/*************************************************************************** * 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. * ***************************************************************************/ /********************************************************** *************** S U N D E R M U D *** 2 . 0 ************** ********************************************************** * The unique portions of the SunderMud code as well as * * the integration efforts for code from other sources is * * based primarily on the efforts of: * * * * Lotherius <aelfwyne@operamail.com> (Alvin W. Brinson) * * and many others, see "help sundermud" in the mud. * **********************************************************/ #include "everything.h" /* command procedures needed */ DECLARE_DO_FUN ( do_look ); DECLARE_DO_FUN ( do_recall ); DECLARE_DO_FUN ( do_stand ); char *const dir_name[] = { "north", "east", "south", "west", "up", "down" }; const sh_int rev_dir[] = { 2, 3, 0, 1, 5, 4 }; const sh_int movement_loss[SECT_MAX] = { 1, 2, 2, 3, 4, 6, 4, 1, 6, 10, 6, 3, 1 }; /* * Local functions. */ int find_door args ( ( CHAR_DATA * ch, char *arg ) ); bool has_key args ( ( CHAR_DATA * ch, int key ) ); // Follow seems to be ignored here... Hmm..... // wonder what that bool is for anywho... void move_char ( CHAR_DATA * ch, int door, bool follow ) { CHAR_DATA *fch; CHAR_DATA *fch_next; ROOM_INDEX_DATA *in_room; ROOM_INDEX_DATA *to_room; EXIT_DATA *pexit; if ( door < 0 || door > 5 ) { bugf ( "move_char: bad door %d.", door ); return; } /* * Exit trigger, if activated, bail out. Only PCs are triggered. */ if ( !IS_NPC(ch) && (p_exit_trigger( ch, door, PRG_MPROG ) || p_exit_trigger( ch, door, PRG_OPROG ) || p_exit_trigger( ch, door, PRG_RPROG )) ) return; in_room = ch->in_room; if ( ( pexit = in_room->exit[door] ) == NULL || ( to_room = pexit->u1.to_room ) == NULL || !can_see_room ( ch, pexit->u1.to_room ) ) { send_to_char ( "You bruise your nose and realize that path is blocked.\n\r", ch ); if (ch->hit > 1) ch->hit--; /* Reduce hit by one. Yes this is mean. */ return; } if ( IS_SET ( pexit->exit_info, EX_CLOSED ) && !IS_SET ( pexit->exit_info, EX_HIDDEN ) && !IS_AFFECTED ( ch, AFF_PASS_DOOR ) ) { act ( "As you bruise your nose, you realize the $d is closed.", ch, NULL, pexit->keyword, TO_CHAR ); if (ch->hit > 1) ch->hit--; /* Reduce hit by one. Yes this is mean. */ return; } if ( IS_SET ( pexit->exit_info, EX_CLOSED ) && IS_SET ( pexit->exit_info, EX_HIDDEN ) && !IS_AFFECTED ( ch, AFF_PASS_DOOR ) ) { send_to_char ( "You bruise your nose and realize that path is blocked.\n\r", ch ); if (ch->hit > 1) ch->hit--; /* Reduce hit by one. Yes this is mean. */ return; } if ( IS_SET ( pexit->exit_info, EX_CLOSED ) && IS_SET ( pexit->exit_info, EX_HIDDEN ) && IS_SET ( pexit->exit_info, EX_NO_PASS ) && IS_AFFECTED ( ch, AFF_PASS_DOOR ) ) { send_to_char ( "You bruise your nose and realize that path is blocked.\n\r", ch ); if (ch->hit > 1) ch->hit--; /* Reduce hit by one. Yes this is mean. */ return; } if ( IS_SET ( pexit->exit_info, EX_CLOSED ) && IS_SET ( pexit->exit_info, EX_NO_PASS ) && IS_AFFECTED ( ch, AFF_PASS_DOOR ) ) { send_to_char ( "Strange energies swirl around the door blocking your way.\n\r",ch ); return; } if ( IS_AFFECTED ( ch, AFF_CHARM ) && ch->master != NULL && in_room == ch->master->in_room ) { send_to_char ( "What? And leave your beloved master?\n\r", ch ); return; } if ( room_is_private ( to_room ) ) { send_to_char ( "That room is private right now.\n\r", ch ); return; } if ( to_room->area->llev > (ch->level+10) ) { form_to_char ( ch, "{RYou must be at least level {Y%d {Rto enter {w%s{R.{w", (to_room->area->llev-10), to_room->area->name ); return; } if ( !IS_NPC ( ch ) ) { int move; char weathermsg[20]; char walkmsg[10]; if ( in_room->sector_type == SECT_AIR || to_room->sector_type == SECT_AIR ) { if ( !IS_AFFECTED ( ch, AFF_FLYING ) && !IS_IMMORTAL ( ch ) ) { send_to_char ( "You can't fly.\n\r", ch ); return; } } if ( ( in_room->sector_type == SECT_WATER_NOSWIM || to_room->sector_type == SECT_WATER_NOSWIM ) && !IS_AFFECTED ( ch, AFF_FLYING ) ) { OBJ_DATA *obj; bool found; /* * Look for a boat. */ found = FALSE; if ( IS_IMMORTAL ( ch ) ) found = TRUE; for ( obj = ch->carrying; obj != NULL; obj = obj->next_content ) { if ( obj->item_type == ITEM_BOAT ) { found = TRUE; break; } } if ( !found ) { send_to_char ( "You need a boat to go there.\n\r", ch ); return; } } move = movement_loss[UMIN ( SECT_MAX - 1, in_room->sector_type )] + movement_loss[UMIN ( SECT_MAX - 1, to_room->sector_type )]; move /= 2; /* i.e. the average */ /* Zeran - modify by encumbrance */ /* 10% for each point above or below norm of 1 */ move = move + ( ( total_encumbrance ( ch ) - 1 ) / 10 * move ); /* Make sure movement is at least 1 point */ move = UMAX ( 1, move ); if ( ch->move < move ) { send_to_char ( "You are too exhausted.