if necessary. */ GET_OBJ_WEIGHT(tmp_obj) += GET_OBJ_WEIGHT(obj); if (tmp_obj->carried_by) IS_CARRYING_W(tmp_obj->carried_by) += GET_OBJ_WEIGHT(obj); }
/* remove an object from an object */ void obj_from_obj(struct obj_data *obj) { struct obj_data *tmp, *obj_from; if (obj->in_obj) { obj_from = obj->in_obj; if (obj == obj_from->contains) /* head of list */ obj_from->contains = obj->next_content; else { for (tmp = obj_from->contains; tmp && (tmp->next_content != obj); tmp = tmp->next_content); /* locate previous */ if (!tmp) { perror("Fatal error in object structures."); abort(); } tmp->next_content = obj->next_content; } /* Subtract weight from containers container */ for(tmp = obj->in_obj; tmp->in_obj; tmp = tmp->in_obj) GET_OBJ_WEIGHT(tmp) -= GET_OBJ_WEIGHT(obj); GET_OBJ_WEIGHT(tmp) -= GET_OBJ_WEIGHT(obj); /* Subtract weight from char that carries the object */ if (tmp->carried_by) IS_CARRYING_W(tmp->carried_by) -= GET_OBJ_WEIGHT(obj); obj->in_obj = 0; obj->next_content = 0; } else { perror("Trying to object from object when in no object."); abort(); } }
/* remove an object from an object */ void obj_from_obj(struct obj_data * obj) { struct obj_data *temp, *obj_from; if (obj->in_obj == NULL) { log("error (handler.c): trying to illegally extract obj from obj"); return; } obj_from = obj->in_obj; REMOVE_FROM_LIST(obj, obj_from->contains, next_content); /* Subtract weight from containers container */ for (temp = obj->in_obj; temp->in_obj; temp = temp->in_obj) GET_OBJ_WEIGHT(temp) -= GET_OBJ_WEIGHT(obj); /* Subtract weight from char that carries the object */ GET_OBJ_WEIGHT(temp) -= GET_OBJ_WEIGHT(obj); if (temp->carried_by) IS_CARRYING_W(temp->carried_by) -= GET_OBJ_WEIGHT(obj); obj->in_obj = NULL; obj->next_content = NULL; }
/* do_simple_move assumes * 1. That there is no master and no followers. * 2. That the direction exists. * * Returns : * 1 : If succes. * 0 : If fail */ int do_simple_move(struct char_data *ch, int dir, int need_specials_check) { room_rnum was_in; struct char_data *i; /* * Check for special routines (North is 1 in command list, but 0 here) Note * -- only check if following; this avoids 'double spec-proc' bug */ if (need_specials_check && special(ch, dir + 1, "")) { return (0); } /* charmed? */ if (AFF_FLAGGED(ch, AFF_CHARM) && ch->master && ch->in_room == ch->master->in_room) { send_to_char("The thought of leaving your master makes you weep.\r\n", ch); act("$n bursts into tears.", FALSE, ch, 0, 0, TO_ROOM); return (0); } /* if this room or the one we're going to needs a boat, check for one */ if ((SECT(ch->in_room) == SECT_WATER_NOSWIM) || (SECT(EXIT(ch, dir)->to_room) == SECT_WATER_NOSWIM)) { if (!has_boat(ch)) { send_to_char("You need a boat to go there.\r\n", ch); return (0); } } if((IS_CARRYING_W(ch) > (CAN_CARRY_W(ch) * 2) && GET_LEVEL(ch) < LVL_GOD && !IS_NPC(ch))) { send_to_char("You are to heavy to move! Drop something!\r\n", ch); return (0); } if(IS_NPC_FISH(ch)) { if(SECT(EXIT(ch, dir)->to_room) != SECT_BRIDGE && SECT(EXIT(ch, dir)->to_room) != SECT_WATER_SWIM && SECT(EXIT(ch, dir)->to_room) != SECT_WATER_NOSWIM) { // sprintf(buf, "%s %d", dirs[dir], SECT(EXIT(ch, dir)->to_room)); // mobsay(ch, buf); return FALSE; } if(GET_MOB_VNUM(ch) < 1500 && ROOM_FLAGGED(EXIT(ch, dir)->to_room, ROOM_SALT_FISH)) { return FALSE; } } if (SECT(EXIT(ch, dir)->to_room) != SECT_FOREST) { if (IS_NPC_WOLF(ch) || IS_NPC_CRAB(ch) || IS_NPC_SKELETON(ch)) { return (0); } } /* move points needed is avg. move loss for src and destination sect type */ if (ROOM_FLAGGED(EXIT(ch, dir)->to_room, ROOM_TUNNEL) && num_pc_in_room(&(world[EXIT(ch, dir)->to_room])) > 1) { send_to_char("There isn't enough room there for more than one person!