/*************************************************************************** * ANATOLIA 2.1 is copyright 1996-1997 Serdar BULUT, Ibrahim CANPUNAR * * ANATOLIA has been brought to you by ANATOLIA consortium * * Serdar BULUT {Chronos} bulut@rorqual.cc.metu.edu.tr * * Ibrahim Canpunar {Asena} canpunar@rorqual.cc.metu.edu.tr * * Murat BICER {KIO} mbicer@rorqual.cc.metu.edu.tr * * D.Baris ACAR {Powerman} dbacar@rorqual.cc.metu.edu.tr * * By using this code, you have agreed to follow the terms of the * * ANATOLIA license, in the file Anatolia/anatolia.licence * ***************************************************************************/ /*************************************************************************** * 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 "merc.h" #include "recycle.h" /* command procedures needed */ DECLARE_DO_FUN(do_look ); DECLARE_DO_FUN(do_recall ); DECLARE_DO_FUN(do_stand ); DECLARE_DO_FUN(do_yell ); void one_hit args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dt ,bool secondary) ); int mount_success args( ( CHAR_DATA *ch, CHAR_DATA *mount, int canattack) ); int find_path args( ( int in_room_vnum, int out_room_vnum, CHAR_DATA *ch, int depth, int in_zone ) ); int check_obj_dodge args( ( CHAR_DATA *ch, CHAR_DATA *victim, OBJ_DATA *obj, int bonus) ); 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 }; /* * Local functions. */ int find_door args( ( CHAR_DATA *ch, char *arg ) ); int find_exit 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; CHAR_DATA *mount; ROOM_INDEX_DATA *in_room; ROOM_INDEX_DATA *to_room; EXIT_DATA *pexit; bool room_has_pc; OBJ_DATA *obj; char buf[MAX_STRING_LENGTH]; if (RIDDEN(ch) && !IS_NPC(ch->mount)) { move_char(ch->mount,door,follow); return; } if (CAN_DETECT(ch,ADET_WEB) || (MOUNTED(ch) && CAN_DETECT(ch->mount,ADET_WEB))) { WAIT_STATE(ch,PULSE_VIOLENCE); if ( number_percent() < str_app[IS_NPC(ch) ? 20 : get_curr_stat(ch,STAT_STR)].tohit * 5) { affect_strip(ch,gsn_web); REMOVE_BIT(ch->detection,ADET_WEB); send_to_char( "When you attempt to leave the room, you break the webs holding you tight.\n\r", ch ); act( "$n struggles against the webs which hold $m in place, and break it.", ch, NULL, NULL, TO_ROOM ); } else { send_to_char( "You attempt to leave the room, but the webs hold you tight.\n\r", ch ); act( "$n struggles vainly against the webs which hold $m in place.", ch, NULL, NULL, TO_ROOM ); return; } } if ( door < 0 || door > 5 ) { bug( "Do_move: bad door %d.", door ); return; } if (( IS_AFFECTED( ch, AFF_HIDE ) && !IS_AFFECTED(ch, AFF_SNEAK) ) || ( IS_AFFECTED( ch, AFF_FADE ) && !IS_AFFECTED(ch, AFF_SNEAK) ) ) { REMOVE_BIT(ch->affected_by, AFF_HIDE); send_to_char( "You step out of shadows.\n\r", ch ); act( "$n steps out of shadows.", ch, NULL, NULL, TO_ROOM); } if ( IS_AFFECTED( ch, AFF_CAMOUFLAGE ) ) { if ( ch->level < skill_table[gsn_move_camf].skill_level[ch->class]) { REMOVE_BIT(ch->affected_by, AFF_CAMOUFLAGE); send_to_char( "You step out from your cover.\n\r", ch ); act("$n steps out from $m's cover.", ch, NULL, NULL,TO_ROOM); } else if ( number_percent() < get_skill(ch,gsn_move_camf) ) check_improve(ch,gsn_move_camf,TRUE,5); else { REMOVE_BIT(ch->affected_by, AFF_CAMOUFLAGE); send_to_char( "You step out from your cover.\n\r", ch ); act("$n steps out from $m's cover.", ch, NULL, NULL,TO_ROOM); check_improve(ch,gsn_move_camf,FALSE,5); } } 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_ROOM_AFFECTED(in_room,AFF_ROOM_RANDOMIZER)) { int d0; while (1) { d0 = number_range(0,5); if ( ( pexit = in_room->exit[d0] ) == NULL || ( to_room = pexit->u1.to_room ) == NULL || !can_see_room(ch,pexit->u1.to_room)) continue; d0 = door; break; } } 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) ) { if ( IS_AFFECTED( ch, AFF_PASS_DOOR ) && IS_SET(pexit->exit_info, EX_NOPASS)) { act( "You failed to pass through the $d.", ch, NULL, pexit->keyword, TO_CHAR); act( "$n tries to pass through the $d, but $e fails", ch, NULL, pexit->keyword, TO_ROOM); } else 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 ) ) */ if ( room_is_private( to_room ) ) { send_to_char( "That room is private right now.\n\r", ch ); return; } if (MOUNTED(ch)) { if (MOUNTED(ch)->position < POS_FIGHTING) { send_to_char("Your mount must be standing.\n\r", ch); return; } if (!mount_success(ch, MOUNTED(ch), FALSE)) { send_to_char("Your mount subbornly refuses to go that way.\n\r", ch); return; } } if ( !IS_NPC(ch) ) { int iClass, iGuild; int move; for ( iClass = 0; iClass < MAX_CLASS; iClass++ ) for ( iGuild = 0; iGuild < MAX_GUILD; iGuild ++) if ( to_room->vnum == class_table[iClass].guild[iGuild] && !IS_IMMORTAL(ch) ) { if ( iClass != ch->class ) { send_to_char( "You aren't allowed in there.\n\r", ch ); return; } if (ch->last_fight_time != -1 && current_time - ch->last_fight_time < FIGHT_DELAY_TIME) { send_to_char( "You feel too bloody to go in there now.\n\r",ch); return; } } if ( in_room->sector_type == SECT_AIR || to_room->sector_type == SECT_AIR ) { if ( MOUNTED(ch) ) { if( !IS_AFFECTED(MOUNTED(ch), AFF_FLYING) ) { send_to_char( "Your mount can't fly.\n\r", ch ); return; } } else 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 ) && (MOUNTED(ch) && !IS_AFFECTED(MOUNTED(ch),AFF_FLYING)) ) { send_to_char("You can't take your mount there.\n\r",ch); return; } if (( in_room->sector_type == SECT_WATER_NOSWIM || to_room->sector_type == SECT_WATER_NOSWIM ) && (!MOUNTED(ch) && !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 ( !MOUNTED(ch) && ch->move < move ) { send_to_char( "You are too exhausted.\n\r", ch ); return; } if ( !MOUNTED(ch) && (ch->in_room->sector_type == SECT_DESERT || IS_WATER(ch->in_room)) ) WAIT_STATE( ch, 2 ); else WAIT_STATE( ch, 1 ); if (!MOUNTED(ch)) ch->move -= move; } if ( !IS_AFFECTED(ch, AFF_SNEAK) && !IS_AFFECTED(ch, AFF_CAMOUFLAGE) && ch->invis_level < LEVEL_HERO) { if (!IS_NPC(ch) && ch->in_room->sector_type != SECT_INSIDE && ch->in_room->sector_type != SECT_CITY && number_percent() < get_skill(ch,gsn_quiet_movement) ) { if (MOUNTED(ch)) sprintf(buf,"$n leaves, riding on %s.", MOUNTED(ch)->short_descr ); else sprintf(buf,"$n leaves."); check_improve(ch,gsn_quiet_movement,TRUE,1); } else { if (MOUNTED(ch)) sprintf(buf,"$n leaves $T, riding on %s.", MOUNTED(ch)->short_descr ); else sprintf(buf,"$n leaves $T." ); } act( buf, ch, NULL, dir_name[door], TO_ROOM ); } if ( IS_AFFECTED(ch, AFF_CAMOUFLAGE) && to_room->sector_type != SECT_FIELD && to_room->sector_type != SECT_FOREST && to_room->sector_type != SECT_MOUNTAIN && to_room->sector_type != SECT_HILLS ) { REMOVE_BIT(ch->affected_by, AFF_CAMOUFLAGE); send_to_char( "You step out from your cover.