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📄 act_obj.c

📁 MUD服务器程序
💻 C
📖 第 1 页 / 共 4 页
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	}

	if ( ( victim = get_char_room( ch, arg2 ) ) == NULL )
	{
	    send_to_char( "They aren't here.\n\r", ch );
	    return;
	}

	if ( ch->gold < amount )
	{
	    send_to_char( "You haven't got that much gold.\n\r", ch );
	    return;
	}

	ch->gold     -= amount;
	victim->gold += amount;
	act( "$n gives you some gold.", ch, NULL, victim, TO_VICT    );
	act( "$n gives $N some gold.",  ch, NULL, victim, TO_NOTVICT );
	act( "You give $N some gold.",  ch, NULL, victim, TO_CHAR    );
	send_to_char( "OK.\n\r", ch );
	mprog_bribe_trigger(victim,ch,amount);
	return;
    }

    if ( ( obj = get_obj_carry( ch, arg1 ) ) == NULL )
    {
	send_to_char( "You do not have that item.\n\r", ch );
	return;
    }

    if ( obj->wear_loc != WEAR_NONE )
    {
	send_to_char( "You must remove it first.\n\r", ch );
	return;
    }

    if ( ( victim = get_char_room( ch, arg2 ) ) == NULL )
    {
	send_to_char( "They aren't here.\n\r", ch );
	return;
    }

    if ( !can_drop_obj( ch, obj ) )
    {
	send_to_char( "You can't let go of it.\n\r", ch );
	return;
    }

    if ( victim->carry_number + get_obj_number( obj ) > can_carry_n( victim ) )
    {
	act( "$N has $S hands full.", ch, NULL, victim, TO_CHAR );
	return;
    }

    if ( victim->carry_weight + get_obj_weight( obj ) > can_carry_w( victim ) )
    {
	act( "$N can't carry that much weight.", ch, NULL, victim, TO_CHAR );
	return;
    }

    if ( !can_see_obj( victim, obj ) )
    {
	act( "$N can't see it.", ch, NULL, victim, TO_CHAR );
	return;
    }

    obj_from_char( obj );
    obj_to_char( obj, victim );
    MOBtrigger = FALSE;
    act( "$n gives $p to $N.", ch, obj, victim, TO_NOTVICT );
    act( "$n gives you $p.",   ch, obj, victim, TO_VICT    );
    act( "You give $p to $N.", ch, obj, victim, TO_CHAR    );
    mprog_give_trigger(victim,ch,obj);
    return;
}




void do_fill( CHAR_DATA *ch, char *argument )
{
    char arg[MAX_INPUT_LENGTH];
    OBJ_DATA *obj;
    OBJ_DATA *fountain;
    bool found;

    one_argument( argument, arg );

    if ( arg[0] == '\0' )
    {
	send_to_char( "Fill what?\n\r", ch );
	return;
    }

    if ( ( obj = get_obj_carry( ch, arg ) ) == 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] != 0 )
    {
	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;
    }

    act( "You fill $p.", ch, obj, NULL, TO_CHAR );
    obj->value[2] = 0;
    obj->value[1] = obj->value[0];
    return;
}



void do_drink( CHAR_DATA *ch, char *argument )
{
    char arg[MAX_INPUT_LENGTH];
    OBJ_DATA *obj;
    int amount;
    int liquid;

    one_argument( argument, arg );

    if ( arg[0] == '\0' )
    {
	for ( obj = ch->in_room->contents; obj; obj = obj->next_content )
	{
	    if ( obj->item_type == ITEM_FOUNTAIN )
		break;
	}

	if ( obj == NULL )
	{
	    send_to_char( "Drink what?\n\r", ch );
	    return;
	}
    }
    else
    {
	if ( ( obj = get_obj_here( ch, arg ) ) == NULL )
	{
	    send_to_char( "You can't find it.\n\r", ch );
	    return;
	}
    }

    if ( !IS_NPC(ch) && ch->pcdata->condition[COND_DRUNK] > 10 )
    {
	send_to_char( "You fail to reach your mouth.  *Hic*\n\r", ch );
	return;
    }

    switch ( obj->item_type )
    {
    default:
	send_to_char( "You can't drink from that.\n\r", ch );
	break;

    case ITEM_FOUNTAIN:
	if ( !IS_NPC(ch) )
	    ch->pcdata->condition[COND_THIRST] = 48;
	act( "$n drinks from $p.", ch, obj, NULL, TO_ROOM ); // @@@
//	act( "$n drinks from the fountain.", ch, NULL, NULL, TO_ROOM ); // @@@
	send_to_char( "You are not thirsty.\n\r", ch );
	break;

    case ITEM_DRINK_CON:
	if ( obj->value[1] <= 0 )
	{
	    send_to_char( "It is already empty.\n\r", ch );
	    return;
	}