\r\n", ch); return (0); } /* Mortals and low level gods cannot enter greater god rooms. */ if (ROOM_FLAGGED(EXIT(ch, dir)->to_room, ROOM_GODROOM) && GET_LEVEL(ch) < LVL_GRGOD) { send_to_char("You aren't godly enough to use that room!\r\n", ch); return (0); } /* Now we know we're allow to go into the room. */ if(AFF_FLAGGED(ch, AFF_FISHING) || GET_FISHON(ch)) { REMOVE_BIT(AFF_FLAGS(ch), AFF_FISHING); GET_FISHON(ch) = 0; GET_REELIN(ch) = 0; send_to_char("You stop fishing.\r\n", ch); act("$n stops fishing.", FALSE, ch, 0, 0, TO_ROOM); } if (!AFF_FLAGGED(ch, AFF_SNEAK) && !AFF_FLAGGED(ch, AFF_INVISIBLE)) { if(IS_NPC(ch)) { switch(GET_RACE(ch)) { case RACE_NPC_MAMMAL: case RACE_NPC_HIGHHUMAN: case RACE_NPC_GOBLIN: case RACE_NPC_PIG: case RACE_NPC_WOLF: case RACE_NPC_CHICKEN: sprintf(buf2, "$n walks %s.", dirs[dir]); break; case RACE_NPC_AVIAN: sprintf(buf2, "$n flits %s.", dirs[dir]); break; case RACE_NPC_SHEEP: case RACE_NPC_GOAT: sprintf(buf2, "$n walks %s.", dirs[dir]); break; case RACE_NPC_SKELETON: sprintf(buf2, "$n shambles %s.", dirs[dir]); break; case RACE_NPC_COW: sprintf(buf2, "$n walks %s.", dirs[dir]); break; case RACE_NPC_CRAB: sprintf(buf2, "$n scurries %s.", dirs[dir]); break; case RACE_NPC_FISH: sprintf(buf2, "$n swims %s.", dirs[dir]); break; case RACE_NPC_INSECT: sprintf(buf2, "$n buzzes %s.", dirs[dir]); break; default: sprintf(buf2, "$n leaves %s.", dirs[dir]); break; } } else { sprintf(buf2, "$n leaves %s.", dirs[dir]); } if(SECT(ch->in_room) == SECT_WATER_SWIM && !IS_NPC_FISH(ch)) { sprintf(buf2, "$n splashes through the water, heading %s.", dirs[dir]); } act(buf2, FALSE, ch, 0, 0, TO_ROOM); } was_in = ch->in_room; char_from_room(ch); char_to_room(ch, world[was_in].dir_option[dir]->to_room); if (!AFF_FLAGGED(ch, AFF_SNEAK)) { if(!AFF_FLAGGED(ch, AFF_INVISIBLE)) { act("$n has arrived.", FALSE, ch, 0, 0, TO_ROOM); } } if (ch->desc != NULL) look_at_room(ch, 0); if(IS_NPC_CRAB(ch) || IS_NPC_LIVESTOCK(ch)) { for (i = world[ch->in_room].people; i; i = i->next_in_room) { if(IS_NPC_WOLF(i) && IS_NPC_CRAB(ch)) { sprintf(buf, "%s sees %s and tries to run!\r\n", GET_NAME(ch), GET_NAME(i)); send_to_room(buf, ch->in_room); if(!number(0, 2)) { do_flee(ch, NULL, 0, 0); } if(i->in_room == ch->in_room && !number(0, 2)) { hit(i, ch, TYPE_UNDEFINED); } } if((IS_NPC_SKELETON(i) || IS_NPC_WOLF(i)) && IS_NPC_LIVESTOCK(ch)) { if(ch->master) { sprintf(buf, "%s sees %s and %s in absolute terror!\r\n", GET_NAME(ch), GET_NAME(i), livestock_afraid_vocals[(int)GET_RACE(ch)]); send_to_room(buf, ch->in_room); if(!number(0, 2)) { do_flee(ch, NULL, 0, 0); } if(i->in_room == ch->in_room && !number(0, 2)) { hit(i, ch, TYPE_UNDEFINED); } } } } return (1); } if (ROOM_FLAGGED(ch->in_room, ROOM_DEATH) && GET_LEVEL(ch) < LVL_IMMORT) { log_death_trap(ch); death_cry(ch); extract_char(ch); return (0); } return (1); }
void mag_summons(int level, struct char_data *ch, struct obj_data *obj, int spellnum, int savetype) { struct char_data *mob = NULL; struct obj_data *tobj, *next_obj; int pfail = 0, msg = 0, fmsg = 0, num = 1, handle_corpse = FALSE, i; mob_vnum mob_num; if (ch == NULL) return; switch (spellnum) { case SPELL_CLONE: msg = 10; fmsg = rand_number(2, 6); /* Random fail message. */ mob_num = MOB_CLONE; pfail = 50; /* 50% failure, should be based on something later. */ break; case SPELL_ANIMATE_DEAD: if (obj == NULL || !IS_CORPSE(obj)) { act(mag_summon_fail_msgs[7], FALSE, ch, 0, 0, TO_CHAR); return; } handle_corpse = TRUE; msg = 11; fmsg = rand_number(2, 6); /* Random fail message. */ mob_num = MOB_ZOMBIE; pfail = 10; /* 10% failure, should vary in the future. */ break; default: return; } if (AFF_FLAGGED(ch, AFF_CHARM)) { send_to_char(ch, "You are too giddy to have any followers!