\n\r", ch ); act("$n steps out from $m's cover.", ch, NULL, NULL,TO_ROOM); } mount = MOUNTED(ch); char_from_room( ch ); char_to_room( ch, to_room ); /* room record for tracking */ if (!IS_NPC(ch) && ch->in_room) room_record(ch->name,in_room, door); if ( !IS_AFFECTED(ch, AFF_SNEAK) && ch->invis_level < LEVEL_HERO) { if (mount) act( "$n has arrived, riding $N.", ch, NULL, mount,TO_ROOM ); else act( "$n has arrived.", ch, NULL, NULL, TO_ROOM ); } do_look( ch, "auto" ); if (mount) { char_from_room( mount ); char_to_room( mount, to_room); ch->riding = TRUE; mount->riding = TRUE; } if (in_room == to_room) /* no circular follows */ return; for (fch = to_room->people,room_has_pc = FALSE;fch != NULL; fch = fch_next) { fch_next = fch->next_in_room; if (!IS_NPC(fch)) room_has_pc = TRUE; } for (fch = to_room->people;fch!=NULL;fch = fch_next) { fch_next = fch->next_in_room; /* greet progs for items carried by people in room */ for (obj = fch->carrying;room_has_pc && obj != NULL; obj = obj->next_content) { if (IS_SET(obj->progtypes,OPROG_GREET)) (obj->pIndexData->oprogs->greet_prog) (obj,ch); } /* greet programs for npcs */ if (room_has_pc && IS_SET(fch->progtypes,MPROG_GREET)) (fch->pIndexData->mprogs->greet_prog) (fch,ch); } /* entry programs for items */ for (obj = ch->carrying;room_has_pc && obj!=NULL;obj=obj->next_content) { if (IS_SET(obj->progtypes,OPROG_ENTRY)) (obj->pIndexData->oprogs->entry_prog) (obj); } 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 && 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 ); } } for (obj = ch->in_room->contents;room_has_pc && obj != NULL; obj = obj->next_content) { if (IS_SET(obj->progtypes,OPROG_GREET)) (obj->pIndexData->oprogs->greet_prog) (obj,ch); } if ( IS_SET(ch->progtypes,MPROG_ENTRY)) (ch->pIndexData->mprogs->entry_prog) (ch); 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_exit( CHAR_DATA *ch, char *arg ) { 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 { act( "I see no exit $T here.", ch, NULL, arg, TO_CHAR ); return -1; } return door; } 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; } 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 $T here.", ch, NULL, arg, TO_CHAR ); return -1; } if ( !IS_SET(pexit->exit_info, EX_ISDOOR) ) { send_to_char( "You can't do that.\n\r", ch ); return -1; } return door; } /* scan.c */ char *const distance[4]= { "right here.", "nearby to the %s.", "not far %s.", "off in the distance %s." }; void scan_list args((ROOM_INDEX_DATA *scan_room, CHAR_DATA *ch, sh_int depth, sh_int door)); void scan_char args((CHAR_DATA *victim, CHAR_DATA *ch, sh_int depth, sh_int door)); void do_scan2(CHAR_DATA *ch, char *argument) { extern char *const dir_name[]; EXIT_DATA *pExit; sh_int door; act("$n looks all around.", ch, NULL, NULL, TO_ROOM); send_to_char("Looking around you see:\n\r", ch); scan_list(ch->in_room, ch, 0, -1); for (door=0;door<6;door++) { if ( (pExit = ch->in_room->exit[door]) == NULL || pExit->u1.to_room == NULL || IS_SET(pExit->exit_info,EX_CLOSED) ) continue; scan_list(pExit->u1.to_room, ch, 1, door); } return; } void scan_list(ROOM_INDEX_DATA *scan_room, CHAR_DATA *ch, sh_int depth, sh_int door) { CHAR_DATA *rch; if (scan_room == NULL) return; for (rch=scan_room->people; rch != NULL; rch=rch->next_in_room) { if (rch == ch) continue; if (!IS_NPC(rch) && rch->invis_level > get_trust(ch)) continue; if (can_see(ch, rch)) scan_char(rch, ch, depth, door); } return; } void scan_char(CHAR_DATA *victim, CHAR_DATA *ch, sh_int depth, sh_int door) { extern char *const dir_name[]; extern char *const distance[]; char buf[MAX_INPUT_LENGTH], buf2[MAX_INPUT_LENGTH]; buf[0] = '\0'; strcat(buf, PERS(victim, ch)); strcat(buf, ", "); sprintf(buf2, distance[depth], dir_name[door]); strcat(buf, buf2); strcat(buf, "\n\r"); send_to_char(buf, ch); return; } 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; } 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 $p.", ch, obj, NULL, TO_ROOM ); return; } if ( ( door = find_door( ch, arg ) ) >= 0 ) { /* 'close door' */ ROOM_INDEX_DATA *to_room; EXIT_DATA *pexit; EXIT_DATA *pexit_rev; pexit = ch->in_room->exit[door]; if ( IS_SET(pexit->exit_info, EX_CLOSED) ) { send_to_char( "It's already closed.\n\r", ch ); return; } SET_BIT(pexit->exit_info, EX_CLOSED); act( "$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; } return; } /* * Added can_see check. Kio. */ 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 ) if ( can_see_obj( ch, obj ) ) return TRUE; } return FALSE; } bool has_key_ground( CHAR_DATA *ch, int key ) { OBJ_DATA *obj; for ( obj = ch->in_room->contents; obj != NULL; obj = obj->next_content ) { if ( obj->pIndexData->vnum == key ) if ( can_see_obj( ch, obj ) ) return TRUE; } return FALSE; } void do_lock( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; int door; CHAR_DATA *rch; 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 $p.", ch, obj, NULL, TO_ROOM ); return; } if ( ( door = find_door( ch, arg ) ) >= 0 ) { /* 'lock door' */ ROOM_INDEX_DATA *to_room; EXIT_DATA *pexit; EXIT_DATA *pexit_rev; pexit = ch->in_room->exit[door]; if ( !IS_SET(pexit->exit_info, EX_CLOSED) ) { send_to_char( "It's not closed.\n\r", ch ); return; } if ( pexit->key < 0 ) { send_to_char( "It can't be locked.\n\r", ch ); return; } if ( !has_key( ch, pexit->key) && !has_key_ground( ch, pexit->key) ) { send_to_char( "You lack the key.\n\r", ch ); return; } if ( IS_SET(pexit->exit_info, EX_LOCKED) ) { send_to_char( "It's already locked.\n\r", ch ); return; } SET_BIT(pexit->exit_info, EX_LOCKED); send_to_char( "*Click*\n\r", ch ); act( "$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 ); for ( rch = to_room->people; rch != NULL; rch = rch->next_in_room ) act( "The $d clicks.", rch, NULL, pexit_rev->keyword, TO_CHAR ); } return; } return; } void do_unlock( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; int door; CHAR_DATA *rch; 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 $p.", ch, obj, NULL, TO_ROOM ); return; } if ( ( door = find_door( ch, arg ) ) >= 0 ) { /* 'unlock door' */ ROOM_INDEX_DATA *to_room; EXIT_DATA *pexit; EXIT_DATA *pexit_rev; pexit = ch->in_room->exit[door]; if ( !IS_SET(pexit->exit_info, EX_CLOSED) ) { send_to_char( "It's not closed.\n\r", ch ); return; } if ( pexit->key < 0 ) { send_to_char( "It can't be unlocked.\n\r", ch ); return; } if ( !has_key( ch, pexit->key) && !has_key_ground( ch, pexit->key) ) { send_to_char( "You lack the key.\n\r", ch ); return; } if ( !IS_SET(pexit->exit_info, EX_LOCKED) ) { send_to_char( "It's already unlocked.\n\r", ch ); return; } REMOVE_BIT(pexit->exit_info, EX_LOCKED); send_to_char( "*Click*\n\r", ch ); act( "$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 ) { REMOVE_BIT( pexit_rev->exit_info, EX_LOCKED ); for ( rch = to_room->people; rch != NULL; rch = rch->next_in_room ) act( "The $d clicks.", rch, NULL, pexit_rev->keyword, TO_CHAR ); } return; } return; } void do_pick( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *gch; OBJ_DATA *obj; int door; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Pick what?