/*************************************************************************** * OBLIVION 1.2 is copyright by Wes Wagner August, 1996 * * by using this code you have agreed to the terms of the Oblivion License* **************************************************************************/ /*************************************************************************** * Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, * * Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. * * * * Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael * * Chastain, Michael Quan, and Mitchell Tse. * * * * In order to use any part of this Merc Diku Mud, you must comply with * * both the original Diku license in 'license.doc' as well the Merc * * license in 'license.txt'. In particular, you may not remove either of * * these copyright notices. * * * * Much time and thought has gone into this software and you are * * benefitting. We hope that you share your changes too. What goes * * around, comes around. * ***************************************************************************/ /*************************************************************************** * ROM 2.4 is copyright 1993-1995 Russ Taylor * * ROM has been brought to you by the ROM consortium * * Russ Taylor (rtaylor@pacinfo.com) * * Gabrielle Taylor (gtaylor@pacinfo.com) * * Brian Moore (rom@rom.efn.org) * * By using this code, you have agreed to follow the terms of the * * ROM license, in the file Rom24/doc/rom.license * ***************************************************************************/ #if defined(macintosh) #include <types.h> #include <time.h> #else #include <sys/types.h> #include <sys/time.h> #endif #include <stdio.h> #include <string.h> #include <stdlib.h> #include "merc.h" #include "tables.h" /* command procedures needed */ DECLARE_DO_FUN(do_look ); DECLARE_DO_FUN(do_recall ); DECLARE_DO_FUN(do_stand ); DECLARE_DO_FUN(do_scan ); char * const dir_name [] = { "north", "east", "south", "west", "up", "down", "northeast", "southeast", "southwest", "northwest" }; const sh_int rev_dir [] = { 2, 3, 0, 1, 5, 4, 8, 9, 6, 7 }; const sh_int movement_loss [SECT_MAX] = { 1, 2, 2, 3, 4, 6, 4, 1, 6, 10, 6 }; /* * Local functions. */ int find_door args( ( CHAR_DATA *ch, char *arg ) ); bool has_key args( ( CHAR_DATA *ch, int key ) ); 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 > MAX_DOORS ) { bug( "Do_move: bad door %d.", door ); 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( "Alas, you cannot go that way.\n\r", ch ); return; } if (IS_SET(pexit->exit_info, EX_CLOSED) && (!IS_AFFECTED(ch, AFF_PASS_DOOR) || IS_SET(pexit->exit_info,EX_NOPASS)) && !IS_TRUSTED(ch,ANGEL)) { act( "The $d is closed.", ch, NULL, pexit->keyword, TO_CHAR ); return; } if ( IS_AFFECTED(ch, AFF_CHARM) && ch->master != NULL && in_room == ch->master->in_room ) { send_to_char( "What? And leave your beloved master?\n\r", ch ); return; } if ( !is_room_owner(ch,to_room) && room_is_private( to_room ) ) { send_to_char( "That room is private right now.\n\r", ch ); return; } if ( !IS_NPC(ch) ) { int iClass, iGuild; int move; int IS_ALLOWED; IS_ALLOWED=1; for ( iClass = 0; iClass < MAX_CLASS; iClass++ ) { for ( iGuild = 0; iGuild < MAX_GUILD; iGuild ++) { if ( iClass != ch->class && to_room->vnum == class_table[iClass].guild[iGuild] && IS_ALLOWED!=2 ) { IS_ALLOWED=0; } if ( iClass == ch->class && to_room->vnum == class_table[iClass].guild[iGuild]) IS_ALLOWED=2; } } if (IS_ALLOWED==0) { send_to_char("You can't go in there, tis not your guild.\n\r", ch); return; } if ( in_room->sector_type == SECT_AIR || to_room->sector_type == SECT_AIR ) { if ( !IS_AFFECTED(ch, AFF_FLYING) && !IS_IMMORTAL(ch)) { send_to_char( "You can't fly.