\n\r", ch ); return; } /* move messages */ weathermsg[0] = '\0'; walkmsg[0] = '\0'; if ( weather_info.change >= 0 ) /* summer */ { switch ( weather_info.sky ) { case SKY_CLOUDLESS: SLCAT ( weathermsg, "hot" ); SLCAT ( walkmsg, "walk" ); break; case SKY_CLOUDY: SLCAT ( weathermsg, "warm" ); SLCAT ( walkmsg, "walk" ); break; case SKY_RAINING: SLCAT ( weathermsg, "wet" ); SLCAT ( walkmsg, "splash" ); break; case SKY_LIGHTNING: SLCAT ( weathermsg, "stormy" ); SLCAT ( walkmsg, "splash" ); break; } /* end of switch */ } /* end of if */ else { switch ( weather_info.sky ) { case SKY_CLOUDLESS: SLCAT ( weathermsg, "frigid" ); SLCAT ( walkmsg, "walk" ); break; case SKY_CLOUDY: SLCAT ( weathermsg, "cold" ); SLCAT ( walkmsg, "walk" ); break; case SKY_RAINING: SLCAT ( weathermsg, "snowy" ); SLCAT ( walkmsg, "trudge" ); break; case SKY_LIGHTNING: SLCAT ( weathermsg, "blizzard-stricken" ); SLCAT ( walkmsg, "trudge" ); break; } /* end of switch */ } /* end of else */ if ( IS_AFFECTED ( ch, AFF_FLYING ) ) { walkmsg[0] = '\0'; SLCAT ( walkmsg, "fly" ); } /* leaving an indoors room */ if ( ( in_room->sector_type == SECT_INSIDE ) || ( in_room->sector_type == SECT_UNDERGROUND ) ) { switch ( to_room->sector_type ) { case SECT_INSIDE: case SECT_MAX: case SECT_UNDERGROUND: break; /* no message for this movement */ case SECT_WATER_SWIM: sound ("waterysnd.wav", ch); send_to_char ("You splash into the water.\n\r", ch); break; case SECT_WATER_NOSWIM: sound ("wavecrash.wav", ch); break; default: form_to_char ( ch, "You %s into the %s %s.\n\r", walkmsg, weathermsg, flag_string ( sector_name, to_room->sector_type ) ); break; } /* end of switch */ } /* end of indoors room leave routine */ /* leaving a city */ if ( in_room->sector_type == SECT_CITY ) { switch ( to_room->sector_type ) { case SECT_CITY: case SECT_MAX: break; /* no message for this movement */ case SECT_WATER_SWIM: sound ("waterysnd.wav", ch); send_to_char ("You splash into the water.\n\r", ch); break; case SECT_WATER_NOSWIM: sound ("wavecrash.wav", ch); break; case SECT_INSIDE: form_to_char ( ch, "You leave the %s city streets and take shelter indoors.\n\r", weathermsg ); break; case SECT_FORT: form_to_char ( ch, "You leave the %s city streets and enter a fort.\n\r", weathermsg ); break; case SECT_UNDERGROUND: send_to_char ( "You go underground.\n\r", ch ); break; default: form_to_char ( ch, "You %s out of the city for the %s %s.\n\r", walkmsg, weathermsg, flag_string ( sector_name, to_room->sector_type ) ); break; } /* end of switch */ } /* end of leaving city */ /* leaving a field, forest, hills, or mountain. */ if ( ( in_room->sector_type == SECT_FIELD ) || ( in_room->sector_type == SECT_FOREST ) || ( in_room->sector_type == SECT_HILLS ) || ( in_room->sector_type == SECT_DESERT ) || ( in_room->sector_type == SECT_MOUNTAIN ) ) { switch ( to_room->sector_type ) { case SECT_MAX: break; /* no message for this movement */ case SECT_WATER_SWIM: sound ("waterysnd.wav", ch); send_to_char ("You splash into the water.\n\r", ch); break; case SECT_WATER_NOSWIM: sound ("wavecrash.wav", ch); break; case SECT_FORT: form_to_char ( ch, "You leave the %s %s and enter a fort.\n\r", weathermsg, flag_string ( sector_name, in_room->sector_type ) ); break; case SECT_INSIDE: form_to_char ( ch, "You take shelter indoors from the %s %s.\n\r", weathermsg, flag_string ( sector_name, in_room->sector_type ) ); break; case SECT_UNDERGROUND: send_to_char ( "You go underground.\n\r", ch ); break; case SECT_CITY: form_to_char ( ch, "You leave the %s and enter a %s city.\n\r", flag_string ( sector_name, in_room->sector_type ), weathermsg ); break; default: if ( in_room->sector_type == to_room->sector_type ) break; /* no msg if no change */ form_to_char ( ch, "You head into the %s.\n\r", flag_string ( sector_name, to_room->sector_type ) ); break; } /* end switch */ } /* end of leaving forest, field, hills, mountain, desert */ /* leaving the air */ if ( in_room->sector_type == SECT_AIR ) { switch ( to_room->sector_type ) { case SECT_AIR: case SECT_MAX: break; /* no msg */ case SECT_WATER_SWIM: sound ("waterysnd.wav", ch); send_to_char ("You splash down into the water.\n\r", ch); break; case SECT_WATER_NOSWIM: sound ("wavecrash.wav", ch); break; default: form_to_char ( ch, "You land in the %s %s.\n\r", weathermsg, flag_string ( sector_name, to_room->sector_type ) ); break; } /* end switch */ } /* end leaving the air */ /* Zeran - time for encumbrance, no more 1 PULSE movement delay */ /* Slow down movement in general, will curb speed walking * and make transportation magic seem a bit more important. * In general, unencumbered creature with nothing affecting * speed will have encumbrance of 1, thus making a 3 PULSE * movement delay. Each pulse being appx .25 seconds */ /* Loth - I made it 1 pulse + ch->encumbrance, since encumbrance is always * at least 1, this will always be 2. */ WAIT_STATE ( ch, ( 1 + ch->encumbrance ) ); ch->move -= move; } if ( !IS_AFFECTED ( ch, AFF_SNEAK ) && ( IS_NPC ( ch ) || !IS_SET ( ch->act, PLR_WIZINVIS ) ) ) { if ( IS_AFFECTED ( ch, AFF_FLYING ) ) act ( "$n flies $T.", ch, NULL, dir_name[door], TO_ROOM ); else act ( "$n leaves $T.", ch, NULL, dir_name[door], TO_ROOM ); } char_from_room ( ch ); char_to_room ( ch, to_room ); if ( !IS_AFFECTED ( ch, AFF_SNEAK ) && ( IS_NPC ( ch ) || !IS_SET ( ch->act, PLR_WIZINVIS ) ) ) act ( "$n has arrived.", ch, NULL, NULL, TO_ROOM ); if ( IS_RENTED( to_room->lease ) ) { if ( !str_cmp ( to_room->lease->rented_by, ch->name ) ) send_to_char ( "You currently hold the lease on this room.