\n\r", ch ); return; } if (MOUNTED(ch)) { send_to_char("You can't pick while mounted.\n\r", ch); return; } WAIT_STATE( ch, skill_table[gsn_pick_lock].beats ); /* look for guards */ for ( gch = ch->in_room->people; gch; gch = gch->next_in_room ) { if ( IS_NPC(gch) && IS_AWAKE(gch) && ch->level + 5 < gch->level ) { act( "$N is standing too close to the lock.", ch, NULL, gch, TO_CHAR ); return; } } if ( !IS_NPC(ch) && number_percent( ) > get_skill(ch,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, 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 $p.",ch,obj,NULL,TO_ROOM); check_improve(ch,gsn_pick_lock,TRUE,2); return; } if ( ( door = find_door( ch, arg ) ) >= 0 ) { /* 'pick door' */ ROOM_INDEX_DATA *to_room; EXIT_DATA *pexit; EXIT_DATA *pexit_rev; pexit = ch->in_room->exit[door]; if ( !IS_SET(pexit->exit_info, EX_CLOSED) && !IS_IMMORTAL(ch)) { send_to_char( "It's not closed.\n\r", ch ); return; } if ( pexit->key < 0 && !IS_IMMORTAL(ch)) { send_to_char( "It can't be picked.\n\r", ch ); return; } if ( !IS_SET(pexit->exit_info, EX_LOCKED) ) { send_to_char( "It's already unlocked.\n\r", ch ); return; } if ( IS_SET(pexit->exit_info, EX_PICKPROOF) && !IS_IMMORTAL(ch)) { send_to_char( "You failed.\n\r", ch ); return; } REMOVE_BIT(pexit->exit_info, EX_LOCKED); send_to_char( "*Click*\n\r", ch ); act( "$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 $p.", ch,obj,NULL,TO_ROOM,POS_DEAD); return; } } switch ( ch->position ) { case POS_SLEEPING: if ( IS_AFFECTED(ch, AFF_SLEEP) ) { send_to_char( "You can't wake up!\n\r", ch ); return; } if (obj == NULL) { send_to_char( "You wake and stand up.\n\r", ch ); act( "$n wakes and stands up.", ch, NULL, NULL, TO_ROOM ); ch->on = NULL; } else if (IS_SET(obj->value[2],STAND_AT)) { act_new("You wake and stand at $p.",ch,obj,NULL,TO_CHAR,POS_DEAD); act("$n wakes and stands at $p.",ch,obj,NULL,TO_ROOM); } else if (IS_SET(obj->value[2],STAND_ON)) { act_new("You wake and stand on $p.",ch,obj,NULL,TO_CHAR,POS_DEAD); act("$n wakes and stands on $p.",ch,obj,NULL,TO_ROOM); } else { act_new("You wake and stand in $p.",ch,obj,NULL,TO_CHAR,POS_DEAD); act("$n wakes and stands in $p.",ch,obj,NULL,TO_ROOM); } if (IS_HARA_KIRI(ch)) { send_to_char("You feel your blood heats your body.\n\r",ch); REMOVE_BIT(ch->act,PLR_HARA_KIRI); } ch->position = POS_STANDING; do_look(ch,"auto"); break; case POS_RESTING: case POS_SITTING: if (obj == NULL) { send_to_char( "You stand up.\n\r", ch ); act( "$n stands up.", ch, NULL, NULL, TO_ROOM ); ch->on = NULL; } 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 ); 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; } if (MOUNTED(ch)) { send_to_char("You can't rest while mounted.\n\r", ch); return; } if (RIDDEN(ch)) { send_to_char("You can't rest while being ridden.\n\r", ch); return; } if ( IS_AFFECTED(ch, AFF_SLEEP) ) { send_to_char( "You are already sleeping.\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 $p.",ch,obj,NULL,TO_CHAR,POS_DEAD); return; } ch->on = obj; } switch ( ch->position ) { case POS_SLEEPING: if (obj == NULL) { send_to_char( "You wake up and start resting.\n\r", ch ); act ("$n wakes up and starts resting.",ch,NULL,NULL,TO_ROOM); } else if (IS_SET(obj->value[2],REST_AT)) { act_new("You wake up and rest at $p.", ch,obj,NULL,TO_CHAR,POS_SLEEPING); act("$n wakes up and rests at $p.",ch,obj,NULL,TO_ROOM); } else if (IS_SET(obj->value[2],REST_ON)) { act_new("You wake up and rest on $p.", ch,obj,NULL,TO_CHAR,POS_SLEEPING); act("$n wakes up and rests on $p.",ch,obj,NULL,TO_ROOM); } else { act_new("You wake up and rest in $p.", ch,obj,NULL,TO_CHAR,POS_SLEEPING); act("$n wakes up and rests in $p.",ch,obj,NULL,TO_ROOM); } ch->position = POS_RESTING; break; case POS_RESTING: send_to_char( "You are already resting.\n\r", ch ); break; case POS_STANDING: if (obj == NULL) { send_to_char( "You rest.\n\r", ch ); act( "$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; if (IS_HARA_KIRI(ch)) { send_to_char("You feel your blood heats your body.\n\r",ch); REMOVE_BIT(ch->act,PLR_HARA_KIRI); } 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; } if (MOUNTED(ch)) { send_to_char("You can't sit while mounted.\n\r", ch); return; } if (RIDDEN(ch)) { send_to_char("You can't sit while being ridden.\n\r", ch); return; } if ( IS_AFFECTED(ch, AFF_SLEEP) ) { send_to_char( "You are already sleeping.\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) { if ( IS_AFFECTED(ch, AFF_SLEEP) ) { send_to_char( "You are already sleeping.\n\r", ch ); return; } 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 $p.",ch,obj,NULL,TO_CHAR,POS_DEAD); return; } ch->on = obj; } switch (ch->position) { case POS_SLEEPING: if (obj == NULL) { send_to_char( "You wake and sit up.\n\r", ch ); act( "$n wakes and sits up.", ch, NULL, NULL, TO_ROOM ); } else if (IS_SET(obj->value[2],SIT_AT)) { act_new("You wake and sit at $p.",ch,obj,NULL,TO_CHAR,POS_DEAD); act("$n wakes and sits at $p.",ch,obj,NULL,TO_ROOM); } else if (IS_SET(obj->value[2],SIT_ON)) { act_new("You wake and sit on $p.",ch,obj,NULL,TO_CHAR,POS_DEAD); act("$n wakes and sits at $p.",ch,obj,NULL,TO_ROOM); } else { act_new("You wake and sit in $p.",ch,obj,NULL,TO_CHAR,POS_DEAD); act("$n wakes and sits in $p.",ch,obj,NULL,TO_ROOM); } ch->position = POS_SITTING; 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 $p.",ch,obj,NULL,TO_ROOM); } ch->position = POS_SITTING; break; } if (IS_HARA_KIRI(ch)) { send_to_char("You feel your blood heats your body.\n\r",ch); REMOVE_BIT(ch->act,PLR_HARA_KIRI); } return; } void do_sleep( CHAR_DATA *ch, char *argument ) { OBJ_DATA *obj = NULL; if (MOUNTED(ch)) { send_to_char("You can't sleep while mounted.\n\r", ch); return; } if (RIDDEN(ch)) { send_to_char("You can't sleep while being ridden.\n\r", ch); return; } switch ( ch->position ) { case POS_SLEEPING: send_to_char( "You are already sleeping.\n\r", ch ); break; case POS_RESTING: case POS_SITTING: case POS_STANDING: if (argument[0] == '\0' && ch->on == NULL) { send_to_char( "You go to sleep.\n\r", ch ); act( "$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 (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 $p.",ch,obj,NULL,TO_ROOM); } ch->position = POS_SLEEPING; } break; case POS_FIGHTING: send_to_char( "You are already fighting!\n\r", ch ); break; } return; } void do_wake( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; one_argument( argument, arg ); if ( arg[0] == '\0' ) { do_stand( ch, argument ); return; } if ( !IS_AWAKE(ch) ) { send_to_char( "You are asleep yourself!\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( IS_AWAKE(victim) ) { act( "$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 ); do_stand(victim,""); return; } void do_sneak( CHAR_DATA *ch, char *argument ) { AFFECT_DATA af; if (MOUNTED(ch)) { send_to_char("You can't sneak while mounted.