\n\r", ch ); return; } } if (( in_room->sector_type == SECT_WATER_NOSWIM || to_room->sector_type == SECT_WATER_NOSWIM ) && !IS_AFFECTED(ch,AFF_FLYING)) { OBJ_DATA *obj; bool found; /* * Look for a boat. */ found = FALSE; if (IS_IMMORTAL(ch)) found = TRUE; for ( obj = ch->carrying; obj != NULL; obj = obj->next_content ) { if ( obj->item_type == ITEM_BOAT ) { found = TRUE; break; } } if ( !found ) { send_to_char( "You need a boat to go there.\n\r", ch ); return; } } move = movement_loss[UMIN(SECT_MAX-1, in_room->sector_type)] + movement_loss[UMIN(SECT_MAX-1, to_room->sector_type)] ; move /= 2; /* i.e. the average */ /* conditional effects */ if (IS_AFFECTED(ch,AFF_FLYING) || IS_AFFECTED(ch,AFF_HASTE)) move /= 2; if (IS_AFFECTED(ch,AFF_SLOW)) move *= 2; if ( ch->move < move ) { send_to_char( "You are too exhausted.\n\r", ch ); return; } WAIT_STATE( ch, 2 ); ch->move -= move; } if ( !IS_AFFECTED(ch, AFF_SNEAK) && ch->invis_level < LEVEL_HERO) act( "$n leaves $T.", ch, NULL, dir_name[door], TO_ROOM ); char_from_room( ch ); char_to_room( ch, to_room ); if ( !IS_AFFECTED(ch, AFF_SNEAK) && ch->invis_level < LEVEL_HERO) act( "$n has arrived.", ch, NULL, NULL, TO_ROOM ); do_look( ch, "auto" ); if (in_room == to_room) /* no circular follows */ return; for(fch=to_room->people; fch != NULL; fch=fch_next) { fch_next = fch->next_in_room; if ( !IS_NPC(fch) ) { if( fch->pcdata->is_trying_aware && number_percent()<get_skill(fch, gsn_awareness) && fch->position==POS_SLEEPING && !IS_AFFECTED(fch,AFF_SLEEP)) { fch->position=POS_RESTING; send_to_char("You are awakened suddenly by a presence.\n\r",fch); do_stand(fch,""); check_improve(ch,gsn_awareness,TRUE,14); } } } for ( fch = in_room->people; fch != NULL; fch = fch_next ) { fch_next = fch->next_in_room; if ( !IS_NPC(fch) ) { if( fch->pcdata->is_trying_aware && number_percent()<get_skill(fch, gsn_awareness) && fch->position==POS_SLEEPING && !IS_AFFECTED(fch,AFF_SLEEP)) { fch->position=POS_RESTING; send_to_char("You are awakened suddenly by a presence.\n\r",fch); do_stand(fch,""); check_improve(ch,gsn_awareness,TRUE,14); } } if ( fch->master == ch && IS_AFFECTED(fch,AFF_CHARM) && fch->position < POS_STANDING) do_stand(fch,""); if ( fch->master == ch && fch->position == POS_STANDING && can_see_room(fch,to_room)) { 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); continue; } act( "You follow $N.", fch, NULL, ch, TO_CHAR ); move_char( fch, door, TRUE ); } } return; } void do_northeast( CHAR_DATA *ch, char *argument ) { move_char( ch, DIR_NORTHEAST, FALSE ); return; } void do_southeast( CHAR_DATA *ch, char *argument ) { move_char( ch, DIR_SOUTHEAST, FALSE ); return; } void do_southwest( CHAR_DATA *ch, char *argument ) { move_char( ch, DIR_SOUTHWEST, FALSE ); return; } void do_northwest( CHAR_DATA *ch, char *argument ) { move_char( ch, DIR_NORTHWEST, FALSE ); return; } void do_north( CHAR_DATA *ch, char *argument ) { move_char( ch, DIR_NORTH, FALSE ); return; } void do_east( CHAR_DATA *ch, char *argument ) { move_char( ch, DIR_EAST, FALSE ); return; } void do_south( CHAR_DATA *ch, char *argument ) { move_char( ch, DIR_SOUTH, FALSE ); return; } void do_west( CHAR_DATA *ch, char *argument ) { move_char( ch, DIR_WEST, FALSE ); return; } void do_up( CHAR_DATA *ch, char *argument ) { move_char( ch, DIR_UP, FALSE ); return; } void do_down( CHAR_DATA *ch, char *argument ) { 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 if ( !str_cmp( arg, "ne" ) || !str_cmp( arg, "northeast" ) ) door = 6; else if ( !str_cmp( arg, "se" ) || !str_cmp( arg, "southeast" ) ) door = 7; else if ( !str_cmp( arg, "sw" ) || !str_cmp( arg, "southwest" ) ) door = 8; else if ( !str_cmp( arg, "nw" ) || !str_cmp( arg, "northwest" ) ) door = 9; else { for ( door = 0; door <= MAX_DOORS; door++ ) { if ( ( pexit = ch->in_room->exit[door] ) != NULL && pexit->exit_info>0 && pexit->keyword != NULL && is_name( arg, pexit->keyword ) ) return door; } act( "I see no $T here.", ch, NULL, arg, TO_CHAR ); 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 ( pexit->exit_info==0 ) { 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; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Open what?\n\r", ch ); return; } if ( ( obj = get_obj_here( ch, arg ) ) != NULL ) { /* open portal */ if (obj->item_type == ITEM_PORTAL) { if (!IS_SET(obj->value[1], EX_ISDOOR)) { send_to_char("You can't do that.\n\r",ch); return; } if (!IS_SET(obj->value[1], EX_CLOSED)) { send_to_char("It's already open.\n\r",ch); return; } if (IS_SET(obj->value[1], EX_LOCKED)) { send_to_char("It's locked.\n\r",ch); return; } REMOVE_BIT(obj->value[1], EX_CLOSED); act("You open $p.",ch,obj,NULL,TO_CHAR); act("$n opens $p.",ch,obj,NULL,TO_ROOM); return; } /* '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); act("You open $p.",ch,obj,NULL,TO_CHAR); act( "$n opens $p.", ch, obj, NULL, TO_ROOM ); return; } if ( ( door = find_door( ch, arg ) ) >= 0 ) { /* 'open door' */ ROOM_INDEX_DATA *to_room; EXIT_DATA *pexit; EXIT_DATA *pexit_rev; pexit = ch->in_room->exit[door]; if ( !IS_SET(pexit->exit_info, EX_CLOSED) ) { send_to_char( "It's already open.\n\r", ch ); return; } if ( IS_SET(pexit->exit_info, EX_LOCKED) ) { send_to_char( "It's locked.\n\r", ch ); return; } REMOVE_BIT(pexit->exit_info, EX_CLOSED); act( "$n opens the $d.", ch, NULL, pexit->keyword, TO_ROOM ); 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; } 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 ( ( obj = get_obj_here( ch, arg ) ) != NULL ) { /* portal stuff */ if (obj->item_type == ITEM_PORTAL) { if (!IS_SET(obj->value[1],EX_ISDOOR) || IS_SET(obj->value[1],EX_NOCLOSE)) { send_to_char("You can't do that.\n\r",ch); return; } if (IS_SET(obj->value[1],EX_CLOSED)) { send_to_char("It's already closed.\n\r",ch); return; } SET_BIT(obj->value[1],EX_CLOSED); act("You close $p.",ch,obj,NULL,TO_CHAR); act("$n closes $p.",ch,obj,NULL,TO_ROOM); return; } /* '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); act("You close $p.",ch,obj,NULL,TO_CHAR); act( "$n closes $p.", ch, obj, NULL, TO_ROOM ); return; } if ( ( door = find_door( ch, arg ) ) >= 0 ) { /* 'close door' */ ROOM_INDEX_DATA *to_room; EXIT_DATA *pexit; EXIT_DATA *pexit_rev; pexit = ch->in_room->exit[door]; if ( IS_SET(pexit->exit_info, EX_CLOSED) ) { send_to_char( "It's already closed.\n\r", ch ); return; } if(IS_SET(pexit->exit_info, EX_NOCLOSE) ) { send_to_char("That door may not be closed once opened.\n\r", ch); return; } SET_BIT(pexit->exit_info, EX_CLOSED); act( "$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; } 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, arg ) ) != NULL ) { /* portal stuff */ if (obj->item_type == ITEM_PORTAL) { if (!IS_SET(obj->value[1],EX_ISDOOR) || IS_SET(obj->value[1],EX_NOCLOSE)) { send_to_char("You can't do that.\n\r",ch); return; } if (!IS_SET(obj->value[1],EX_CLOSED)) { send_to_char("It's not closed.\n\r",ch); return; } if (obj->value[4] < 0 || IS_SET(obj->value[1],EX_NOLOCK)) { send_to_char("It can't be locked.\n\r",ch); return; } if (!has_key(ch,obj->value[4])) { send_to_char("You lack the key.\n\r",ch); return; } if (IS_SET(obj->value[1],EX_LOCKED)) { send_to_char("It's already locked.