\r\n"); return; } if (rand_number(0, 101) < pfail) { send_to_char(ch, "%s", mag_summon_fail_msgs[fmsg]); return; } for (i = 0; i < num; i++) { if (!(mob = read_mobile(mob_num, VIRTUAL))) { send_to_char(ch, "You don't quite remember how to make that creature.\r\n"); return; } char_to_room(mob, IN_ROOM(ch)); IS_CARRYING_W(mob) = 0; IS_CARRYING_N(mob) = 0; SET_BIT(AFF_FLAGS(mob), AFF_CHARM); if (spellnum == SPELL_CLONE) { /* Don't mess up the prototype; use new string copies. */ mob->player.name = strdup(GET_NAME(ch)); mob->player.short_descr = strdup(GET_NAME(ch)); } act(mag_summon_msgs[msg], FALSE, ch, 0, mob, TO_ROOM); add_follower(mob, ch); } if (handle_corpse) { for (tobj = obj->contains; tobj; tobj = next_obj) { next_obj = tobj->next_content; obj_from_obj(tobj); obj_to_char(tobj, mob); } extract_obj(obj); } }
void make_corpse(struct char_data *ch) { char buf2[MAX_NAME_LENGTH + 64]; struct obj_data *corpse, *o; struct obj_data *money; int i; corpse = create_obj(); corpse->item_number = NOTHING; IN_ROOM(corpse) = NOWHERE; corpse->name = strdup("corpse"); snprintf(buf2, sizeof(buf2), "The corpse of %s is lying here.", GET_NAME(ch)); corpse->description = strdup(buf2); snprintf(buf2, sizeof(buf2), "the corpse of %s", GET_NAME(ch)); corpse->short_description = strdup(buf2); GET_OBJ_TYPE(corpse) = ITEM_CONTAINER; GET_OBJ_WEAR(corpse) = ITEM_WEAR_TAKE; GET_OBJ_EXTRA(corpse) = ITEM_NODONATE; GET_OBJ_VAL(corpse, 0) = 0; /* You can't store stuff in a corpse */ GET_OBJ_VAL(corpse, 3) = 1; /* corpse identifier */ GET_OBJ_WEIGHT(corpse) = GET_WEIGHT(ch) + IS_CARRYING_W(ch); GET_OBJ_RENT(corpse) = 100000; if (IS_NPC(ch)) GET_OBJ_TIMER(corpse) = max_npc_corpse_time; else GET_OBJ_TIMER(corpse) = max_pc_corpse_time; /* transfer character's inventory to the corpse */ corpse->contains = ch->carrying; for (o = corpse->contains; o != NULL; o = o->next_content) o->in_obj = corpse; object_list_new_owner(corpse, NULL); /* transfer character's equipment to the corpse */ for (i = 0; i < NUM_WEARS; i++) if (GET_EQ(ch, i)) obj_to_obj(unequip_char(ch, i), corpse); /* transfer gold */ if (GET_GOLD(ch) > 0) { /* * following 'if' clause added to fix gold duplication loophole * The above line apparently refers to the old "partially log in, * kill the game character, then finish login sequence" duping * bug. The duplication has been fixed (knock on wood) but the * test below shall live on, for a while. -gg 3/3/2002 */ if (IS_NPC(ch) || ch->desc) { money = create_money(GET_GOLD(ch)); obj_to_obj(money, corpse); } GET_GOLD(ch) = 0; } ch->carrying = NULL; IS_CARRYING_N(ch) = 0; IS_CARRYING_W(ch) = 0; obj_to_room(corpse, IN_ROOM(ch)); }
/* ========================================================================= NAME : use_tattoo() DESCRIPTION: RETURNS : TRUE if a tattoo was used WARNINGS : HISTORY : Created by dlkarnes 970417 OTHER : ========================================================================= */ int use_tattoo( struct char_data *ch ) { void add_follower_quiet(struct char_data *ch, struct char_data *leader); if (ch && !IS_NPC(ch)) { if (TAT_TIMER(ch)) { char mybuf[256]; sprintf(mybuf, "You can't use your tattoo's magick for " "%d more hour%s.