\n\r", ch); return; } 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 ) { int forest; if (MOUNTED(ch)) { send_to_char("You can't hide while mounted.\n\r", ch); return; } if (RIDDEN(ch)) { send_to_char("You can't hide while being ridden.\n\r", ch); return; } if ( IS_AFFECTED( ch, AFF_FAERIE_FIRE ) ) { send_to_char( "You can not hide while glowing.\n\r", ch ); return; } forest = 0; forest += ch->in_room->sector_type == SECT_FOREST?60:0; forest += ch->in_room->sector_type == SECT_FIELD?60:0; send_to_char( "You attempt to hide.\n\r", ch ); if ( number_percent( ) < get_skill(ch,gsn_hide)-forest) { SET_BIT(ch->affected_by, AFF_HIDE); check_improve(ch,gsn_hide,TRUE,3); } else { if ( IS_AFFECTED(ch, AFF_HIDE) ) REMOVE_BIT(ch->affected_by, AFF_HIDE); check_improve(ch,gsn_hide,FALSE,3); } return; } void do_camouflage( CHAR_DATA *ch, char *argument ) { if (MOUNTED(ch)) { send_to_char("You can't camouflage while mounted.\n\r", ch); return; } if (RIDDEN(ch)) { send_to_char("You can't camouflage while being ridden.\n\r", ch); return; } if ( IS_NPC(ch) || ch->level < skill_table[gsn_camouflage].skill_level[ch->class] ) { send_to_char("You don't know how to camouflage yourself.\n\r",ch); return; } if ( IS_AFFECTED( ch, AFF_FAERIE_FIRE ) ) { send_to_char( "You can't camouflage yourself while glowing.\n\r", ch ); return; } if (ch->in_room->sector_type != SECT_FOREST && ch->in_room->sector_type != SECT_HILLS && ch->in_room->sector_type != SECT_MOUNTAIN) { send_to_char("There is no cover here.\n\r",ch); act("$n tries to camouflage $mself against the lone leaf on the ground.",ch,NULL,NULL,TO_ROOM); return; } send_to_char( "You attempt to camouflage yourself.\n\r", ch ); WAIT_STATE( ch, skill_table[gsn_camouflage].beats ); if ( IS_AFFECTED(ch, AFF_CAMOUFLAGE) ) REMOVE_BIT(ch->affected_by, AFF_CAMOUFLAGE); if ( IS_NPC(ch) || number_percent( ) < get_skill(ch,gsn_camouflage) ) { SET_BIT(ch->affected_by, AFF_CAMOUFLAGE); check_improve(ch,gsn_camouflage,TRUE,1); } else check_improve(ch,gsn_camouflage,FALSE,1); return; } /* * Contributed by Alander */ void do_visible( CHAR_DATA *ch, char *argument ) { if (IS_SET(ch->affected_by, AFF_HIDE)) { send_to_char("You step out of the shadows.\n\r",ch); REMOVE_BIT(ch->affected_by, AFF_HIDE); act("$n steps out of the shadows.", ch, NULL, NULL, TO_ROOM); } if (IS_SET(ch->affected_by, AFF_FADE)) { send_to_char("You step out of the shadows.\n\r",ch); REMOVE_BIT(ch->affected_by, AFF_FADE); act("$n steps out of the shadows.", ch, NULL, NULL, TO_ROOM); } if (IS_SET(ch->affected_by, AFF_CAMOUFLAGE)) { send_to_char("You step out from your cover.\n\r",ch); REMOVE_BIT(ch->affected_by,AFF_CAMOUFLAGE); act("$n steps out from $s cover.",ch,NULL,NULL,TO_ROOM); } if (IS_SET(ch->affected_by, AFF_INVISIBLE)) { send_to_char("You fade into existence.\n\r", ch); affect_strip(ch, gsn_invis); affect_strip(ch, gsn_mass_invis); REMOVE_BIT(ch->affected_by, AFF_INVISIBLE); act("$n fades into existence.", ch, NULL, NULL, TO_ROOM); } if (IS_SET(ch->affected_by, AFF_IMP_INVIS)) { send_to_char("You fade into existence.\n\r", ch); affect_strip(ch, gsn_imp_invis); REMOVE_BIT(ch->affected_by, AFF_IMP_INVIS); act("$n fades into existence.", ch, NULL, NULL, TO_ROOM); } if (IS_SET(ch->affected_by, AFF_SNEAK) && !IS_NPC(ch) && !IS_SET(race_table[RACE(ch)].aff,AFF_SNEAK) ) { send_to_char("You trample around loudly again.\n\r", ch); affect_strip(ch, gsn_sneak); REMOVE_BIT(ch->affected_by, AFF_SNEAK); } affect_strip ( ch, gsn_mass_invis ); return; } void do_recall( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; CHAR_DATA *victim; ROOM_INDEX_DATA *location; int point; int lose,skill; if (IS_GOOD(ch)) point = hometown_table[ch->hometown].recall[0]; else if (IS_EVIL(ch)) point = hometown_table[ch->hometown].recall[2]; else point = hometown_table[ch->hometown].recall[1]; if (IS_NPC(ch) && !IS_SET(ch->act,ACT_PET)) { send_to_char("Only players can recall.\n\r",ch); return; } if (ch->level >= 11 && !IS_IMMORTAL(ch) ) { sprintf(buf, "Recall is for only levels below 10.\n\r"); send_to_char(buf,ch); return; } if (ch->desc != NULL && current_time - ch->last_fight_time < FIGHT_DELAY_TIME) { send_to_char("You are too pumped to pray now.\n\r",ch); return; } if (ch->desc == NULL && !IS_NPC(ch)) { point = hometown_table[number_range(0, 4)].recall[number_range(0,2)]; } act( "$n prays for transportation!", ch, 0, 0, TO_ROOM ); if ( ( location = get_room_index(point ) )== 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) || IS_RAFFECTED(ch->in_room, AFF_ROOM_CURSE) ) { send_to_char( "The gods have forsaken you.\n\r", ch ); return; } if ( ( victim = ch->fighting ) != NULL ) { send_to_char( "You are still fighting!\n\r", ch ); if (IS_NPC(ch)) skill = 40 + ch->level; else 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 = 25; 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) { char_from_room( ch->pet ); char_to_room( ch->pet, location ); do_look(ch->pet, "auto" ); } 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; 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_PRACTICE) || IS_SET(mob->act,ACT_TRAIN) || IS_SET(mob->act,ACT_GAIN) ) ) 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, "str" ) ) { if ( class_table[ch->class].attr_prime == STAT_STR ) cost = 1; stat = STAT_STR; pOutput = "strength"; } else if ( !str_cmp( argument, "int" ) ) { if ( class_table[ch->class].attr_prime == STAT_INT ) cost = 1; stat = STAT_INT; pOutput = "intelligence"; } else if ( !str_cmp( argument, "wis" ) ) { if ( class_table[ch->class].attr_prime == STAT_WIS ) cost = 1; stat = STAT_WIS; pOutput = "wisdom"; } else if ( !str_cmp( argument, "dex" ) ) { if ( class_table[ch->class].attr_prime == STAT_DEX ) cost = 1; stat = STAT_DEX; pOutput = "dexterity"; } else if ( !str_cmp( argument, "con" ) ) { if ( class_table[ch->class].attr_prime == STAT_CON ) cost = 1; stat = STAT_CON; pOutput = "constitution"; } else if ( !str_cmp( argument, "cha") ) { if ( class_table[ch->class].attr_prime == STAT_CHA ) cost = 1; stat = STAT_CHA; pOutput = "charisma"; /* sprintf( buf, "You can't train charisma. That is about your behaviour.\n\r"); send_to_char( buf, ch ); return; */ } 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_stat[STAT_STR] < get_max_train2(ch,STAT_STR)) strcat( buf, " str" ); if ( ch->perm_stat[STAT_INT] < get_max_train2(ch,STAT_INT)) strcat( buf, " int" ); if ( ch->perm_stat[STAT_WIS] < get_max_train2(ch,STAT_WIS)) strcat( buf, " wis" ); if ( ch->perm_stat[STAT_DEX] < get_max_train2(ch,STAT_DEX)) strcat( buf, " dex" ); if ( ch->perm_stat[STAT_CON] < get_max_train2(ch,STAT_CON)) strcat( buf, " con" ); if ( ch->perm_stat[STAT_CHA] < get_max_train2(ch,STAT_CHA)) strcat( buf, " cha" ); strcat( buf, " hp mana"); if ( buf[strlen(buf)-1] != ':' ) { strcat( buf, ".