\n\r",ch); return; } SET_BIT(obj->value[1],EX_LOCKED); act("You lock $p.",ch,obj,NULL,TO_CHAR); act("$n locks $p.",ch,obj,NULL,TO_ROOM); return; } /* '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); act("You lock $p.",ch,obj,NULL,TO_CHAR); act( "$n locks $p.", ch, obj, NULL, TO_ROOM ); return; } if ( ( door = find_door( ch, arg ) ) >= 0 ) { /* 'lock door' */ ROOM_INDEX_DATA *to_room; EXIT_DATA *pexit; EXIT_DATA *pexit_rev; pexit = ch->in_room->exit[door]; if ( !IS_SET(pexit->exit_info, EX_CLOSED) ) { send_to_char( "It's not closed.\n\r", ch ); return; } if ( pexit->key < 0 || IS_SET(pexit->exit_info, EX_NOLOCK) ) { send_to_char( "It can't be locked.\n\r", ch ); return; } if ( !has_key( ch, pexit->key) ) { send_to_char( "You lack the key.\n\r", ch ); return; } if ( IS_SET(pexit->exit_info, EX_LOCKED) ) { send_to_char( "It's already locked.\n\r", ch ); return; } SET_BIT(pexit->exit_info, EX_LOCKED); send_to_char( "*Click*\n\r", ch ); act( "$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, arg ) ) != NULL ) { /* portal stuff */ if (obj->item_type == ITEM_PORTAL) { if (IS_SET(obj->value[1],EX_ISDOOR)) { send_to_char("You can't do that.\n\r",ch); return; } if (!IS_SET(obj->value[1],EX_CLOSED)) { send_to_char("It's not closed.\n\r",ch); return; } if (obj->value[4] < 0) { send_to_char("It can't be unlocked.\n\r",ch); return; } if (!has_key(ch,obj->value[4])) { send_to_char("You lack the key.\n\r",ch); return; } if (!IS_SET(obj->value[1],EX_LOCKED)) { send_to_char("It's already unlocked.\n\r",ch); return; } REMOVE_BIT(obj->value[1],EX_LOCKED); act("You unlock $p.",ch,obj,NULL,TO_CHAR); act("$n unlocks $p.",ch,obj,NULL,TO_ROOM); return; } /* '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); act("You unlock $p.",ch,obj,NULL,TO_CHAR); act( "$n unlocks $p.", ch, obj, NULL, TO_ROOM ); return; } if ( ( door = find_door( ch, arg ) ) >= 0 ) { /* 'unlock door' */ ROOM_INDEX_DATA *to_room; EXIT_DATA *pexit; EXIT_DATA *pexit_rev; pexit = ch->in_room->exit[door]; if ( !IS_SET(pexit->exit_info, EX_CLOSED) ) { send_to_char( "It's not closed.\n\r", ch ); return; } if ( pexit->key < 0 ) { send_to_char( "It can't be unlocked.\n\r", ch ); return; } if ( !has_key( ch, pexit->key) ) { send_to_char( "You lack the key.\n\r", ch ); return; } if ( !IS_SET(pexit->exit_info, EX_LOCKED) ) { send_to_char( "It's already unlocked.\n\r", ch ); return; } REMOVE_BIT(pexit->exit_info, EX_LOCKED); send_to_char( "*Click*\n\r", ch ); act( "$n unlocks the $d.", ch, NULL, pexit->keyword, TO_ROOM ); /* unlock the other side */ if ( ( to_room = pexit->u1.to_room ) != NULL && ( pexit_rev = to_room->exit[rev_dir[door]] ) != NULL && pexit_rev->u1.to_room == ch->in_room ) { SET_BIT(pexit_rev->exit_info, EX_LOCKED); } } return; } void do_pick( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *gch; OBJ_DATA *obj; int door; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Pick what?\n\r", ch ); return; } WAIT_STATE( ch, skill_table[gsn_pick_lock].beats ); /* look for guards */ for ( gch = ch->in_room->people; gch; gch = gch->next_in_room ) { if ( IS_NPC(gch) && IS_AWAKE(gch) && ch->level + 5 < gch->level ) { act( "$N is standing too close to the lock.", ch, NULL, gch, TO_CHAR ); return; } } if ( number_percent( ) > get_skill(ch,gsn_pick_lock) || IS_NPC(ch)) { send_to_char( "You failed.\n\r", ch); check_improve(ch,gsn_pick_lock,FALSE,2); return; } if ( ( obj = get_obj_here( ch, arg ) ) != NULL ) { /* portal stuff */ if (obj->item_type == ITEM_PORTAL) { if (!IS_SET(obj->value[1],EX_ISDOOR)) { send_to_char("You can't do that.\n\r",ch); return; } if (!IS_SET(obj->value[1],EX_CLOSED)) { send_to_char("It's not closed.