\n\r", ch ); } do_look ( ch, "auto" ); if ( in_room == to_room ) /* no circular follows */ return; /* do the recruit proc */ for ( fch = in_room->people; fch != NULL; fch = fch_next ) { fch_next = fch->next_in_room; #if defined(DEBUGINFO) send_to_char ( "inside the recruit proc\n\r", ch ); #endif if ( IS_NPC ( fch ) && ( fch->level < ch->level ) && ( !IS_NPC ( ch ) ) && ( !IS_SET ( ch->act, PLR_NOFOLLOW ) ) && ( !IS_SET ( fch->act, ACT_SENTINEL ) ) && ( !IS_SET ( fch->act, ACT_AGGRESSIVE ) ) && ( !IS_SET ( fch->act, ACT_PET ) ) && ( !IS_SET ( fch->act, ACT_FOLLOWER ) ) && ( !IS_SET ( fch->act, ACT_PRACTICE ) ) && ( !IS_SET ( fch->act, ACT_NOPURGE ) ) && ( !IS_SET ( fch->act, ACT_IS_HEALER ) ) && ( !IS_AFFECTED ( fch, AFF_CHARM ) ) ) { int pass; int chance; int skillchance; int diff; pass = 1; /* base chance of passing is 1% */ /* bonus if alignment is within 150 of char */ diff = fch->alignment - ch->alignment; if ( ( diff <= 150 ) && ( diff >= -150 ) ) pass += 1; /* add charisma check here */ if ( ( fch->alignment > 250 ) && ( ch->alignment < 250 ) ) pass = 0; skillchance = number_percent ( ); chance = number_percent ( ); if ( ( pass >= chance ) && ( skillchance < ch->pcdata->learned[gsn_recruit] ) ) { /* make new follower! */ SET_BIT ( fch->act, ACT_FOLLOWER ); SET_BIT ( fch->affected_by, AFF_CHARM ); fch->comm = COMM_NOTELL | COMM_NOSHOUT | COMM_NOCHANNELS; add_follower ( fch, ch ); act ( "$N has heard of your reputation and starts following you!", fch, NULL, NULL, TO_CHAR ); act ( "$N now follows $n!", fch, NULL, ch, TO_ROOM ); check_improve ( ch, gsn_recruit, TRUE, 1 ); } /* end of new follow */ } /* end of recruit routine */ } /* end of for loop */ for ( fch = in_room->people; fch != NULL; fch = fch_next ) { fch_next = fch->next_in_room; if ( fch->master == ch && IS_AFFECTED ( fch, AFF_CHARM ) && fch->position < POS_STANDING ) do_stand ( fch, "" ); if ( fch->master == ch && fch->position == POS_STANDING ) { if ( IS_SET ( ch->in_room->room_flags, ROOM_LAW ) && ( IS_NPC ( fch ) && IS_SET ( fch->act, ACT_AGGRESSIVE ) ) ) { act ( "You can't bring $N into the city.", ch, NULL, fch, TO_CHAR ); act ( "You aren't allowed in the city.", fch, NULL, NULL, TO_CHAR ); return; } act ( "You follow $N.", fch, NULL, ch, TO_CHAR ); move_char ( fch, door, TRUE ); } } if ( IS_NPC( ch ) && HAS_TRIGGER_MOB( ch, TRIG_ENTRY ) ) p_percent_trigger( ch, NULL, NULL, NULL, NULL, NULL, TRIG_ENTRY ); /* * If someone is following the char, these triggers get activated * for the followers before the char, but it's safer this way... */ if ( !IS_NPC( ch ) ) { p_greet_trigger( ch, PRG_MPROG ); p_greet_trigger( ch, PRG_OPROG ); p_greet_trigger( ch, PRG_RPROG ); } } void do_confusedmove ( CHAR_DATA * ch ) { int d; d= number_range (0, 5); send_to_char ( "In your confused state you aren't sure which way is up....\n\r", ch); move_char ( ch, d, FALSE ); return; } void do_north ( CHAR_DATA * ch, char *argument ) { if (CAN_DETECT (ch, AFF_CONFUSION) ) do_confusedmove(ch); else move_char ( ch, DIR_NORTH, FALSE ); return; } void do_east ( CHAR_DATA * ch, char *argument ) { if (CAN_DETECT (ch, AFF_CONFUSION) ) do_confusedmove(ch); else move_char ( ch, DIR_EAST, FALSE ); return; } void do_south ( CHAR_DATA * ch, char *argument ) { if (CAN_DETECT (ch, AFF_CONFUSION) ) do_confusedmove(ch); else move_char ( ch, DIR_SOUTH, FALSE ); return; } void do_west ( CHAR_DATA * ch, char *argument ) { if (CAN_DETECT (ch, AFF_CONFUSION) ) do_confusedmove(ch); else move_char ( ch, DIR_WEST, FALSE ); return; } void do_up ( CHAR_DATA * ch, char *argument ) { if (CAN_DETECT (ch, AFF_CONFUSION) ) do_confusedmove(ch); else move_char ( ch, DIR_UP, FALSE ); return; } void do_down ( CHAR_DATA * ch, char *argument ) { if (CAN_DETECT (ch, AFF_CONFUSION) ) do_confusedmove(ch); else move_char ( ch, DIR_DOWN, FALSE ); return; } int find_door ( CHAR_DATA * ch, char *arg ) { EXIT_DATA *pexit; int door; if ( !str_cmp ( arg, "n" ) || !str_cmp ( arg, "north" ) ) door = 0; else if ( !str_cmp ( arg, "e" ) || !str_cmp ( arg, "east" ) ) door = 1; else if ( !str_cmp ( arg, "s" ) || !str_cmp ( arg, "south" ) ) door = 2; else if ( !str_cmp ( arg, "w" ) || !str_cmp ( arg, "west" ) ) door = 3; else if ( !str_cmp ( arg, "u" ) || !str_cmp ( arg, "up" ) ) door = 4; else if ( !str_cmp ( arg, "d" ) || !str_cmp ( arg, "down" ) ) door = 5; else { for ( door = 0; door <= 5; door++ ) { if ( ( pexit = ch->in_room->exit[door] ) != NULL && IS_SET ( pexit->exit_info, EX_ISDOOR ) && pexit->keyword != NULL && is_name ( arg, pexit->keyword ) ) return door; } return -1; } if ( ( pexit = ch->in_room->exit[door] ) == NULL ) { act ( "I see no door $T here.", ch, NULL, arg, TO_CHAR ); return -1; } if ( IS_SET ( pexit->exit_info, EX_HIDDEN ) ) { // Don't send a msg as this would reveal a Hidden Door return -1; } if ( !IS_SET ( pexit->exit_info, EX_ISDOOR ) ) { send_to_char ( "You can't do that.\n\r", ch ); return -1; } return door; } void do_open ( CHAR_DATA * ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; int door = -1; one_argument ( argument, arg ); if ( arg[0] == '\0' ) { send_to_char ( "Open what?\n\r", ch ); return; } if ( ( door = find_door ( ch, arg ) ) >= 0 ) { /* 'open door' */ ROOM_INDEX_DATA *to_room; EXIT_DATA *pexit; EXIT_DATA *pexit_rev; pexit = ch->in_room->exit[door]; if ( !IS_SET ( pexit->exit_info, EX_CLOSED ) ) { send_to_char ( "It's already open.\n\r", ch ); return; } if ( IS_SET ( pexit->exit_info, EX_LOCKED ) ) { send_to_char ( "It's locked.\n\r", ch ); return; } REMOVE_BIT ( pexit->exit_info, EX_CLOSED ); act ( "$n opens the $d.", ch, NULL, pexit->keyword, TO_ROOM ); sound ("odoor.wav", ch); send_to_char ( "Ok.