\n\r" ); send_to_char( buf, ch ); } else { /* * This message dedicated to Jordan ... you big stud! */ act( "You have nothing left to train, you $T!", ch, NULL, ch->sex == SEX_MALE ? "big stud" : ch->sex == SEX_FEMALE ? "hot babe" : "wild thing", TO_CHAR ); } return; } if (!str_cmp("hp",argument)) { if ( cost > ch->train ) { send_to_char( "You don't have enough training sessions.\n\r", ch ); return; } ch->train -= cost; ch->pcdata->perm_hit += 10; ch->max_hit += 10; ch->hit +=10; act( "Your durability increases!",ch,NULL,NULL,TO_CHAR); act( "$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_stat[stat] >= get_max_train2(ch,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; ch->perm_stat[stat] += 1; act( "Your $T increases!", ch, NULL, pOutput, TO_CHAR ); act( "$n's $T increases!", ch, NULL, pOutput, TO_ROOM ); return; } void do_track(CHAR_DATA *ch, char *argument) { ROOM_HISTORY_DATA *rh; EXIT_DATA *pexit; char buf[MAX_STRING_LENGTH]; static char *door[] = { "north","east","south","west","up","down", "that way" }; int d; if (!IS_NPC(ch) && get_skill(ch,gsn_track) < 2) { send_to_char("There are no train tracks here.\n\r",ch); return; } WAIT_STATE(ch,skill_table[gsn_track].beats); act("$n checks the ground for tracks.",ch,NULL,NULL,TO_ROOM); if (IS_NPC(ch) || number_percent() < get_skill(ch,gsn_track) ) { if (IS_NPC(ch)) { ch->status = 0; if (ch->last_fought != NULL && !IS_SET(ch->act,ACT_NOTRACK)) add_mind(ch,ch->last_fought->name); } for (rh = ch->in_room->history;rh != NULL;rh = rh->next) if (is_name(argument,rh->name)) { check_improve(ch,gsn_track,TRUE,1); if ((d = rh->went) == -1) continue; sprintf(buf,"%s's tracks lead %s.\n\r",capitalize(rh->name),door[d]); send_to_char(buf, ch); if ( ( pexit = ch->in_room->exit[d] ) != NULL && IS_SET(pexit->exit_info, EX_ISDOOR) && pexit->keyword != NULL ) { sprintf(buf,"%s",door[d]); do_open(ch,buf); } move_char(ch,rh->went,FALSE); return; } } send_to_char("You don't see any tracks.\n\r",ch); if (IS_NPC(ch)) ch->status = 5; /* for stalker */ check_improve(ch,gsn_track,FALSE,1); } void do_vampire( CHAR_DATA *ch, char *argument ) { AFFECT_DATA af; int level,duration; if ( is_affected( ch, gsn_vampire ) ) { send_to_char("You can't be much more vampire!\n\r",ch); return; } if ( !IS_NPC(ch) && ch->level < skill_table[gsn_vampire].skill_level[ch->class] ) { send_to_char( "You try to show yourself even more uggly.\n\r", ch ); return; } if ( get_skill(ch,gsn_vampire) < 100 ) { send_to_char("Go and ask the questor to help you.\n\r",ch); return; } if ( is_affected(ch,gsn_vampire) ) { send_to_char("If you wan't to be more vampire go an kill a player.\n\r",ch); return; } if ( weather_info.sunlight == SUN_LIGHT || weather_info.sunlight == SUN_RISE ) { send_to_char( "You should have waited the evening or night to tranform to a vampire.\n\r",ch); } level = ch->level; duration = level / 10 ; duration += 5; /* haste */ af.where = TO_AFFECTS; af.type = gsn_vampire; af.level = level; af.duration = duration; af.location = APPLY_DEX; af.modifier = 1 + (level /20); af.bitvector = AFF_HASTE; affect_to_char( ch, &af ); /* giant strength + infrared */ af.where = TO_AFFECTS; af.type = gsn_vampire; af.level = level; af.duration = duration; af.location = APPLY_STR; af.modifier = 1 + (level / 20); af.bitvector = AFF_INFRARED; affect_to_char( ch, &af ); /* size */ af.where = TO_AFFECTS; af.type = gsn_vampire; af.level = level; af.duration = duration; af.location = APPLY_SIZE; af.modifier = 1 + (level / 50 ); af.bitvector = AFF_SNEAK; affect_to_char( ch, &af ); /* damroll */ af.where = TO_AFFECTS; af.type = gsn_vampire; af.level = level; af.duration = duration; af.location = APPLY_DAMROLL; af.modifier = ch->damroll; af.bitvector = AFF_BERSERK; affect_to_char( ch, &af ); /* negative immunity */ af.where = TO_IMMUNE; af.type = gsn_vampire; af.duration = duration; af.level = level; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = IMM_NEGATIVE; affect_to_char(ch, &af); /* vampire flag */ af.where = TO_ACT_FLAG; af.type = gsn_vampire; af.level = level; af.duration = duration; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = PLR_VAMPIRE; affect_to_char( ch, &af ); send_to_char( "You feel yourself getting greater and greater.\n\r", ch ); act("You cannot recognize $n anymore.",ch,NULL,NULL,TO_ROOM); return; } void do_vbite( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; char buf[MAX_STRING_LENGTH]; one_argument( argument, arg ); if ( !IS_NPC(ch) && ch->level < skill_table[gsn_vampiric_bite].skill_level[ch->class] ) { send_to_char("You don't know how to bite creatures.\n\r",ch); return; } if (!IS_VAMPIRE(ch)) { send_to_char("You must transform vampire before biting.\n\r",ch); return; } if ( arg[0] == '\0' ) { send_to_char( "Bite whom?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( victim->position != POS_SLEEPING ) { send_to_char( "They must be sleeping.\n\r", ch ); return; } if ( (IS_NPC(ch)) && (!(IS_NPC(victim))) ) return; if ( victim == ch ) { send_to_char( "How can you sneak up on yourself?\n\r", ch ); return; } if ( is_safe( ch, victim ) ) return; if ( victim->fighting != NULL ) { send_to_char( "You can't bite a fighting person.\n\r", ch ); return; } WAIT_STATE( ch, skill_table[gsn_vampiric_bite].beats ); if ( victim->hit < (0.8 * victim->max_hit) && (IS_AWAKE(victim) ) ) { act( "$N is hurt and suspicious ... doesn't worth up.", ch, NULL, victim, TO_CHAR ); return; } if ( current_time-victim->last_fight_time<300 && IS_AWAKE(victim) ) { act( "$N is suspicious ... it doens't worth to do.", ch, NULL, victim, TO_CHAR ); return; } if ( !IS_AWAKE(victim) && ( IS_NPC(ch) || number_percent( ) < ( (get_skill(ch,gsn_vampiric_bite) * 0.7 ) + ( 2 * (ch->level - victim->level )) ) ) ) { check_improve(ch,gsn_vampiric_bite,TRUE,1); one_hit( ch, victim, gsn_vampiric_bite,FALSE ); } else { check_improve(ch,gsn_vampiric_bite,FALSE,1); damage( ch, victim, 0, gsn_vampiric_bite,DAM_NONE, TRUE ); } /* Player shouts if he doesn't die */ if (!(IS_NPC(victim)) && !(IS_NPC(ch)) && victim->position == POS_FIGHTING ) { sprintf( buf, "Help, an ugly creature tried to bite me!"); do_yell( victim, buf ); } return; } void do_bash_door( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *gch; int chance=0; int damage_bash,door; one_argument(argument,arg); if ( get_skill(ch,gsn_bash) == 0 || (IS_NPC(ch) && !IS_SET(ch->off_flags,OFF_BASH)) || (!IS_NPC(ch) && ch->level < skill_table[gsn_bash].skill_level[ch->class])) { send_to_char("Bashing? What's that?\n\r",ch); return; } if (MOUNTED(ch)) { send_to_char("You can't bash doors while mounted.\n\r", ch); return; } if (RIDDEN(ch)) { send_to_char("You can't bash doors while being ridden.\n\r", ch); return; } if (arg[0] == '\0') { send_to_char("Bash which door or direction.