\n\r",ch); return; } if (obj->value[4] < 0) { send_to_char("It can't be unlocked.\n\r",ch); return; } if (IS_SET(obj->value[1],EX_PICKPROOF)) { send_to_char("You failed.\n\r",ch); return; } REMOVE_BIT(obj->value[1],EX_LOCKED); act("You pick the lock on $p.",ch,obj,NULL,TO_CHAR); act("$n picks the lock on $p.",ch,obj,NULL,TO_ROOM); check_improve(ch,gsn_pick_lock,TRUE,2); return; } /* '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); act("You pick the lock on $p.",ch,obj,NULL,TO_CHAR); act("$n picks the lock on $p.",ch,obj,NULL,TO_ROOM); check_improve(ch,gsn_pick_lock,TRUE,2); return; } if ( ( door = find_door( ch, arg ) ) >= 0 ) { /* 'pick door' */ ROOM_INDEX_DATA *to_room; EXIT_DATA *pexit; EXIT_DATA *pexit_rev; pexit = ch->in_room->exit[door]; if ( !IS_SET(pexit->exit_info,EX_CLOSED) ) { send_to_char( "It's not closed.\n\r", ch ); return; } if ( pexit->key < 0 && !IS_IMMORTAL(ch)) { send_to_char( "It can't be picked.\n\r", ch ); return; } if ( !IS_SET(pexit->exit_info, EX_LOCKED) ) { send_to_char( "It's already unlocked.\n\r", ch ); return; } if ( (IS_SET(pexit->exit_info, EX_PICKPROOF) && !IS_IMMORTAL(ch)) || (IS_SET(pexit->exit_info, EX_HARD) && number_range(1,4)!=1) || (IS_SET(pexit->exit_info, EX_INFURIATING) && number_range(1,20)!=1) ) { send_to_char( "You failed.\n\r", ch ); return; } REMOVE_BIT(pexit->exit_info, EX_LOCKED); send_to_char( "*Click*\n\r", ch ); act( "$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 ) { OBJ_DATA *obj = NULL; if (argument[0] != '\0') { if (ch->position == POS_FIGHTING) { send_to_char("Maybe you should finish fighting first?\n\r",ch); return; } 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],STAND_AT) && !IS_SET(obj->value[2],STAND_ON) && !IS_SET(obj->value[2],STAND_IN))) { send_to_char("You can't seem to find a place to stand.\n\r",ch); return; } if (ch->on != obj && count_users(obj) >= obj->value[0]) { act_new("There's no room to stand on $p.", ch,obj,NULL,TO_ROOM,POS_DEAD); return; } } switch ( ch->position ) { case POS_SLEEPING: send_to_char( "You can't wake up!\n\r", ch ); return; case POS_RESTING: case POS_SITTING: if (obj == NULL) { send_to_char( "You stand up.\n\r", ch ); act( "$n stands up.", ch, NULL, NULL, TO_ROOM ); ch->on = NULL; if(!IS_NPC(ch)) ch->pcdata->is_trying_sleep=FALSE; } else if (IS_SET(obj->value[2],STAND_AT)) { act("You stand at $p.",ch,obj,NULL,TO_CHAR); act("$n stands at $p.",ch,obj,NULL,TO_ROOM); } else if (IS_SET(obj->value[2],STAND_ON)) { act("You stand on $p.",ch,obj,NULL,TO_CHAR); act("$n stands on $p.",ch,obj,NULL,TO_ROOM); } else { act("You stand in $p.",ch,obj,NULL,TO_CHAR); act("$n stands on $p.",ch,obj,NULL,TO_ROOM); } ch->position = POS_STANDING; break; case POS_STANDING: send_to_char( "You are already standing.\n\r", ch ); if(!IS_NPC(ch)) ch->pcdata->is_trying_sleep=FALSE; break; case POS_FIGHTING: send_to_char( "You are already fighting!\n\r", ch ); break; } return; } void do_rest( CHAR_DATA *ch, char *argument ) { OBJ_DATA *obj = NULL; if (ch->position == POS_FIGHTING) { send_to_char("You are already fighting!\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 $p.",ch,obj,NULL,TO_CHAR,POS_DEAD); return; } ch->on = obj; } switch ( ch->position ) { case POS_SLEEPING: send_to_char( "You can't wake yourself up!!\n\r", ch); break; case POS_RESTING: send_to_char( "You are already resting.\n\r", ch ); break; case POS_STANDING: if (obj == NULL) { send_to_char( "You rest.\n\r", ch ); act( "$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 (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; } switch (ch->position) { case POS_SLEEPING: send_to_char("You must wake up first.