\n\r", ch ); /* open the other side */ if ( ( to_room = pexit->u1.to_room ) != NULL && ( pexit_rev = to_room->exit[rev_dir[door]] ) != NULL && pexit_rev->u1.to_room == ch->in_room ) { CHAR_DATA *rch; REMOVE_BIT ( pexit_rev->exit_info, EX_CLOSED ); for ( rch = to_room->people; rch != NULL; rch = rch->next_in_room ) act ( "The $d opens.", rch, NULL, pexit_rev->keyword, TO_CHAR ); } return; } else if ( ( obj = get_obj_here ( ch, NULL, arg ) ) != NULL ) { /* 'open object' */ if ( obj->item_type != ITEM_CONTAINER ) { send_to_char ( "That's not a container.\n\r", ch ); return; } if ( !IS_SET ( obj->value[1], CONT_CLOSED ) ) { send_to_char ( "It's already open.\n\r", ch ); return; } if ( !IS_SET ( obj->value[1], CONT_CLOSEABLE ) ) { send_to_char ( "You can't do that.\n\r", ch ); return; } if ( IS_SET ( obj->value[1], CONT_LOCKED ) ) { send_to_char ( "It's locked.\n\r", ch ); return; } REMOVE_BIT ( obj->value[1], CONT_CLOSED ); send_to_char ( "Ok.\n\r", ch ); act ( "$n opens $p.", ch, obj, NULL, TO_ROOM ); return; } else /* doors give their own I see no msg */ act ( "I see no $T here.", ch, NULL, arg, TO_CHAR ); return; } void do_close ( CHAR_DATA * ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; int door; one_argument ( argument, arg ); if ( arg[0] == '\0' ) { send_to_char ( "Close what?\n\r", ch ); return; } if ( ( door = find_door ( ch, arg ) ) >= 0 ) { /* 'close door' */ ROOM_INDEX_DATA *to_room; EXIT_DATA *pexit; EXIT_DATA *pexit_rev; pexit = ch->in_room->exit[door]; if ( IS_SET ( pexit->exit_info, EX_CLOSED ) ) { send_to_char ( "It's already closed.\n\r", ch ); return; } SET_BIT ( pexit->exit_info, EX_CLOSED ); act ( "$n closes the $d.", ch, NULL, pexit->keyword, TO_ROOM ); send_to_char ( "Ok.\n\r", ch ); /* close the other side */ if ( ( to_room = pexit->u1.to_room ) != NULL && ( pexit_rev = to_room->exit[rev_dir[door]] ) != 0 && pexit_rev->u1.to_room == ch->in_room ) { CHAR_DATA *rch; SET_BIT ( pexit_rev->exit_info, EX_CLOSED ); for ( rch = to_room->people; rch != NULL; rch = rch->next_in_room ) act ( "The $d closes.", rch, NULL, pexit_rev->keyword, TO_CHAR ); } return; } if ( ( obj = get_obj_here ( ch, NULL, arg ) ) != NULL ) { /* 'close object' */ if ( obj->item_type != ITEM_CONTAINER ) { send_to_char ( "That's not a container.\n\r", ch ); return; } if ( IS_SET ( obj->value[1], CONT_CLOSED ) ) { send_to_char ( "It's already closed.\n\r", ch ); return; } if ( !IS_SET ( obj->value[1], CONT_CLOSEABLE ) ) { send_to_char ( "You can't do that.\n\r", ch ); return; } SET_BIT ( obj->value[1], CONT_CLOSED ); send_to_char ( "Ok.\n\r", ch ); sound( "cdoor.wav", ch ); act ( "$n closes $p.", ch, obj, NULL, TO_ROOM ); return; } else // Doors give their own error msg... act ( "I see no $T here.", ch, NULL, arg, TO_CHAR ); return; } bool has_key ( CHAR_DATA * ch, int key ) { OBJ_DATA *obj; for ( obj = ch->carrying; obj != NULL; obj = obj->next_content ) { if ( obj->pIndexData->vnum == key ) return TRUE; } return FALSE; } void do_lock ( CHAR_DATA * ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; int door; one_argument ( argument, arg ); if ( arg[0] == '\0' ) { send_to_char ( "Lock what?\n\r", ch ); return; } if ( ( obj = get_obj_here ( ch, NULL, arg ) ) != NULL ) { /* 'lock object' */ if ( obj->item_type != ITEM_CONTAINER ) { send_to_char ( "That's not a container.\n\r", ch ); return; } if ( !IS_SET ( obj->value[1], CONT_CLOSED ) ) { send_to_char ( "It's not closed.\n\r", ch ); return; } if ( obj->value[2] < 0 ) { send_to_char ( "It can't be locked.\n\r", ch ); return; } if ( !has_key ( ch, obj->value[2] ) ) { send_to_char ( "You lack the key.\n\r", ch ); return; } if ( IS_SET ( obj->value[1], CONT_LOCKED ) ) { send_to_char ( "It's already locked.\n\r", ch ); return; } SET_BIT ( obj->value[1], CONT_LOCKED ); send_to_char ( "*Click*\n\r", ch ); act ( "$n locks $p.", ch, obj, NULL, TO_ROOM ); return; } if ( ( door = find_door ( ch, arg ) ) >= 0 ) { /* 'lock door' */ ROOM_INDEX_DATA *to_room; EXIT_DATA *pexit; EXIT_DATA *pexit_rev; pexit = ch->in_room->exit[door]; if ( !IS_SET ( pexit->exit_info, EX_CLOSED ) ) { send_to_char ( "It's not closed.\n\r", ch ); return; } if ( pexit->key < 0 ) { send_to_char ( "It can't be locked.\n\r", ch ); return; } if ( !has_key ( ch, pexit->key ) ) { send_to_char ( "You lack the key.\n\r", ch ); return; } if ( IS_SET ( pexit->exit_info, EX_LOCKED ) ) { send_to_char ( "It's already locked.\n\r", ch ); return; } SET_BIT ( pexit->exit_info, EX_LOCKED ); send_to_char ( "*Click*\n\r", ch ); act ( "$n locks the $d.", ch, NULL, pexit->keyword, TO_ROOM ); /* lock the other side */ if ( ( to_room = pexit->u1.to_room ) != NULL && ( pexit_rev = to_room->exit[rev_dir[door]] ) != 0 && pexit_rev->u1.to_room == ch->in_room ) { SET_BIT ( pexit_rev->exit_info, EX_LOCKED ); } } return; } void do_unlock ( CHAR_DATA * ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; int door; one_argument ( argument, arg ); if ( arg[0] == '\0' ) { send_to_char ( "Unlock what?\n\r", ch ); return; } if ( ( obj = get_obj_here ( ch, NULL, arg ) ) != NULL ) { /* 'unlock object' */ if ( obj->item_type != ITEM_CONTAINER ) { send_to_char ( "That's not a container.\n\r", ch ); return; } if ( !IS_SET ( obj->value[1], CONT_CLOSED ) ) { send_to_char ( "It's not closed.\n\r", ch ); return; } if ( obj->value[2] < 0 ) { send_to_char ( "It can't be unlocked.\n\r", ch ); return; } if ( !has_key ( ch, obj->value[2] ) ) { send_to_char ( "You lack the key.