\n\r",ch); return; } if (ch->fighting) { send_to_char("Wait until the fight finishes.\n\r",ch); return; } /* look for guards */ for ( gch = ch->in_room->people; gch; gch = gch->next_in_room ) { if ( IS_NPC(gch) && IS_AWAKE(gch) && ch->level + 5 < gch->level ) { act( "$N is standing too close to the door.", ch, NULL, gch, TO_CHAR ); return; } } if ( ( door = find_door( ch, arg ) ) >= 0 ) { /* 'bash 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( "Just try to open it.\n\r", ch ); return; } if ( IS_SET(pexit->exit_info, EX_NOPASS) ) { send_to_char( "A mystical shield protects the exit.\n\r",ch ); return; } /* modifiers */ /* size and weight */ chance += get_carry_weight(ch) / 100; chance += (ch->size - 2) * 20; /* stats */ chance += get_curr_stat(ch,STAT_STR); if (IS_AFFECTED(ch,AFF_FLYING)) chance -= 10; /* level chance += ch->level / 10; */ chance += (get_skill(ch,gsn_bash) - 90); act("You slam into $d, and try to break $d!", ch,NULL,pexit->keyword,TO_CHAR); act("You slam into $d, and try to break $d!", ch,NULL,pexit->keyword,TO_ROOM); if (room_dark(ch->in_room)) chance /= 2; /* now the attack */ if (number_percent() < chance ) { check_improve(ch,gsn_bash,TRUE,1); REMOVE_BIT(pexit->exit_info, EX_LOCKED); REMOVE_BIT(pexit->exit_info, EX_CLOSED); act( "$n bashes the the $d and breaks the lock.", ch, NULL, pexit->keyword, TO_ROOM ); send_to_char( "You successed to open the door.\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 ); REMOVE_BIT( pexit_rev->exit_info, EX_LOCKED ); for ( rch = to_room->people; rch != NULL; rch = rch->next_in_room ) act( "The $d opens.", rch, NULL, pexit_rev->keyword, TO_CHAR ); } WAIT_STATE(ch,skill_table[gsn_bash].beats); } else { act("You fall flat on your face!", ch,NULL,NULL,TO_CHAR); act("$n falls flat on $s face.", ch,NULL,NULL,TO_ROOM); check_improve(ch,gsn_bash,FALSE,1); ch->position = POS_RESTING; WAIT_STATE(ch,skill_table[gsn_bash].beats * 3/2); damage_bash = ch->damroll + number_range(4,4 + 4* ch->size + chance/5); damage(ch,ch,damage_bash,gsn_bash, DAM_BASH, TRUE); } return; } return; } void do_blink( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; argument = one_argument(argument , arg); if ( !IS_NPC(ch) && ch->level < skill_table[gsn_blink].skill_level[ch->class] ) { send_to_char("Huh?.\n\r", ch ); return; } if (arg[0] == '\0' ) { sprintf(buf,"Your current blink status : %s.\n\r", IS_BLINK_ON(ch) ? "ON" : "OFF"); send_to_char(buf,ch); return; } if ( !str_cmp(arg,"ON") ) { SET_BIT(ch->act,PLR_BLINK_ON); sprintf(buf,"Now ,your current blink status is ON.\n\r"); send_to_char(buf,ch); return; } if ( !str_cmp(arg,"OFF") ) { REMOVE_BIT(ch->act,PLR_BLINK_ON); sprintf(buf,"Now ,your current blink status is OFF.\n\r"); send_to_char(buf,ch); return; } sprintf(buf,"What is that?.Is %s a status?\n\r",arg); send_to_char(buf,ch); return; } void do_vanish( CHAR_DATA *ch, char *argument ) { ROOM_INDEX_DATA *pRoomIndex; if (!IS_NPC(ch) && ch->level < skill_table[gsn_vanish].skill_level[ch->class] ) { send_to_char("Huh?\n\r",ch); return; } if (ch->mana < 25) { send_to_char("You don't have enough power.\n\r" , ch); return; } ch->mana -= 25; if (number_percent() > get_skill(ch,gsn_vanish) ) { send_to_char( "You failed.\n\r", ch ); WAIT_STATE( ch, skill_table[gsn_vanish].beats ); check_improve(ch,gsn_vanish,FALSE,1); return; } WAIT_STATE( ch, skill_table[gsn_vanish].beats ); if ( ch->in_room == NULL || IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL)) { send_to_char( "You failed.\n\r", ch ); return; } for ( ; ; ) { if ( (pRoomIndex = get_room_index(number_range(0, 65535))) == NULL) continue; if ( (ch->in_room->vnum < 500 || ch->in_room->vnum > 600) && (pRoomIndex->vnum > 500 && pRoomIndex->vnum < 600) ) continue; if ( can_see_room(ch,pRoomIndex) && !room_is_private(pRoomIndex) && ch->in_room->area == pRoomIndex->area) break; } act( "$n throws down a small globe.", ch, NULL, NULL, TO_ROOM ); check_improve(ch,gsn_vanish,TRUE,1); if (!IS_NPC(ch) && ch->fighting != NULL && number_bits(1) == 1) { send_to_char("You failed.\n\r",ch); return; } act( "$n is gone!",ch,NULL,NULL,TO_ROOM); char_from_room( ch ); char_to_room( ch, pRoomIndex ); act( "$n appears from nowhere.", ch, NULL, NULL, TO_ROOM ); do_look( ch, "auto" ); stop_fighting(ch,TRUE); return; } void do_detect_sneak( CHAR_DATA *ch, char *argument) { AFFECT_DATA af; if ( is_affected(ch, gsn_detect_sneak) ) { send_to_char("You can already detect sneaking.\n\r",ch); } af.where = TO_DETECTS; af.type = gsn_detect_sneak; af.level = ch->level; af.duration = ch->level / 10; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = DETECT_SNEAK; affect_to_char( ch, &af ); send_to_char( "Your can detect the sneaking.\n\r", ch ); return; } void do_fade( CHAR_DATA *ch, char *argument ) { if (ch_skill_nok(ch,gsn_fade)) return; if (MOUNTED(ch)) { send_to_char("You can't fade while mounted.\n\r", ch); return; } if (RIDDEN(ch)) { send_to_char("You can't fade while being ridden.\n\r", ch); return; } if (!cabal_ok(ch,gsn_fade)) return; send_to_char( "You attempt to fade.\n\r", ch ); SET_BIT(ch->affected_by, AFF_FADE); check_improve(ch,gsn_fade,TRUE,3); return; } void do_vtouch(CHAR_DATA *ch, char *argument) { CHAR_DATA *victim; AFFECT_DATA af; if ( IS_NPC(ch) || ch->level < skill_table[gsn_vampiric_touch].skill_level[ch->class] ) { send_to_char("You lack the skill to draining touch.\n\r",ch); return; } if (!IS_VAMPIRE(ch)) { send_to_char("Let it be.\n\r",ch); return; } if ( IS_AFFECTED( ch, AFF_CHARM ) ) { send_to_char( "You don't want to drain your master.\n\r",ch); return; } if ( (victim = get_char_room(ch,argument)) == NULL) { send_to_char("You do not see that person here.\n\r",ch); return; } if (ch==victim) { send_to_char("Even you are not that stupid.\n\r",ch); return; } if (is_affected(victim,gsn_vampiric_touch)) return; if (is_safe(ch,victim)) return; victim->last_fight_time = current_time; ch->last_fight_time = current_time; WAIT_STATE(ch,skill_table[gsn_vampiric_touch].beats); if (IS_NPC(ch) || number_percent() < 0.85 * get_skill(ch,gsn_vampiric_touch)) { act("You deadly touch $N's neck and put $M to nightmares.", ch,NULL,victim,TO_CHAR); act("$n's deadly touch your neck and puts you to nightmares.", ch,NULL,victim,TO_VICT); act("$n's deadly touch $N's neck and puts $M to nightmares.", ch,NULL,victim,TO_NOTVICT); check_improve(ch,gsn_vampiric_touch,TRUE,1); af.type = gsn_vampiric_touch; af.where = TO_AFFECTS; af.level = ch->level; af.duration = ch->level / 20 + 1; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_SLEEP; affect_join ( victim,&af ); if (IS_AWAKE(victim)) victim->position = POS_SLEEPING; } else { damage(ch,victim,0,gsn_vampiric_touch,DAM_NONE, TRUE); check_improve(ch,gsn_vampiric_touch,FALSE,1); } } void do_fly( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; if (IS_NPC(ch)) return; argument = one_argument(argument,arg); if ( !str_cmp(arg,"up") ) { if (IS_AFFECTED(ch,AFF_FLYING) ) { send_to_char("You are already flying.