\n\r",ch); break; case POS_RESTING: if (obj == NULL) send_to_char("You stop resting.\n\r",ch); else if (IS_SET(obj->value[2],SIT_AT)) { act("You sit at $p.",ch,obj,NULL,TO_CHAR); act("$n sits 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 $p.",ch,obj,NULL,TO_ROOM); } ch->position = POS_SITTING; break; case POS_SITTING: send_to_char("You are already sitting down.\n\r",ch); break; case POS_STANDING: if (obj == NULL) { send_to_char("You sit down.\n\r",ch); act("$n sits down on the ground.",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 down in $p.",ch,obj,NULL,TO_CHAR); act("$n sits down in $p.",ch,obj,NULL,TO_ROOM); } ch->position = POS_SITTING; break; } return; } void do_sleep( CHAR_DATA *ch, char *argument ) { OBJ_DATA *obj = NULL; if(IS_NPC(ch)) { ch->position=POS_SLEEPING; return ; } switch ( ch->position ) { 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 attempt to go to sleep.\n\r", ch ); if(!IS_NPC(ch)) { ch->pcdata->is_trying_sleep=TRUE; ch->position=POS_RESTING; } } 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 (IS_SET(obj->value[2],SLEEP_AT)) { act("You go to sleep at $p.",ch,obj,NULL,TO_CHAR); act("$n tries to sleep at $p.",ch,obj,NULL,TO_ROOM); } else if (IS_SET(obj->value[2],SLEEP_ON)) { act("You try to go to sleep on $p.",ch,obj,NULL,TO_CHAR); act("$n tries to go to sleep on $p.",ch,obj,NULL,TO_ROOM); } else { act("You try to go to sleep in $p.",ch,obj,NULL,TO_CHAR); act("$n tries to go to sleep in $p.",ch,obj,NULL,TO_ROOM); } ch->position = POS_RESTING; if(!IS_NPC(ch)) { ch->pcdata->is_trying_sleep=TRUE; ch->position=POS_RESTING; } } break; case POS_FIGHTING: send_to_char( "You are already fighting!\n\r", ch ); break; } return; } void do_wake( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; one_argument( argument, arg ); if ( arg[0] == '\0' ) { if(!IS_NPC(ch)) { if(ch->pcdata->tired>30 || IS_AFFECTED(ch,AFF_SLEEP) ) { send_to_char("You cannot wake yourself.\n\r",ch); } else { ch->position=POS_RESTING; do_stand(ch,""); } } else { ch->position=POS_RESTING; do_stand(ch,""); } return; } if ( !IS_AWAKE(ch) ) { send_to_char( "You are asleep yourself!\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( IS_AWAKE(victim) ) { act( "$N is already awake.", ch, NULL, victim, TO_CHAR ); return; } if ( IS_AFFECTED(victim, AFF_SLEEP) ) { act( "You can't wake $M!", ch, NULL, victim, TO_CHAR ); return; } act_new( "$n wakes you.", ch, NULL, victim, TO_VICT,POS_SLEEPING ); victim->position=POS_RESTING; do_stand(victim,""); 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_AFFECTED(ch,AFF_SNEAK)) return; if ( number_percent( ) < get_skill(ch,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 ( number_percent( ) < get_skill(ch,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; } /* START WWW */ void do_sscan( CHAR_DATA *ch, char *argument ) { if ( number_percent( ) < get_skill(ch,gsn_scan)) { do_scan( ch, argument); check_improve(ch,gsn_scan,TRUE,1); } else { check_improve(ch,gsn_hide,FALSE,1); send_to_char("Your scanning is insufficient.\n\r",ch); } return; } /* END WWW */ /* * 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 ); send_to_char( "Ok.\n\r", ch ); return; } void do_recall( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; CHAR_DATA *victim; ROOM_INDEX_DATA *location; static int pvnum; if (IS_NPC(ch) && !IS_SET(ch->act,ACT_PET)) { send_to_char("Only players can recall.\n\r",ch); return; } act( "$n prays for transportation!", ch, 0, 0, TO_ROOM ); if ( ( location = get_room_index( clan_table[ch->clan].recall_room ) ) == NULL ) { send_to_char( "You are completely lost.