\n\r", ch ); return; } if ( !IS_SET ( obj->value[1], CONT_LOCKED ) ) { send_to_char ( "It's already unlocked.\n\r", ch ); return; } REMOVE_BIT ( obj->value[1], CONT_LOCKED ); sound ("unlock.wav", ch); send_to_char ( "*Click*\n\r", ch ); act ( "$n unlocks $p.", ch, obj, NULL, TO_ROOM ); return; } if ( ( door = find_door ( ch, arg ) ) >= 0 ) { /* 'unlock door' */ ROOM_INDEX_DATA *to_room; EXIT_DATA *pexit; EXIT_DATA *pexit_rev; pexit = ch->in_room->exit[door]; if ( !IS_SET ( pexit->exit_info, EX_CLOSED ) ) { send_to_char ( "It's not closed.\n\r", ch ); return; } if ( pexit->key < 0 ) { if ( IS_SET (pexit->exit_info, EX_LOCKED) ) send_to_char ( "It can't be unlocked.\n\r", ch ); else send_to_char ( "It wasn't locked to begin with.\n\r", ch); return; } if ( !has_key ( ch, pexit->key ) ) { send_to_char ( "You lack the key.\n\r", ch ); return; } if ( !IS_SET ( pexit->exit_info, EX_LOCKED ) ) { send_to_char ( "It's already unlocked.\n\r", ch ); return; } REMOVE_BIT ( pexit->exit_info, EX_LOCKED ); sound ("unlock.wav", ch); send_to_char ( "*Click*\n\r", ch ); act ( "$n unlocks the $d.", ch, NULL, pexit->keyword, TO_ROOM ); /* unlock the other side */ if ( ( to_room = pexit->u1.to_room ) != NULL && ( pexit_rev = to_room->exit[rev_dir[door]] ) != NULL && pexit_rev->u1.to_room == ch->in_room ) { REMOVE_BIT ( pexit_rev->exit_info, EX_LOCKED ); } } return; } void do_pick ( CHAR_DATA * ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *gch; OBJ_DATA *obj; int door; one_argument ( argument, arg ); if ( arg[0] == '\0' ) { send_to_char ( "Pick what?\n\r", ch ); return; } WAIT_STATE ( ch, skill_table[gsn_pick_lock].beats ); /* look for guards */ for ( gch = ch->in_room->people; gch; gch = gch->next_in_room ) { if ( IS_NPC ( gch ) && IS_AWAKE ( gch ) && ch->level + 5 < gch->level ) { act ( "$N is standing too close to the lock.", ch, NULL, gch, TO_CHAR ); return; } } if ( !IS_NPC ( ch ) && number_percent ( ) > ch->pcdata->learned[gsn_pick_lock] ) { send_to_char ( "You failed.\n\r", ch ); check_improve ( ch, gsn_pick_lock, FALSE, 2 ); return; } if ( ( obj = get_obj_here ( ch, NULL, arg ) ) != NULL ) { /* 'pick object' */ if ( obj->item_type != ITEM_CONTAINER ) { send_to_char ( "That's not a container.\n\r", ch ); return; } if ( !IS_SET ( obj->value[1], CONT_CLOSED ) ) { send_to_char ( "It's not closed.\n\r", ch ); return; } if ( obj->value[2] < 0 ) { send_to_char ( "It can't be unlocked.\n\r", ch ); return; } if ( !IS_SET ( obj->value[1], CONT_LOCKED ) ) { send_to_char ( "It's already unlocked.\n\r", ch ); return; } if ( IS_SET ( obj->value[1], CONT_PICKPROOF ) ) { send_to_char ( "You failed.\n\r", ch ); return; } REMOVE_BIT ( obj->value[1], CONT_LOCKED ); sound ("lockpick.wav", ch); send_to_char ( "*Click*\n\r", ch ); check_improve ( ch, gsn_pick_lock, TRUE, 2 ); act ( "$n picks $p.", ch, obj, NULL, TO_ROOM ); return; } if ( ( door = find_door ( ch, arg ) ) >= 0 ) { /* 'pick door' */ ROOM_INDEX_DATA *to_room; EXIT_DATA *pexit; EXIT_DATA *pexit_rev; pexit = ch->in_room->exit[door]; if ( !IS_SET ( pexit->exit_info, EX_CLOSED ) && !IS_IMMORTAL ( ch ) ) { send_to_char ( "It's not closed.\n\r", ch ); return; } if ( pexit->key < 0 && !IS_IMMORTAL ( ch ) ) { send_to_char ( "It can't be picked.\n\r", ch ); return; } if ( !IS_SET ( pexit->exit_info, EX_LOCKED ) ) { send_to_char ( "It's already unlocked.\n\r", ch ); return; } if ( IS_SET ( pexit->exit_info, EX_PICKPROOF ) && !IS_IMMORTAL ( ch ) ) { send_to_char ( "You failed.\n\r", ch ); return; } REMOVE_BIT ( pexit->exit_info, EX_LOCKED ); sound ("lockpick.wav", ch); send_to_char ( "*Click*\n\r", ch ); act ( "$n picks the $d.", ch, NULL, pexit->keyword, TO_ROOM ); check_improve ( ch, gsn_pick_lock, TRUE, 2 ); /* pick the other side */ if ( ( to_room = pexit->u1.to_room ) != NULL && ( pexit_rev = to_room->exit[rev_dir[door]] ) != NULL && pexit_rev->u1.to_room == ch->in_room ) { REMOVE_BIT ( pexit_rev->exit_info, EX_LOCKED ); } } return; } void do_stand ( CHAR_DATA * ch, char *argument ) { if ( IS_AFFECTED ( ch, AFF_SLEEP ) ) { send_to_char ( "You are asleep and cannot wake up!\n\r", ch ); return; } switch ( ch->position ) { case POS_SLEEPING: send_to_char ( "You wake and stand up.\n\r", ch ); act ( "$n wakes and stands up.", ch, NULL, NULL, TO_ROOM ); ch->position = POS_STANDING; ch->on = NULL; do_look ( ch, "auto" ); break; case POS_RESTING: case POS_SITTING: send_to_char ( "You stand up.\n\r", ch ); act ( "$n stands up.", ch, NULL, NULL, TO_ROOM ); ch->position = POS_STANDING; ch->on = NULL; break; case POS_STANDING: send_to_char ( "You are already standing.\n\r", ch ); break; case POS_FIGHTING: send_to_char ( "Maybe you should finish this fight first!\n\r", ch ); break; } return; } void do_rest ( CHAR_DATA * ch, char *argument ) { OBJ_DATA *obj = NULL; if ( IS_AFFECTED ( ch, AFF_SLEEP ) ) /* magical sleep. can't rest. */ { send_to_char ( "You are asleep and cannot wake up!\n\r", ch ); return; } if ( ch->position == POS_FIGHTING ) { send_to_char ( "Maybe you should finish this fight first!\n\r", ch ); return; } /* okay, now that we know we can rest, find an object to rest on */ if ( argument[0] != '\0' ) { obj = get_obj_list ( ch, argument, ch->in_room->contents ); if ( obj == NULL ) { send_to_char ( "You don't see that here.