\r\n", TAT_TIMER(ch),TAT_TIMER(ch)>1?"s":""); send_to_char(mybuf, ch); return(FALSE); } switch (GET_TATTOO(ch)) { case TATTOO_NONE: send_to_char ("You don't have a tattoo.\r\n", ch); break; case TATTOO_SKULL: { struct char_data *skull = read_mobile(9, VIRTUAL); struct affected_type af; char_to_room(skull, ch->in_room); add_follower_quiet(skull, ch); IS_CARRYING_W(skull) = 0; IS_CARRYING_N(skull) = 0; af.type = SPELL_CHARM; af.duration = 20; af.modifier = 0; af.location = 0; af.bitvector = AFF_CHARM; affect_to_char(skull, &af); act("$n's tattoo glows brightly for a second, and $N appears!", TRUE, ch, 0, skull, TO_ROOM); act("Your tattoo glows brightly for a second, and $N appears!", TRUE, ch, 0, skull, TO_CHAR); } break; case TATTOO_EYE: call_magic(ch, ch, NULL, SPELL_GREATPERCEPT, DEFAULT_WAND_LVL, CAST_WAND); break; case TATTOO_SHIP: call_magic(ch, ch, NULL, SPELL_CHANGE_DENSITY, DEFAULT_WAND_LVL, CAST_WAND); break; case TATTOO_ANGEL: call_magic(ch, ch, NULL, SPELL_BLESS, DEFAULT_WAND_LVL, CAST_WAND); break; default: send_to_char("Your tattoo can't be 'use'd.\r\n", ch); return (FALSE); } TAT_TIMER(ch)=24; } return(FALSE); }
void make_corpse(struct char_data *ch) { struct obj_data *corpse, *o; struct obj_data *money; char buf[MAX_STRING_LENGTH]; int i; char *strdup(char *source); struct obj_data *create_money( int amount ); CREATE(corpse, struct obj_data, 1); clear_object(corpse); corpse->item_number = NOWHERE; corpse->in_room = NOWHERE; corpse->name = strdup("corpse"); sprintf(buf, "Corpse of %s is lying here.", (IS_NPC(ch) ? ch->player.short_descr : GET_NAME(ch))); corpse->description = strdup(buf); sprintf(buf, "Corpse of %s", (IS_NPC(ch) ? ch->player.short_descr : GET_NAME(ch))); corpse->short_description = strdup(buf); corpse->contains = ch->carrying; if ( (GET_GOLD(ch)>0) && ( IS_NPC(ch) || (ch->desc) ) ) { money = create_money(GET_GOLD(ch)); GET_GOLD(ch)=0; obj_to_obj(money,corpse); } corpse->obj_flags.type_flag = ITEM_CONTAINER; corpse->obj_flags.wear_flags = ITEM_TAKE; corpse->obj_flags.value[0] = 0; /* You can't store stuff in a corpse */ corpse->obj_flags.value[3] = 1; /* corpse identifyer */ corpse->obj_flags.weight = GET_WEIGHT(ch)+IS_CARRYING_W(ch); corpse->obj_flags.cost_per_day = 100000; if (IS_NPC(ch)) corpse->obj_flags.timer = MAX_NPC_CORPSE_TIME; else corpse->obj_flags.timer = MAX_PC_CORPSE_TIME; for (i=0; i<MAX_WEAR; i++) if (ch->equipment[i]) obj_to_obj(unequip_char(ch, i), corpse); ch->carrying = 0; IS_CARRYING_N(ch) = 0; IS_CARRYING_W(ch) = 0; corpse->next = object_list; object_list = corpse; for(o = corpse->contains; o; o->in_obj = corpse, o = o->next_content); object_list_new_owner(corpse, 0); obj_to_room(corpse, ch->in_room); }
void auction_update(void) { long clanid, tax; if (auction.ticks == AUC_NONE) /* No auction */ return; /* Seller left! */ if (!get_ch_by_id_desc(auction.seller) && !get_ch_by_id(auction.seller)) { if (auction.obj) extract_obj(auction.obj); auction_reset(); return; } /* If there is an auction but it's not sold yet */ if (auction.ticks >= AUC_BID && auction.ticks <= AUC_SOLD) { struct char_data *bidder = get_ch_by_id(auction.bidder); struct char_data *seller = get_ch_by_id(auction.seller); /* If there is a bidder and it's not sold yet */ if (bidder && (auction.ticks < AUC_SOLD)) { /* Non colored message */ sprintf(buf, "%s all'asta %s%s%s a %s per %ld coin%s.", auction.obj->short_description, auction.ticks == AUC_BID ? "uno" : "", auction.ticks == AUC_ONCE ? "due" : "", auction.ticks == AUC_TWICE ? "ultima