\n\r", ch ); return; } if (ch->pknorecall>0) { send_to_char("You may not recall so soon after conflict.\n\r", ch); return ; } if(IS_NPC(ch)) location = get_room_index(pvnum); if ( ch->in_room == location ) return; if ( IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL) || IS_AFFECTED(ch, AFF_CURSE)) { send_to_char( "Mota has forsaken you.\n\r", ch ); return; } if ( ( victim = ch->fighting ) != NULL ) { int lose,skill; skill = get_skill(ch,gsn_recall); if ( number_percent() < 80 * skill / 100 ) { check_improve(ch,gsn_recall,FALSE,6); WAIT_STATE( ch, 4 ); sprintf( buf, "You failed!.\n\r"); send_to_char( buf, ch ); return; } lose = (ch->desc != NULL) ? 25 : 50; gain_exp( ch, 0 - lose ); check_improve(ch,gsn_recall,TRUE,4); sprintf( buf, "You recall from combat! You lose %d exps.\n\r", lose ); send_to_char( buf, ch ); stop_fighting( ch, TRUE ); } ch->move /= 2; act( "$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) { pvnum = location->vnum; do_recall(ch->pet,""); } return; } void do_train( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; CHAR_DATA *mob; sh_int stat = - 1; char *pOutput = NULL; int cost, amount; if ( IS_NPC(ch) ) return; /* * Check for trainer. */ for ( mob = ch->in_room->people; mob; mob = mob->next_in_room ) { if ( IS_NPC(mob) && IS_SET(mob->act, ACT_TRAIN) ) break; } if ( mob == NULL ) { send_to_char( "You can't do that here.\n\r", ch ); return; } if ( argument[0] == '\0' ) { sprintf( buf, "You have %d training sessions.\n\r", ch->train ); send_to_char( buf, ch ); argument = "foo"; } cost = 1; if ( !str_cmp( argument, "st" ) ) { stat = STAT_ST; pOutput = "strength"; } else if ( !str_cmp( argument, "qu" ) ) { stat = STAT_QU; pOutput = "quickness"; } else if ( !str_cmp( argument, "pr" ) ) { stat = STAT_PR; pOutput = "presence"; } else if ( !str_cmp( argument, "em" ) ) { stat = STAT_EM; pOutput = "empathy"; } else if ( !str_cmp( argument, "in" ) ) { stat = STAT_IN; pOutput = "intuition"; } else if ( !str_cmp( argument, "co" ) ) { stat = STAT_CO; pOutput = "constitution"; } else if ( !str_cmp( argument, "ag" ) ) { stat = STAT_AG; pOutput = "agility"; } else if ( !str_cmp( argument, "sd" ) ) { stat = STAT_SD; pOutput = "self-discipline"; } else if ( !str_cmp( argument, "me" ) ) { stat = STAT_ME; pOutput = "memory"; } else if ( !str_cmp( argument, "re" ) ) { stat = STAT_RE; pOutput = "reasoning"; } else if ( !str_cmp(argument, "hp" ) ) cost = 1; else if ( !str_cmp(argument, "mana" ) ) cost = 1; else { strcpy( buf, "You can train:" ); if ( ch->perm_stats[STAT_ST] < ch->potential_stats[STAT_ST] ) strcat( buf, " st" ); if ( ch->perm_stats[STAT_QU] < ch->potential_stats[STAT_QU] ) strcat( buf, " qu" ); if ( ch->perm_stats[STAT_PR] < ch->potential_stats[STAT_PR] ) strcat( buf, " pr" ); if ( ch->perm_stats[STAT_EM] < ch->potential_stats[STAT_EM] ) strcat( buf, " em" ); if ( ch->perm_stats[STAT_IN] < ch->potential_stats[STAT_IN] ) strcat( buf, " in" ); if ( ch->perm_stats[STAT_CO] < ch->potential_stats[STAT_CO] ) strcat( buf, " co" ); if ( ch->perm_stats[STAT_AG] < ch->potential_stats[STAT_AG] ) strcat( buf, " ag" ); if ( ch->perm_stats[STAT_SD] < ch->potential_stats[STAT_SD] ) strcat( buf, " sd" ); if ( ch->perm_stats[STAT_ME] < ch->potential_stats[STAT_ME] ) strcat( buf, " me" ); if ( ch->perm_stats[STAT_RE] < ch->potential_stats[STAT_RE] ) strcat( buf, " re" ); if ( ch->pcdata->perm_hit < pc_race_table[ch->race].max_hp ) strcat( buf, " hp" ); strcat( buf, " mana"); strcat( buf, ".\n\r" ); send_to_char( buf, ch ); return; } if (!str_cmp("hp",argument)) { if ( cost > ch->train ) { send_to_char( "You don't have enough training sessions.