\n\r", ch ); return; } } else obj = ch->on; if ( obj != NULL ) { if ( !IS_SET ( obj->item_type, ITEM_FURNITURE ) || ( !IS_SET ( obj->value[2], REST_ON ) && !IS_SET ( obj->value[2], REST_IN ) && !IS_SET ( obj->value[2], REST_AT ) ) ) { send_to_char ( "You can't rest on that.\n\r", ch ); return; } if ( obj != NULL && ch->on != obj && count_users ( obj ) >= obj->value[0] ) { act_new ( "There's no more room on $p.", ch, obj, NULL, TO_CHAR, POS_DEAD ); return; } ch->on = obj; if ( HAS_TRIGGER_OBJ( obj, TRIG_SIT ) ) p_percent_trigger( NULL, obj, NULL, ch, NULL, NULL, TRIG_SIT ); } switch ( ch->position ) { case POS_SLEEPING: send_to_char ( "You wake up and roll over to rest.\n\r", ch ); act ( "$n wakes up, then rolls over to rest.", ch, NULL, NULL, TO_ROOM ); ch->position = POS_RESTING; do_look ( ch, "auto" ); break; case POS_RESTING: send_to_char ( "You are already resting.\n\r", ch ); break; case POS_STANDING: if ( obj == NULL ) { send_to_char ( "You sit down and rest.\n\r", ch ); act ( "$n sits down and rests.", ch, NULL, NULL, TO_ROOM ); } else if ( IS_SET ( obj->value[2], REST_AT ) ) { act ( "You sit down at $p and rest.", ch, obj, NULL, TO_CHAR ); act ( "$n sits down at $p and rests.", ch, obj, NULL, TO_ROOM ); } else if ( IS_SET ( obj->value[2], REST_ON ) ) { act ( "You sit on $p and rest.", ch, obj, NULL, TO_CHAR ); act ( "$n sits on $p and rests.", ch, obj, NULL, TO_ROOM ); } else { act ( "You rest in $p.", ch, obj, NULL, TO_CHAR ); act ( "$n rests in $p.", ch, obj, NULL, TO_ROOM ); } ch->position = POS_RESTING; break; case POS_SITTING: if ( obj == NULL ) { send_to_char ( "You rest.\n\r", ch ); act ( "$n rests.", ch, NULL, NULL, TO_ROOM ); } else if ( IS_SET ( obj->value[2], REST_AT ) ) { act ( "You rest at $p.", ch, obj, NULL, TO_CHAR ); act ( "$n rests at $p.", ch, obj, NULL, TO_ROOM ); } else if ( IS_SET ( obj->value[2], REST_ON ) ) { act ( "You rest on $p.", ch, obj, NULL, TO_CHAR ); act ( "$n rests on $p.", ch, obj, NULL, TO_ROOM ); } else { act ( "You rest in $p.", ch, obj, NULL, TO_CHAR ); act ( "$n rests in $p.", ch, obj, NULL, TO_ROOM ); } ch->position = POS_RESTING; break; } return; } void do_sit ( CHAR_DATA * ch, char *argument ) { OBJ_DATA *obj = NULL; if ( IS_AFFECTED ( ch, AFF_SLEEP ) ) /* magical sleep. can't rest. */ { send_to_char ( "You are asleep and cannot wake up!\n\r", ch ); return; } if ( ch->position == POS_FIGHTING ) { send_to_char ( "Maybe you should finish this fight first!\n\r", ch ); return; } /* okay, now that we know we can sit, find an object to sit on */ if ( argument[0] != '\0' ) { obj = get_obj_list ( ch, argument, ch->in_room->contents ); if ( obj == NULL ) { send_to_char ( "You don't see that here.\n\r", ch ); return; } } else obj = ch->on; if ( obj != NULL ) { if ( !IS_SET ( obj->item_type, ITEM_FURNITURE ) || ( !IS_SET ( obj->value[2], SIT_ON ) && !IS_SET ( obj->value[2], SIT_IN ) && !IS_SET ( obj->value[2], SIT_AT ) ) ) { send_to_char ( "You can't sit on that.\n\r", ch ); return; } if ( obj != NULL && ch->on != obj && count_users ( obj ) >= obj->value[0] ) { act_new ( "There's no more room on $p.", ch, obj, NULL, TO_CHAR, POS_DEAD ); return; } ch->on = obj; if ( HAS_TRIGGER_OBJ( obj, TRIG_SIT ) ) { p_percent_trigger( NULL, obj, NULL, ch, NULL, NULL, TRIG_SIT ); } } switch ( ch->position ) { case POS_SLEEPING: send_to_char ( "You wake and sit up.\n\r", ch ); act ( "$n wakes and sits up.", ch, NULL, NULL, TO_ROOM ); ch->position = POS_SITTING; do_look ( ch, "auto" ); break; case POS_SITTING: send_to_char ( "You are already sitting.\n\r", ch ); break; case POS_STANDING: if ( obj == NULL ) { send_to_char ( "You sit down.\n\r", ch ); act ( "$n sits down.", ch, NULL, NULL, TO_ROOM ); } else if ( IS_SET ( obj->value[2], SIT_AT ) ) { act ( "You sit down at $p.", ch, obj, NULL, TO_CHAR ); act ( "$n sits down at $p.", ch, obj, NULL, TO_ROOM ); } else if ( IS_SET ( obj->value[2], SIT_ON ) ) { act ( "You sit on $p.", ch, obj, NULL, TO_CHAR ); act ( "$n sits on $p.", ch, obj, NULL, TO_ROOM ); } else { act ( "You sit in $p.", ch, obj, NULL, TO_CHAR ); act ( "$n sits in $p.", ch, obj, NULL, TO_ROOM ); } ch->position = POS_SITTING; break; case POS_RESTING: if ( obj == NULL ) { send_to_char ( "You sit up.\n\r", ch ); act ( "$n sits up.", ch, NULL, NULL, TO_ROOM ); } else if ( IS_SET ( obj->value[2], REST_AT ) ) { act ( "You sit up at $p.", ch, obj, NULL, TO_CHAR ); act ( "$n sits up at $p.", ch, obj, NULL, TO_ROOM ); } else if ( IS_SET ( obj->value[2], REST_ON ) ) { act ( "You rest on $p.", ch, obj, NULL, TO_CHAR ); act ( "$n rests on $p.", ch, obj, NULL, TO_ROOM ); } else { act ( "You rest in $p.", ch, obj, NULL, TO_CHAR ); act ( "$n rests in $p.", ch, obj, NULL, TO_ROOM ); } ch->position = POS_RESTING; break; } return; } void do_sleep ( CHAR_DATA * ch, char *argument ) { OBJ_DATA *obj = NULL; switch ( ch->position ) { case POS_MORTAL: send_to_char ( "You give up on life, and go to sleep forever.\n\r", ch ); break; case POS_INCAP: case POS_STUNNED: case POS_DEAD: send_to_char ( "You are hurt far too badly for that.\n\r", ch ); break; case POS_SLEEPING: send_to_char ( "You are already sleeping.\n\r", ch ); break; case POS_RESTING: case POS_SITTING: case POS_STANDING: if ( argument[0] == '\0' && ch->on == NULL ) { send_to_char ( "You go to sleep.\n\r", ch ); act ( "$n goes to sleep.", ch, NULL, NULL, TO_ROOM ); ch->position = POS_SLEEPING; } else /* find an object and sleep on it */ { if ( argument[0] == '\0' ) obj = ch->on; else obj = get_obj_list ( ch, argument, ch->in_room->contents ); if ( obj == NULL ) { send_to_char ( "You don't see that here.