chiamata" : "", GET_NAME(bidder), auction.bid, auction.bid != 1 ? "" : " "); /* Colored message */ sprintf(buf2, "\x1B[1;37m%s\x1B[35m all'asta \x1B[1;37m%s%s%s\x1B[35m a \x1B[1;37m%s\x1B[35m per \x1B[1;37m%ld\x1B[35m coin%s.", auction.obj->short_description, auction.ticks == AUC_BID ? "uno" : "", auction.ticks == AUC_ONCE ? "due" : "", auction.ticks == AUC_TWICE ? "ultima chiamata" : "", GET_NAME(bidder), auction.bid, auction.bid != 1 ? "" : " "); /* send the output */ auction_output(buf2, buf); /* Increment timer */ auction.ticks++; return; } /* If there is no bidder and we ARE in the sold state */ if (!bidder && (auction.ticks == AUC_SOLD)) { /* Colored message */ sprintf(buf2, "\x1B[1;37m%s\x1B[35m VENDUTO\x1B[35m a \x1B[1;37mnessuno\x1B[35m per \x1B[1;37m%ld\x1B[35m coin%s.", auction.obj->short_description, auction.bid, auction.bid != 1 ? " " : " "); /* No color message */ sprintf(buf, "%s e' VENDUTO a nessuno per %ld coin%s.", auction.obj->short_description, auction.bid, auction.bid != 1 ? "s" : " "); /* Send the output away */ auction_output(buf2, buf); /* Give the poor fellow his unsold goods back */ if (seller) if ((IS_CARRYING_W(seller) + GET_OBJ_WEIGHT(auction.obj)) <= CAN_CARRY_W(seller)) { act("Nessuno ha comprato $p.", FALSE, seller, auction.obj, 0, TO_CHAR); obj_to_char(auction.obj, seller); } else { /* Cosi' si evitano le aste per diminuire il peso */ act("Nessuno ha comprato $p, ma hai troppo peso e lo devi lasciare per terra.", FALSE, seller, auction.obj, 0, TO_CHAR); obj_to_room(auction.obj, IN_ROOM(seller)); } /* He's not around to get it back, destroy the object */ else extract_obj(auction.obj); /* Reset the auction for next time */ auction_reset(); return; } /* If there is no bidder and we are not in the sold state */ if (!bidder && (auction.ticks < AUC_SOLD)) { /* Colored output message */ sprintf(buf2, "\x1B[1;37m%s\x1B[35m all'asta \x1B[1;37m%s%s%s\x1B[35m a \x1B[1;37mnessuno\x1B[35m per \x1B[1;37m%ld\x1B[35m coin%s.", auction.obj->short_description, auction.ticks == AUC_BID ? "uno" : "", auction.ticks == AUC_ONCE ? "due" : "", auction.ticks == AUC_TWICE ? "ultima chiamata" : "", auction.bid, auction.bid != 1 ? "s" : ""); /* No color output message */ sprintf(buf, "%s all'asta %s%s%s a nessuno per %ld coin%s.", auction.obj->short_description, auction.ticks == AUC_BID ? "uno" : "", auction.ticks == AUC_ONCE ? "due" : "", auction.ticks == AUC_TWICE ? "ultima chiamata" : "", auction.bid, auction.bid != 1 ? "s" : ""); /* Send output away */ auction_output(buf2, buf); /* Increment timer */ auction.ticks++; return; } /* Sold */ if (bidder && (auction.ticks >= AUC_SOLD)) { /* Colored output */ sprintf(buf2, "\x1B[1;37m%s\x1B[35m VENDUTO\x1B[35m a \x1B[1;37m%s\x1B[35m per \x1B[1;37m%ld\x1B[35m coin%s.", auction.obj->short_description ? auction.obj->short_description : "qualcosa", bidder->player.name ? bidder->player.name : "qualcuno", auction.bid, auction.bid != 1 ? " " : ""); /* Non color output */ sprintf(buf, "%s VENDUTO a %s per %ld coin%s.", auction.obj->short_description ? auction.obj->short_description : "something", bidder->player.name ? bidder->player.name : "someone", auction.bid, auction.bid != 1 ? "s" : ""); /* Send the output */ auction_output(buf2, buf); /* If the seller is still around we give him the money */ if (seller) { act("Congrats! Hai venduto $p!", FALSE, seller, auction.obj, 0, TO_CHAR); if ((clanid = find_clan_by_id(GET_CLAN(seller)))>=0) { tax = auction.bid * PERC_TAS_AUC/100; GET_GOLD(seller) += MAX(0,auction.bid - (auction.bid*PERC_TAS_AUC/100)); clan[clanid].economy.treasure += MAX(0,(auction.bid*PERC_TAS_AUC/100)); clan[clanid].economy.current_entrate += MAX(0,(auction.bid*PERC_TAS_AUC/100)); sprintf(buf,"Paghi %ld di tasse al tuo regno per la vendita.", tax); act(buf, FALSE, seller, auction.obj, 0, TO_CHAR); } else GET_GOLD(seller) += auction.bid; } /* If the bidder is here he gets the object */ if (bidder) { obj_to_char(auction.obj, bidder); act("Congrats! Ora hai $p!", FALSE, bidder, auction.obj, 0, TO_CHAR); } /* Restore the status of the auction */ auction_reset(); return; } } return; }
void shopping_buy( const char *arg, struct char_data *ch, struct char_data *keeper, int shop_nr) { char argm[100], buf[MAX_STRING_LENGTH], newarg[100]; int num = 1; struct obj_data *temp1; int i; float mult = 0; if(!(is_ok(keeper,ch,shop_nr))) return; if(keeper->generic != 0) for(i = 0; i <= MAX_TRADE; i++) { if(keeper->generic == FAMINE) if(shop_index[shop_nr].type[i] == ITEM_FOOD) { mult = shop_multiplier; /* we're in a famine, we sell food, so we */ break; /* our prices to hell ;-) -DM */ } if(keeper->generic == DWARVES_STRIKE) if((shop_index[shop_nr].type[i] == ITEM_ARMOR) || (shop_index[shop_nr].type[i] == ITEM_WEAPON)) { mult = shop_multiplier; break; } } only_argument(arg, argm); if(!(*argm)) { sprintf(buf, "%s what do you want to buy??" ,GET_NAME(ch)); do_tell(keeper,buf,19); return; }; if( ( num = getabunch( argm, newarg ) ) != 0 ) { strcpy(argm,newarg); } if (num == 0) num = 1; if(!( temp1 = get_obj_in_list_vis(ch,argm,keeper->carrying))) { sprintf(buf, shop_index[shop_nr].no_such_item1 ,GET_NAME(ch)); do_tell(keeper,buf,19); return; } if(temp1->obj_flags.cost <= 0) { sprintf(buf, shop_index[shop_nr].no_such_item1 ,GET_NAME(ch)); do_tell(keeper,buf,19); extract_obj(temp1); return; } if( GET_GOLD(ch) < (int) (num*(temp1->obj_flags.cost* shop_index[shop_nr].profit_buy - ((chr_apply[ (int)GET_CHR(ch) ].reaction*temp1->obj_flags.cost)/100) + (mult * temp1->obj_flags.cost))) && GetMaxLevel(ch)<DEMIGOD) { sprintf(buf, shop_index[shop_nr].missing_cash2, GET_NAME(ch)); do_tell(keeper,buf,19); switch(shop_index[shop_nr].temper1) { case 0: do_action(keeper,GET_NAME(ch),30); return; case 1: do_emote(keeper,"grins happily",36); return; default: return; } } if ((IS_CARRYING_N(ch) + num) > (CAN_CARRY_N(ch))) { sprintf(buf,"%s : You can't carry that many items.\n\r", fname(temp1->name)); send_to_char(buf, ch); return; } if ((IS_CARRYING_W(ch) + (num * temp1->obj_flags.weight)) > CAN_CARRY_W(ch)) { sprintf(buf,"%s : You can't carry that much weight.\n\r", fname(temp1->name)); send_to_char(buf, ch); return; } act("$n buys $p.", FALSE, ch, temp1, 0, TO_ROOM); sprintf(buf, shop_index[shop_nr].message_buy, GET_NAME(ch), (int) (num * (temp1->obj_flags.cost* shop_index[shop_nr].profit_buy - ((chr_apply[ (int)GET_CHR(ch)].reaction*temp1->obj_flags.cost)/100) + (mult * temp1->obj_flags.cost)))); do_tell(keeper,buf,19); sprintf(buf,"You now have %s (*%d).\n\r", temp1->short_description,num); send_to_char(buf,ch); while (num-- > 0) { if (GetMaxLevel(ch)<DEMIGOD) GET_GOLD(ch) -= (int)(temp1->obj_flags.cost* shop_index[shop_nr].profit_buy - ((chr_apply[ (int)GET_CHR(ch) ].reaction*temp1->obj_flags.cost)/100)+ (mult * temp1->obj_flags.cost)); GET_GOLD(keeper) += (int)(temp1->obj_flags.cost* shop_index[shop_nr].profit_buy - ((chr_apply[(int)GET_CHR(ch)].reaction*temp1->obj_flags.cost)/100)+ (mult * temp1->obj_flags.cost)); /* Test if producing shop ! */ if (shop_producing(temp1,shop_nr)) temp1 = read_object(temp1->item_number, REAL); else { obj_from_char(temp1); if (temp1 == NULL) { send_to_char("Sorry, I just ran out of those.\n\r",ch); GET_GOLD(ch) += (int)(temp1->obj_flags.cost* shop_index[shop_nr].profit_buy - ((chr_apply[ (int)GET_CHR(ch) ].reaction * temp1->obj_flags.cost)/100)+ (mult * temp1->obj_flags.cost)); return; } } obj_to_char(temp1,ch); } return; }