\n\r", ch ); return; } if(ch->pcdata->perm_hit>pc_race_table[ch->race].max_hp) { send_to_char( "Your hps are already maxed.\n\r",ch); return ; } ch->train -= cost; amount = number_range(class_table[ch->class].hp_min, class_table[ch->class].hp_max); ch->pcdata->perm_hit += amount; ch->max_hit += amount; ch->hit += amount; act( "Your durability increases!",ch,NULL,NULL,TO_CHAR); act( "$n's durability increases!",ch,NULL,NULL,TO_ROOM); return; } if (!str_cmp("mana",argument)) { if ( cost > ch->train ) { send_to_char( "You don't have enough training sessions.\n\r", ch ); return; } ch->train -= cost; ch->pcdata->perm_mana += 10; ch->max_mana += 10; ch->mana += 10; act( "Your power increases!",ch,NULL,NULL,TO_CHAR); act( "$n's power increases!",ch,NULL,NULL,TO_ROOM); return; } if ( ch->perm_stats[stat] >= ch->potential_stats[stat] ) { act( "Your $T is already at maximum.", ch, NULL, pOutput, TO_CHAR ); return; } if ( cost > ch->train ) { send_to_char( "You don't have enough training sessions.\n\r", ch ); return; } ch->train -= cost; amount = ch->potential_stats[stat] - ch->perm_stats[stat]; amount = amount * number_range(1,100); amount = amount / 100; if(amount<1) amount=1 ; if(amount>9) amount=9 ; ch->perm_stats[stat] += amount; act( "Your $T increases!", ch, NULL, pOutput, TO_CHAR ); act( "$n's $T increases!", ch, NULL, pOutput, TO_ROOM ); reset_char(ch); return; } void do_walk( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; int count; int i; argument = one_argument( argument, arg ); if(arg[0]=='\0') { send_to_char("Where do you want to walk?",ch); return ; } while(arg[0]!='\0') { if(is_number(arg)) { count = atoi(arg); argument = one_argument( argument, arg ); } else count=1; switch (arg[0]) { default : send_to_char("Your walking makes no sense.",ch); return ; case 'w': case 'W': for(i=0; i<count; i++) interpret(ch, "west"); break; case 's': case 'S': for(i=0; i<count; i++) interpret(ch, "south"); break; case 'e': case 'E': for(i=0; i<count; i++) interpret(ch, "east"); break; case 'n': case 'N': for(i=0; i<count; i++) interpret(ch, "north"); break; case 'u': case 'U': for(i=0; i<count; i++) interpret(ch, "up"); break; case 'd': case 'D': for(i=0; i<count; i++) interpret(ch, "down"); break; } argument = one_argument( argument, arg ); } return ; } void do_bank( CHAR_DATA *ch, char *argument) { char arg[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; int number; argument = one_argument( argument, arg ); argument = one_argument( argument, arg2 ); if(arg[0]=='\0') { send_to_char("Syntax: bank <deposit|balance|withdraw> <amount>\n\r",ch); return ; } if( (ch->in_room==NULL) || (ch->in_room->vnum!=ROOM_VNUM_BANK) ) { send_to_char("You must be in the bank of midgaard.\n\r",ch); return ; } if(!str_cmp(arg,"balance") ) { sprintf(buf,"You have an account balance of %d gold.\n\r",ch->bank); send_to_char(buf,ch); return ; } if(!is_number(arg2)) { send_to_char("The second argument must be a number.\n\r",ch); return ; } number=atoi(arg2); if(!str_cmp(arg,"deposit")) { if( number+5>ch->gold ) { send_to_char("You do not have that much money.\n\r",ch); return ; } ch->gold-=number+5; ch->bank+=number; send_to_char("Deposit made.\n\rThank you for your patronage.\n\r",ch); return ; } if(!str_cmp(arg,"withdraw")) { if(number<6) { send_to_char("Due to the surcharge you can not withdraw that small of an amount.\n\r",ch); return ; } if(number>ch->bank-5) { send_to_char("You do not have that much in the bank.\n\r",ch); return ; } ch->gold+=number; ch->bank-=number+5; send_to_char("Withdraw made.\n\rThank you for your patronage.\n\r",ch); return ; } send_to_char("That is not a valid command.\n\r",ch); return ; }