\n\r", ch ); return; } if ( obj->item_type != ITEM_FURNITURE || ( !IS_SET ( obj->value[2], SLEEP_ON ) && !IS_SET ( obj->value[2], SLEEP_IN ) && !IS_SET ( obj->value[2], SLEEP_AT ) ) ) { send_to_char ( "You can't sleep on that!\n\r", ch ); return; } if ( ch->on != obj && count_users ( obj ) >= obj->value[0] ) { act_new ( "There is no room on $p for you.", ch, obj, NULL, TO_CHAR, POS_DEAD ); return; } ch->on = obj; if ( HAS_TRIGGER_OBJ( obj, TRIG_SIT ) ) p_percent_trigger( NULL, obj, NULL, ch, NULL, NULL, TRIG_SIT ); if ( IS_SET ( obj->value[2], SLEEP_AT ) ) { act ( "You go to sleep at $p.", ch, obj, NULL, TO_CHAR ); act ( "$n goes to sleep at $p.", ch, obj, NULL, TO_ROOM ); } else if ( IS_SET ( obj->value[2], SLEEP_ON ) ) { act ( "You go to sleep on $p.", ch, obj, NULL, TO_CHAR ); act ( "$n goes to sleep on $p.", ch, obj, NULL, TO_ROOM ); } else { act ( "You go to sleep in $p.", ch, obj, NULL, TO_CHAR ); act ( "$n goes to sleep in $p.", ch, obj, NULL, TO_ROOM ); } ch->position = POS_SLEEPING; } break; case POS_FIGHTING: send_to_char ( "Yeah right! You'd get slaughtered!\n\r", ch ); break; } return; } void do_wake ( CHAR_DATA * ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; one_argument ( argument, arg ); if ( arg[0] == '\0' ) { do_stand ( ch, argument ); return; } if ( !IS_AWAKE ( ch ) ) { send_to_char ( "You are asleep yourself!\n\r", ch ); return; } if ( ( victim = get_char_room ( ch, NULL, arg ) ) == NULL ) { send_to_char ( "They aren't here.\n\r", ch ); return; } // Chars who are AWAKE by the macro's definition may still be unwakeable, and // will now get a better error msg. Someone who is mortally wounded isn't "already awake". if ( victim->position < POS_SLEEPING ) { act ( "$N can't be woken up.", ch, NULL, victim, TO_CHAR ); return; } if ( IS_AWAKE ( victim ) ) { act ( "$N is already awake.", ch, NULL, victim, TO_CHAR ); return; } if ( IS_AFFECTED ( victim, AFF_SLEEP ) ) { act ( "You can't wake $M!", ch, NULL, victim, TO_CHAR ); return; } victim->position = POS_STANDING; victim->on = NULL; act ( "You wake $M.", ch, NULL, victim, TO_CHAR ); act ( "$n wakes you.", ch, NULL, victim, TO_VICT ); do_look ( ch, "auto" ); return; } void do_sneak ( CHAR_DATA * ch, char *argument ) { AFFECT_DATA af; send_to_char ( "You attempt to move silently.\n\r", ch ); affect_strip ( ch, gsn_sneak ); if ( IS_NPC ( ch ) || number_percent ( ) < ch->pcdata->learned[gsn_sneak] ) { check_improve ( ch, gsn_sneak, TRUE, 3 ); af.where = TO_AFFECTS; af.type = gsn_sneak; af.level = ch->level; af.duration = ch->level; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_SNEAK; affect_to_char ( ch, &af ); } else check_improve ( ch, gsn_sneak, FALSE, 3 ); return; } void do_hide ( CHAR_DATA * ch, char *argument ) { send_to_char ( "You attempt to hide.\n\r", ch ); if ( IS_AFFECTED ( ch, AFF_HIDE ) ) REMOVE_BIT ( ch->affected_by, AFF_HIDE ); if ( IS_NPC ( ch ) || number_percent ( ) < ch->pcdata->learned[gsn_hide] ) { SET_BIT ( ch->affected_by, AFF_HIDE ); check_improve ( ch, gsn_hide, TRUE, 3 ); } else check_improve ( ch, gsn_hide, FALSE, 3 ); return; } /* * Contributed by Alander. */ void do_visible ( CHAR_DATA * ch, char *argument ) { affect_strip ( ch, gsn_invis ); affect_strip ( ch, gsn_mass_invis ); affect_strip ( ch, gsn_sneak ); REMOVE_BIT ( ch->affected_by, AFF_HIDE ); REMOVE_BIT ( ch->affected_by, AFF_INVISIBLE ); REMOVE_BIT ( ch->affected_by, AFF_SNEAK ); if ( IS_AFFECTED ( ch, AFF_POLY ) ) { affect_strip ( ch, skill_lookup ( "mask self" ) ); undo_mask ( ch ); REMOVE_BIT ( ch->affected_by, AFF_POLY ); } send_to_char ( "Ok.\n\r", ch ); return; } void do_recall ( CHAR_DATA * ch, char *argument ) { CHAR_DATA *victim; ROOM_INDEX_DATA *location; if ( IS_NPC ( ch ) && ( !IS_SET ( ch->act, ACT_PET ) || !IS_SET ( ch->act, ACT_FOLLOWER ) ) ) { send_to_char ( "Only players can recall.\n\r", ch ); return; } act ( "$n prays for transportation!", ch, 0, 0, TO_ROOM ); if ( ( location = get_room_index ( ch->recall_perm ) ) == NULL ) { send_to_char ( "You are completely lost.\n\r", ch ); return; } if ( ch->in_room == location ) return; if ( IS_SET ( ch->in_room->room_flags, ROOM_NO_RECALL ) || IS_AFFECTED ( ch, AFF_CURSE ) ) { send_to_char ( "Zeran has forsaken you.\n\r", ch ); return; } if ( IS_AFFECTED ( ch, AFF_MELD ) ) { send_to_char ( "You cannot concentrate enough to pray.\n\r", ch ); return; } if ( ( victim = ch->fighting ) != NULL ) { int lose, skill; if ( IS_NPC ( ch ) ) skill = 40 + ch->level; else skill = ch->pcdata->learned[gsn_recall]; if ( number_percent ( ) < 80 * skill / 100 ) { check_improve ( ch, gsn_recall, FALSE, 6 ); WAIT_STATE ( ch, 4 ); form_to_char ( ch, "You failed!.\n\r" ); return; } lose = ( ch->desc != NULL ) ? 25 : 50; if (!IS_NPC(ch) && !ch->pcdata->mortal) lose = lose*3; gain_exp ( ch, 0 - lose ); check_improve ( ch, gsn_recall, TRUE, 4 ); form_to_char ( ch, "You recall from combat! You lose %d exps.\n\r", lose ); stop_fighting ( ch, TRUE ); } ch->move /= 2; act ( "$n disappears.", ch, NULL, NULL, TO_ROOM ); char_from_room ( ch ); char_to_room ( ch, location ); act ( "$n appears in the room.", ch, NULL, NULL, TO_ROOM ); do_look ( ch, "auto" ); if ( ch->pet != NULL ) do_recall ( ch->pet, "" ); return; } void do_enter ( CHAR_DATA * ch, char *argument ) { OBJ_DATA *portal; OBJ_DATA *tmp = NULL; ROOM_INDEX_DATA *dest; char arg1[MAX_INPUT_LENGTH]; int room; bool pet = FALSE; bool link_obj = FALSE; bool held = FALSE; if ( argument[0] == '\0' ) { send_to_char ( "Enter what?