void shopping_buy( char *arg, struct char_data *ch, struct char_data *keeper, int shop_nr) { char argm[100], buf[MAX_STRING_LENGTH]; struct obj_data *temp1; struct char_data *temp_char; if(!(is_ok(keeper,ch,shop_nr))) return; one_argument(arg, argm); if(!(*argm)) { sprintf(buf, "%s what do you want to buy??" ,GET_NAME(ch)); do_tell(keeper,buf,19); return; }; if(!( temp1 = get_obj_in_list_vis(ch,argm,keeper->carrying))) { sprintf(buf, shop_index[shop_nr].no_such_item1 ,GET_NAME(ch)); do_tell(keeper,buf,19); return; } if(temp1->obj_flags.cost <= 0) { sprintf(buf, shop_index[shop_nr].no_such_item1 ,GET_NAME(ch)); do_tell(keeper,buf,19); extract_obj(temp1); return; } if(GET_GOLD(ch) < (int) (temp1->obj_flags.cost* shop_index[shop_nr].profit_buy) && GET_LEVEL(ch)<22) { sprintf(buf, shop_index[shop_nr].missing_cash2, GET_NAME(ch)); do_tell(keeper,buf,19); switch(shop_index[shop_nr].temper1) { case 0: do_action(keeper,GET_NAME(ch),30); return; case 1: do_emote(keeper,"smokes on his joint",36); return; default: return; } } if ((IS_CARRYING_N(ch) + 1 > CAN_CARRY_N(ch))) { sprintf(buf,"%s : You can't carry that many items.\n\r", fname(temp1->name)); send_to_char(buf, ch); return; } if ((IS_CARRYING_W(ch) + temp1->obj_flags.weight) > CAN_CARRY_W(ch)) { sprintf(buf,"%s : You can't carry that much weight.\n\r", fname(temp1->name)); send_to_char(buf, ch); return; } act("$n buys $p.", FALSE, ch, temp1, 0, TO_ROOM); sprintf(buf, shop_index[shop_nr].message_buy, GET_NAME(ch), (int) (temp1->obj_flags.cost* shop_index[shop_nr].profit_buy)); do_tell(keeper,buf,19); sprintf(buf,"You now have %s.\n\r", temp1->short_description); send_to_char(buf,ch); if(GET_LEVEL(ch)<22) GET_GOLD(ch) -= (int)(temp1->obj_flags.cost* shop_index[shop_nr].profit_buy); GET_GOLD(keeper) += (int)(temp1->obj_flags.cost* shop_index[shop_nr].profit_buy); /* Test if producing shop ! */ if(shop_producing(temp1,shop_nr)) temp1 = read_object(temp1->item_number, REAL); else obj_from_char(temp1); obj_to_char(temp1,ch); return; }
void shopping_buy(char *arg, struct char_data *ch, struct char_data *keeper, int shop_nr) { char tempstr[200], buf[MAX_STRING_LENGTH]; struct obj_data *obj, *last_obj = NULL; int goldamt = 0, buynum, bought = 0; if (!(is_ok(keeper, ch, shop_nr))) return; if (SHOP_SORT(shop_nr) < IS_CARRYING_N(keeper)) sort_keeper_objs(keeper, shop_nr); if ((buynum = transaction_amt(arg)) < 0) { sprintf(buf, "%s A negative amount? Try selling me something.", GET_NAME(ch)); do_tell(keeper, buf, cmd_tell, 0); return; } if (!(*arg) || !(buynum)) { sprintf(buf, "%s What do you want to buy??", GET_NAME(ch)); do_tell(keeper, buf, cmd_tell, 0); return; } if (!(obj = get_purchase_obj(ch, arg, keeper, shop_nr, TRUE))) return; if ((buy_price(ch, obj, shop_nr) > GET_GOLD(ch)) && !IS_GOD(ch)) { sprintf(buf, shop_index[shop_nr].missing_cash2, GET_NAME(ch)); do_tell(keeper, buf, cmd_tell, 0); switch (SHOP_BROKE_TEMPER(shop_nr)) { case 0: do_action(keeper, GET_NAME(ch), cmd_puke, 0); return; case 1: do_echo(keeper, "smokes on his joint.", cmd_emote, SCMD_EMOTE); return; default: return; } } if ((IS_CARRYING_N(ch) + 1 > CAN_CARRY_N(ch))) { sprintf(buf, "%s: You can't carry any more items.