\n\r",ch); return; } if (is_affected(ch,gsn_fly) || (race_table[RACE(ch)].aff & AFF_FLYING) || affect_check_obj(ch,AFF_FLYING) ) { SET_BIT(ch->affected_by,AFF_FLYING); REMOVE_BIT(ch->act,PLR_CHANGED_AFF); send_to_char("You start to fly.\n\r",ch); } else { send_to_char("To fly , find a potion or wings.\n\r",ch); } } else if ( !str_cmp(arg,"down") ) { if (IS_AFFECTED(ch,AFF_FLYING) ) { REMOVE_BIT(ch->affected_by,AFF_FLYING); SET_BIT(ch->act,PLR_CHANGED_AFF); send_to_char("You slowly touch the ground.\n\r",ch); } else { send_to_char("You are already on the ground.\n\r",ch); return; } } else { send_to_char("Type fly with 'up' or 'down'.\n\r",ch); return; } WAIT_STATE( ch, skill_table[gsn_fly].beats ); return; } void do_push( CHAR_DATA *ch, char *argument ) { char buf [MAX_STRING_LENGTH]; char arg1 [MAX_INPUT_LENGTH]; char arg2 [MAX_INPUT_LENGTH]; CHAR_DATA *victim; int percent; int door; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if ( arg1[0] == '\0' || arg2[0] == '\0') { send_to_char( "Push whom to what diretion?\n\r", ch ); return; } if (MOUNTED(ch)) { send_to_char("You can't push while mounted.\n\r", ch); return; } if (RIDDEN(ch)) { send_to_char("You can't push while being ridden.\n\r", ch); return; } if ( IS_NPC(ch) && IS_SET(ch->affected_by, AFF_CHARM) && (ch->master != NULL)) { send_to_char( "You are to dazed to push anyone.\n\r", ch); return; } if ( ( victim = get_char_room( ch, arg1 ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if (!IS_NPC(victim) && victim->desc == NULL) { send_to_char("You can't do that.\n\r", ch); return; } if ( victim == ch ) { send_to_char( "That's pointless.\n\r", ch ); return; } if (is_safe(ch,victim)) return; if (victim->position == POS_FIGHTING) { send_to_char("Wait till the end of fight.\n\r",ch); return; } if ( ( door = find_exit( ch, arg2 ) ) >= 0 ) { /* 'push' */ EXIT_DATA *pexit; if ( (pexit = ch->in_room->exit[door]) != NULL ) { if ( IS_SET(pexit->exit_info, EX_ISDOOR) ) { if ( IS_SET(pexit->exit_info, EX_CLOSED) ) send_to_char( "Direction is closed.\n\r", ch ); else if ( IS_SET(pexit->exit_info, EX_LOCKED) ) send_to_char( "Direction is locked.\n\r", ch ); return; } } if (CAN_DETECT(ch,ADET_WEB)) { send_to_char( "You're webbed, and want to do WHAT?!?\n\r", ch ); act( "$n stupidly tries to push $N while webbed.", ch, NULL, victim, TO_ROOM ); return; } if (CAN_DETECT(victim,ADET_WEB)) { act( "You attempt to push $N, but the webs hold $m in place.", ch, NULL, victim, TO_CHAR ); act( "$n attempts to push $n, but fails as the webs hold $n in place.", ch, NULL, victim, TO_ROOM ); return; } ch->last_death_time = -1; WAIT_STATE( ch, skill_table[gsn_push].beats ); percent = number_percent( ) + ( IS_AWAKE(victim) ? 10 : -50 ); percent += can_see( victim, ch ) ? -10 : 0; if ( /* ch->level + 5 < victim->level || */ victim->position == POS_FIGHTING || ( !IS_NPC(ch) && percent > get_skill(ch,gsn_push) ) ) { /* * Failure. */ send_to_char( "Oops.\n\r", ch ); if ( !IS_AFFECTED( victim, AFF_SLEEP ) ) { victim->position= victim->position==POS_SLEEPING? POS_STANDING: victim->position; act( "$n tried to push you.\n\r", ch, NULL, victim,TO_VICT ); } act( "$n tried to push $N.\n\r", ch, NULL, victim,TO_NOTVICT); sprintf(buf,"Keep your hands out of me, %s!",ch->name); if ( IS_AWAKE( victim ) ) do_yell( victim, buf ); if ( !IS_NPC(ch) ) { if ( IS_NPC(victim) ) { check_improve(ch,gsn_push,FALSE,2); multi_hit( victim, ch, TYPE_UNDEFINED ); } } return; } sprintf(buf,"$CYou push $N to %s.$c",dir_name[door]); act_color(buf,ch,NULL,victim,TO_CHAR,POS_SLEEPING,CLR_YELLOW); sprintf(buf,"$C$n pushes you to %s.$c", dir_name[door]); act_color(buf,ch,NULL,victim,TO_VICT,POS_SLEEPING,CLR_YELLOW); sprintf(buf,"$C$n pushes $N to %s.$c", dir_name[door]); act_color(buf,ch,NULL,victim,TO_NOTVICT,POS_SLEEPING,CLR_YELLOW); move_char( victim , door , FALSE ); check_improve(ch,gsn_push,TRUE,1); } return; } void do_crecall( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; ROOM_INDEX_DATA *location; int point = ROOM_VNUM_BATTLE; AFFECT_DATA af; if (ch_skill_nok(ch,gsn_cabal_recall)) return; if (!cabal_ok(ch,gsn_cabal_recall)) return; if ( is_affected(ch, gsn_cabal_recall) ) { send_to_char("You can't pray now.\n\r",ch); } if (ch->desc != NULL && current_time - ch->last_fight_time < FIGHT_DELAY_TIME) { send_to_char("You are too pumped to pray now.\n\r",ch); return; } if (ch->desc == NULL && !IS_NPC(ch)) { point = ROOM_VNUM_BATTLE; } act( "$n prays upper lord of Battleragers for transportation!", ch, 0,0, TO_ROOM ); if ( ( location = get_room_index(point ) )== NULL ) { send_to_char( "You are completely lost.\n\r", ch ); return; } if ( ch->in_room == location ) return; if ( IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL) || IS_AFFECTED(ch, AFF_CURSE) || IS_RAFFECTED(ch->in_room, AFF_ROOM_CURSE) ) { send_to_char( "The gods have forsaken you.\n\r", ch ); return; } if ( ( victim = ch->fighting ) != NULL ) { send_to_char("You are still fighting!.\n\r",ch); return; } if ( ch->mana < ( ch->max_mana * 0.3 ) ) { send_to_char("You don't have enough power to pray now.\n\r",ch); return; } ch->move /= 2; ch->mana /= 10; act( "$n disappears.", ch, NULL, NULL, TO_ROOM ); char_from_room( ch ); char_to_room( ch, location ); act( "$n appears in the room.", ch, NULL, NULL, TO_ROOM ); do_look( ch, "auto" ); if (ch->pet != NULL) { char_from_room( ch->pet ); char_to_room( ch->pet, location ); do_look(ch->pet, "auto" ); } af.type = gsn_cabal_recall; af.level = ch->level; af.duration = ch->level / 6 + 15; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = 0; affect_to_char( ch, &af ); return; } void do_escape( CHAR_DATA *ch, char *argument ) { ROOM_INDEX_DATA *was_in; ROOM_INDEX_DATA *now_in; CHAR_DATA *victim; char arg[MAX_INPUT_LENGTH]; int door; if ( ( victim = ch->fighting ) == NULL ) { if ( ch->position == POS_FIGHTING ) ch->position = POS_STANDING; send_to_char( "You aren't fighting anyone.\n\r", ch ); return; } argument = one_argument( argument, arg ); if ( arg[0] == '\0') { send_to_char( "Escape to what diretion?\n\r", ch ); return; } if (MOUNTED(ch)) { send_to_char("You can't escape while mounted.\n\r", ch); return; } if (RIDDEN(ch)) { send_to_char("You can't escape while being ridden.\n\r", ch); return; } if ( !IS_NPC(ch) && ch->level < skill_table[gsn_escape].skill_level[ch->class] ) { send_to_char( "Try flee. It may fit better to you.\n\r", ch ); return; } was_in = ch->in_room; while (1) { if ( ( door = find_exit( ch, arg ) ) >= 0 ) { EXIT_DATA *pexit; if ( ( pexit = was_in->exit[door] ) == 0 || pexit->u1.to_room == NULL || ( IS_SET(pexit->exit_info, EX_CLOSED) && (!IS_AFFECTED(ch, AFF_PASS_DOOR) || IS_SET(pexit->exit_info,EX_NOPASS)) && !IS_TRUSTED(ch,ANGEL) ) || ( IS_SET(pexit->exit_info , EX_NOFLEE) ) || ( IS_NPC(ch) && IS_SET(pexit->u1.to_room->room_flags, ROOM_NO_MOB) ) ) { send_to_char( "Something prevents you to escape that direction.