\n\r", ch ); return; } /* check fighting */ if ( ch->fighting != NULL ) { send_to_char ( "Not while you're fighting!\n\r", ch ); return; } /* get portal name */ one_argument ( argument, arg1 ); /* Check held portals first */ /* Only hit the first item of this keyword */ /* Need to make this work better later */ if ( ( ( portal = get_obj_wear (ch, arg1, TRUE ) ) != NULL ) && portal->item_type == ITEM_PORTAL ) { if ( portal->wear_loc == WEAR_HOLD || portal->wear_loc == WEAR_FLOAT || portal->wear_loc == WEAR_NECK_1 || portal->wear_loc == WEAR_NECK_2 ) { held = TRUE; } else { bugf( "do_enter: Portal %d invalid wear_loc!", portal->pIndexData->vnum ); send_to_char("Odd that. It doesn't seem to work right.\n\r", ch); return; } } else if ( ( portal = get_obj_here ( ch, NULL, arg1 ) ) == NULL ) { form_to_char ( ch, "You see no %s here.\n\r", arg1 ); return; } if ( !can_see_obj( ch, portal ) ) { form_to_char ( ch, "You see no %s here.\n\r", arg1 ); return; } if ( portal->carried_by && portal->carried_by != ch ) { form_to_char ( ch, "You see no %s here.\n\r", arg1); return; } // If entry trigger, then we don't check for portal type, nor do // we continue processing the enter command. // This means the rest of the sanity checking should be done by the // mobprog coder. - Lotherius if ( !IS_NPC( ch ) && HAS_TRIGGER_OBJ( portal, TRIG_ENTER ) ) { p_percent_trigger( NULL, portal, NULL, ch, NULL, NULL, TRIG_ENTER ); return; } if ( portal->item_type != ITEM_PORTAL ) { form_to_char ( ch, "You can't enter the %s.\n\r", portal->short_descr ); return; } if ( !held && portal->carried_by != NULL ) { form_to_char ( ch, "You have to either wear %s or put it on the ground first.\n\r", portal->short_descr ); return; } /* check level of portal vs level of character */ if ( get_trust ( ch ) < portal->level ) { if (!held) form_to_char ( ch, "You step into %s, but it throws you back out!\n\r", portal->short_descr ); else form_to_char ( ch, "You grasp %s and try to activate it, but the magic doesn't work!\n\r", portal->short_descr ); return; } /* validate portal destination */ room = portal->value[0]; if ( ( dest = get_room_index ( room ) ) == NULL ) { bugf ( "Bad portal room vnum %d", room ); send_to_char ( "Bad portal, please inform the IMMs.\n\r", ch ); return; } if (!can_see_room(ch, dest) ) { send_to_char ("You try to enter the portal, but nothing happens.\n\r", ch); return; } /* Running with assumptions is bad news -- Lotherius */ /* Running with assumption that either the builder made the portal * sensibly, or else created via the spell, in which case, its * rules should have handled things like private rooms and such. * Shouldn't need to check those cases here. */ /* determination if link object exists in destination room */ if ( portal->value[1] == 0 ) link_obj = FALSE; else if ( dest->contents == NULL ) link_obj = FALSE; else { for ( tmp = dest->contents; tmp != NULL; tmp = tmp->next_content ) { if ( tmp->pIndexData->vnum == portal->value[1] ) { link_obj = TRUE; break; } } } /* Can't follow through a held portal */ if (!held) { if ( ch->pet != NULL && ch->in_room == ch->pet->in_room ) pet = TRUE; } send_to_char ( "Time and space unravel before your eyes!\n\r", ch ); act ( "$n steps into $P and {cvanishes{x!", ch, NULL, portal, TO_ROOM ); char_from_room ( ch ); char_to_room ( ch, dest ); if ( link_obj ) { act ( "An ear piercing whine fills the room....", ch, NULL, NULL, TO_ROOM ); act ( "$n steps out of $P!", ch, NULL, tmp, TO_ROOM ); act ( "You step out of $P into $t!", ch, dest->name, tmp, TO_CHAR ); } else { act ( "An ear piercing whine fills the room....", ch, NULL, NULL, TO_ROOM ); act ( "A rip in time and space appears and $n steps forth from it!", ch, NULL, NULL, TO_ROOM ); act ( "You step out of a rip in time and space into $t!", ch, dest->name, tmp, TO_CHAR ); } do_look ( ch, "auto" ); if ( pet ) { act ( "$n steps into $P and {cvanishes{x!", ch->pet, NULL, portal, TO_ROOM ); send_to_char ( "Time and space unravel before your eyes!\n\r", ch->pet ); char_from_room ( ch->pet ); char_to_room ( ch->pet, dest ); if ( link_obj ) { act ( "$n steps out of $P!", ch->pet, NULL, tmp, TO_ROOM ); act ( "You step out of $P into $t!", ch->pet, dest->name, tmp, TO_CHAR ); } else { act ( "$n steps forth from the rip.", ch->pet, NULL, NULL, TO_ROOM ); act ( "You step out of a rip in time and space into another room!", ch->pet, NULL, tmp, TO_CHAR ); } do_look ( ch->pet, "auto" ); } if ( IS_NPC( ch ) && HAS_TRIGGER_MOB( ch, TRIG_ENTRY ) ) p_percent_trigger( ch, NULL, NULL, NULL, NULL, NULL, TRIG_ENTRY ); /* * If someone is following the char, these triggers get activated * for the followers before the char, but it's safer this way... */ if ( !IS_NPC( ch ) ) { p_greet_trigger( ch, PRG_MPROG ); p_greet_trigger( ch, PRG_OPROG ); p_greet_trigger( ch, PRG_RPROG ); } return; } int total_encumbrance ( CHAR_DATA * ch ) { int total = ch->encumbrance; float cur_weight; cur_weight = ( float ) ( ( float ) ch->carry_weight / ( float ) can_carry_w ( ch ) ); if ( cur_weight > .9 ) total += 3; else if ( cur_weight > .75 ) total += 2; else if ( cur_weight > .5 ) total += 1; return total; }