\n\r", fname(obj->name)); send_to_char(buf, ch); return; } if ((IS_CARRYING_W(ch) + GET_OBJ_WEIGHT(obj)) > CAN_CARRY_W(ch)) { sprintf(buf, "%s: You can't carry that much weight.\n\r", fname(obj->name)); send_to_char(buf, ch); return; } while ((obj) && ((GET_GOLD(ch) >= buy_price(ch, obj, shop_nr)) || IS_GOD(ch)) && (IS_CARRYING_N(ch) < CAN_CARRY_N(ch)) && (bought < buynum) && (IS_CARRYING_W(ch) + GET_OBJ_WEIGHT(obj) <= CAN_CARRY_W(ch))) { bought++; /* Test if producing shop ! */ if (shop_producing(obj, shop_nr)) obj = read_object(GET_OBJ_RNUM(obj), REAL); else { obj_from_char(obj); SHOP_SORT(shop_nr)--; } obj_to_char(obj, ch); goldamt += buy_price(ch, obj, shop_nr); if (!IS_GOD(ch)) GET_GOLD(ch) -= buy_price(ch, obj, shop_nr); last_obj = obj; obj = get_purchase_obj(ch, arg, keeper, shop_nr, FALSE); if (!same_obj(obj, last_obj)) break; } if (bought < buynum) { if (!obj || !same_obj(last_obj, obj)) sprintf(buf, "%s I only have %d to sell you.", GET_NAME(ch), bought); else if (GET_GOLD(ch) < buy_price(ch, obj, shop_nr)) sprintf(buf, "%s You can only afford %d.", GET_NAME(ch), bought); else if (IS_CARRYING_N(ch) >= CAN_CARRY_N(ch)) sprintf(buf, "%s You can only hold %d.", GET_NAME(ch), bought); else if (IS_CARRYING_W(ch) + GET_OBJ_WEIGHT(obj) > CAN_CARRY_W(ch)) sprintf(buf, "%s You can only carry %d.", GET_NAME(ch), bought); else sprintf(buf, "%s Something screwy only gave you %d.", GET_NAME(ch), bought); do_tell(keeper, buf, cmd_tell, 0); } if (!IS_GOD(ch)) GET_GOLD(keeper) += goldamt; sprintf(tempstr, "%s", times_message(ch->carrying, 0, bought)); sprintf(buf, "$n buys %s.", tempstr); act(buf, FALSE, ch, obj, 0, TO_ROOM); sprintf(buf, shop_index[shop_nr].message_buy, GET_NAME(ch), goldamt); do_tell(keeper, buf, cmd_tell, 0); sprintf(buf, "You now have %s.\n\r", tempstr); send_to_char(buf, ch); if (SHOP_USES_BANK(shop_nr)) if (GET_GOLD(keeper) > MAX_OUTSIDE_BANK) { SHOP_BANK(shop_nr) += (GET_GOLD(keeper) - MAX_OUTSIDE_BANK); GET_GOLD(keeper) = MAX_OUTSIDE_BANK; } }
int pet_shops(struct char_data *ch, int cmd, char *arg) { char buf[MAX_STRING_LENGTH], pet_name[256]; int pet_room; struct char_data *pet; pet_room = ch->in_room+1; if (cmd==59) { /* List */ send_to_char("Available pets are:\n\r", ch); for(pet = world[pet_room].people; pet; pet = pet->next_in_room) { sprintf(buf, "%8d - %s\n\r", 3*GET_EXP(pet), pet->player.short_descr); send_to_char(buf, ch); } return(TRUE); } else if (cmd==56) { /* Buy */ arg = one_argument(arg, buf); arg = one_argument(arg, pet_name); /* Pet_Name is for later use when I feel like it */ if (!(pet = get_char_room(buf, pet_room))) { send_to_char("There is no such pet!\n\r", ch); return(TRUE); } if (GET_GOLD(ch) < (GET_EXP(pet)*3)) { send_to_char("You don't have enough gold!\n\r", ch); return(TRUE); } GET_GOLD(ch) -= GET_EXP(pet)*3; pet = read_mobile(pet->nr, REAL); GET_EXP(pet) = 0; SET_BIT(pet->specials.affected_by, AFF_CHARM); if (*pet_name) { sprintf(buf,"%s %s", pet->player.name, pet_name); free(pet->player.name); pet->player.name = strdup(buf); sprintf(buf,"%sA small sign on a chain around the neck says 'My Name is %s'\n\r", pet->player.description, pet_name); free(pet->player.description); pet->player.description = strdup(buf); } char_to_room(pet, ch->in_room); add_follower(pet, ch); /* Be certain that pet's can't get/carry/use/weild/wear items */ IS_CARRYING_W(pet) = 1000; IS_CARRYING_N(pet) = 100; send_to_char("May you enjoy your pet.\n\r", ch); act("$n bought $N as a pet.",FALSE,ch,0,pet,TO_ROOM); return(TRUE); } /* All commands except list and buy */ return(FALSE); }