	if ( ( liquid = obj->value[2] ) >= LIQ_MAX )
	{
	    bug( "Do_drink: bad liquid number %d.", liquid );
	    liquid = obj->value[2] = 0;
	}

	act( "$n drinks $T from $p.",
	    ch, obj, liq_table[liquid].liq_name, TO_ROOM );
	act( "You drink $T from $p.",
	    ch, obj, liq_table[liquid].liq_name, TO_CHAR );

	amount = number_range(3, 10);
	amount = UMIN(amount, obj->value[1]);
	
	gain_condition( ch, COND_DRUNK,
	    amount * liq_table[liquid].liq_affect[COND_DRUNK  ] );
	gain_condition( ch, COND_FULL,
	    amount * liq_table[liquid].liq_affect[COND_FULL   ] );
	gain_condition( ch, COND_THIRST,
	    amount * liq_table[liquid].liq_affect[COND_THIRST ] );

	if ( !IS_NPC(ch) && 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( "You do not feel thirsty.\n\r", ch );
	
	if ( obj->value[3] != 0 )
	{
	    /* The shit was poisoned ! */
	    AFFECT_DATA af;

	    act( "$n chokes and gags.", ch, NULL, NULL, TO_ROOM );
	    send_to_char( "You choke and gag.\n\r", ch );
	    af.type      = gsn_poison;
	    af.duration  = 3 * amount;
	    af.location  = APPLY_NONE;
	    af.modifier  = 0;
	    af.bitvector = AFF_POISON;
	    affect_join( ch, &af );
	}
	
	obj->value[1] -= amount;
	if ( obj->value[1] <= 0 )
	{
	    send_to_char( "The empty container vanishes.\n\r", ch );
	    extract_obj( obj );
	}
	break;
    }

    return;
}



void do_eat( CHAR_DATA *ch, char *argument )
{
    char arg[MAX_INPUT_LENGTH];
    OBJ_DATA *obj;

    one_argument( argument, arg );
    if ( arg[0] == '\0' )
    {
	send_to_char( "Eat what?\n\r", ch );
	return;
    }

    if ( ( obj = get_obj_carry( ch, arg ) ) == NULL )
    {
	send_to_char( "You do not have that item.\n\r", ch );
	return;
    }

    if ( !IS_IMMORTAL(ch) )
    {
	if ( 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;
	}
    }

    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_FULL];
	    gain_condition( ch, COND_FULL, obj->value[0] );
	    if ( condition == 0 && ch->pcdata->condition[COND_FULL] > 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 shit 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.type      = gsn_poison;
	    af.duration  = 2 * obj->value[0];
	    af.location  = APPLY_NONE;
	    af.modifier  = 0;
	    af.bitvector = AFF_POISON;
	    affect_join( ch, &af );
	}
	break;

    case ITEM_PILL:
	obj_cast_spell( obj->value[1], obj->value[0], ch, ch, NULL );
	obj_cast_spell( obj->value[2], obj->value[0], ch, ch, NULL );
	obj_cast_spell( obj->value[3], obj->value[0], ch, ch, NULL );
	break;
    }

    extract_obj( obj );
    return;
}



/*
 * Remove an object.
 */
bool remove_obj( CHAR_DATA *ch, int iWear, bool fReplace )
{
    OBJ_DATA *obj;

    if ( ( obj = get_eq_char( ch, iWear ) ) == NULL )
	return TRUE;

    if ( !fReplace )
	return FALSE;

    if ( IS_SET(obj->extra_flags, ITEM_NOREMOVE) )
    {
	act( "You can't remove $p.", ch, obj, NULL, TO_CHAR );
	return FALSE;
    }

    unequip_char( ch, obj );
    act( "$n stops using $p.", ch, obj, NULL, TO_ROOM );
    act( "You stop using $p.", ch, obj, NULL, TO_CHAR );
    return TRUE;
}



/*
 * Wear one object.
 * Optional replacement of existing objects.
 * Big repetitive code, ick.
 */
void wear_obj( CHAR_DATA *ch, OBJ_DATA *obj, bool fReplace )
{
    char buf[MAX_STRING_LENGTH];

    if ( ch->level < obj->level )
    {
	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 body.",   ch, obj, NULL, TO_ROOM );
	act( "You wear $p on your body.", ch, obj, NULL, TO_CHAR );
	equip_char( ch, obj, WEAR_BODY );
	return;
    }

    if ( CAN_WEAR( obj, ITEM_WEAR_HEAD ) )
    {
	if ( !remove_obj( ch, WEAR_HEAD, fReplace ) )
	    return;
	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 body.",   ch, obj, NULL, TO_ROOM );
	act( "You wear $p about your body.", ch, obj, NULL, TO_CHAR );
	equip_char( ch, obj, WEAR_ABOUT );
	return;

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