\n\r", ch ); return; } if ( number_percent() > get_skill(ch,gsn_escape) ) { send_to_char( "You failed to escape.\n\r", ch ); check_improve(ch,gsn_escape,FALSE,1); return; } check_improve(ch,gsn_escape,TRUE,1); move_char( ch, door, FALSE ); if ( ( now_in = ch->in_room ) == was_in ) continue; ch->in_room = was_in; act( "$n has escaped!", ch, NULL, NULL, TO_ROOM ); ch->in_room = now_in; if ( !IS_NPC(ch) ) { send_to_char( "You escaped from combat! You lose 10 exps.\n\r", ch ); gain_exp( ch, -10 ); } else ch->last_fought = NULL; /* Once fled, the mob will not go after */ stop_fighting( ch, TRUE ); return; } else send_to_char("Wrong direction.\n\r",ch); break; } send_to_char( "PANIC! You couldn't escape!\n\r", ch ); return; } void do_layhands(CHAR_DATA *ch, char *argument) { CHAR_DATA *victim; AFFECT_DATA af; if ( IS_NPC(ch) || ch->level < skill_table[gsn_lay_hands].skill_level[ch->class] ) { send_to_char("You lack the skill to heal others with touching.\n\r",ch); return; } if ( (victim = get_char_room(ch,argument)) == NULL) { send_to_char("You do not see that person here.\n\r",ch); return; } if ( is_affected(ch, gsn_lay_hands)) { send_to_char("You can't concentrate enough.\n\r",ch); return; } WAIT_STATE(ch,skill_table[gsn_lay_hands].beats); af.type = gsn_lay_hands; af.where = TO_AFFECTS; af.level = ch->level; af.duration = 2; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = 0; affect_to_char ( ch, &af ); victim->hit = UMIN( victim->hit + ch->level * 2, victim->max_hit ); update_pos( victim ); send_to_char( "A warm feeling fills your body.\n\r", victim ); if ( ch != victim ) send_to_char( "Ok.\n\r", ch ); check_improve(ch,gsn_lay_hands,TRUE,1); } int mount_success ( CHAR_DATA *ch, CHAR_DATA *mount, int canattack) { int percent; int success; percent = number_percent() + (ch->level < mount->level ? (mount->level - ch->level) * 3 : (mount->level - ch->level) * 2); if (!ch->fighting) percent -= 25; if (!IS_NPC(ch) && IS_DRUNK(ch)) { percent += get_skill(ch,gsn_riding) / 2; send_to_char("Due to your being under the influence, riding seems a bit harder...\n\r", ch); } success = percent - get_skill(ch,gsn_riding); if( success <= 0 ) { /* Success */ check_improve(ch, gsn_riding, TRUE, 1); return(1); } else { check_improve(ch, gsn_riding, FALSE, 1); if ( success >= 10 && MOUNTED(ch) == mount) { act("You lose control and fall off of $N.", ch, NULL, mount, TO_CHAR); act("$n loses control and falls off of $N.", ch, NULL, mount, TO_ROOM); act("$n loses control and falls off of you.", ch, NULL, mount, TO_VICT); ch->riding = FALSE; mount->riding = FALSE; if (ch->position > POS_STUNNED) ch->position=POS_SITTING; /* if (ch->hit > 2) { */ ch->hit -= 5; update_pos(ch); } if ( success >= 40 && canattack) { act("$N doesn't like the way you've been treating $M.", ch, NULL, mount, TO_CHAR); act("$N doesn't like the way $n has been treating $M.", ch, NULL, mount, TO_ROOM); act("You don't like the way $n has been treating you.", ch, NULL, mount, TO_VICT); act("$N snarls and attacks you!", ch, NULL, mount, TO_CHAR); act("$N snarls and attacks $n!", ch, NULL, mount, TO_ROOM); act("You snarl and attack $n!", ch, NULL, mount, TO_VICT); damage(mount, ch, number_range(1, mount->level), gsn_kick,DAM_BASH,TRUE ); /* multi_hit( mount, ch, TYPE_UNDEFINED ); */ } } return(0); } /* * It is not finished yet to implement all. */ void do_mount( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; struct char_data *mount; argument = one_argument(argument, arg); if (IS_NPC(ch)) return; if (arg[0] == '\0' && ch->mount && ch->mount->in_room == ch->in_room) { mount = ch->mount; } else if (arg[0] == '\0') { send_to_char("Mount what?\n\r", ch); return; } if (!(mount = get_char_room(ch, arg))) { send_to_char("You don't see that here.\n\r", ch); return; } if (ch_skill_nok_nomessage(ch,gsn_riding)) { send_to_char("You don't know how to ride!\n\r", ch); return; } if ( !IS_NPC(mount) || !IS_SET(mount->act,ACT_RIDEABLE) || IS_SET(mount->act,ACT_NOTRACK) ) { send_to_char("You can't ride that.\n\r",ch); return; } if (mount->level - 5 > ch->level) { send_to_char("That beast is too powerful for you to ride.", ch); return; } if( (mount->mount) && (!mount->riding) && (mount->mount != ch)) { sprintf(buf, "%s belongs to %s, not you.\n\r", mount->short_descr, mount->mount->name); send_to_char(buf,ch); return; } if (mount->position < POS_STANDING) { send_to_char("Your mount must be standing.\n\r", ch); return; } if (RIDDEN(mount)) { send_to_char("This beast is already ridden.\n\r", ch); return; } else if (MOUNTED(ch)) { send_to_char("You are already riding.\n\r", ch); return; } if( !mount_success(ch, mount, TRUE) ) { send_to_char("You fail to mount the beast.\n\r", ch); return; } act("You hop on $N's back.", ch, NULL, mount, TO_CHAR); act("$n hops on $N's back.", ch, NULL, mount, TO_NOTVICT); act("$n hops on your back!", ch, NULL, mount, TO_VICT); ch->mount = mount; ch->riding = TRUE; mount->mount = ch; mount->riding = TRUE; /* No sneaky people on mounts */ affect_strip(ch, gsn_sneak); REMOVE_BIT(ch->affected_by, AFF_SNEAK); affect_strip(ch, gsn_hide); REMOVE_BIT(ch->affected_by, AFF_HIDE); affect_strip(ch, gsn_fade); REMOVE_BIT(ch->affected_by, AFF_FADE); affect_strip(ch, gsn_imp_invis); REMOVE_BIT(ch->affected_by, AFF_IMP_INVIS); } void do_dismount( CHAR_DATA *ch, char *argument ) { struct char_data *mount; if(MOUNTED(ch)) { mount = MOUNTED(ch); act("You dismount from $N.", ch, NULL, mount, TO_CHAR); act("$n dismounts from $N.", ch, NULL, mount, TO_NOTVICT); act("$n dismounts from you.", ch, NULL, mount, TO_VICT); ch->riding = FALSE; mount->riding = FALSE; } else { send_to_char("You aren't mounted.\n\r", ch); return; } } int send_arrow( CHAR_DATA *ch, CHAR_DATA *victim,OBJ_DATA *arrow , int door, int chance ,int bonus) { EXIT_DATA *pExit; ROOM_INDEX_DATA *dest_room; char buf[512]; AFFECT_DATA *paf; int damroll=0,hitroll=0,sn; AFFECT_DATA af; if (arrow->value[0] == WEAPON_SPEAR) sn = gsn_spear; else sn = gsn_arrow; for ( paf = arrow->affected; paf != NULL; paf = paf->next ) { if ( paf->location == APPLY_DAMROLL ) damroll += paf->modifier; if ( paf->location == APPLY_HITROLL ) hitroll += paf->modifier; } dest_room = ch->in_room; chance += (hitroll + str_app[get_curr_stat(ch,STAT_STR)].tohit + (get_curr_stat(ch,STAT_DEX) - 18)) * 2; damroll *= 10; while (1) { chance -= 10; if ( victim->in_room == dest_room ) { if (number_percent() < chance) { if ( check_obj_dodge(ch,victim,arrow,chance)) return 0; act("$p strikes you!", victim, arrow, NULL, TO_CHAR ); act("Your $p strikes $N!", ch, arrow, victim, TO_CHAR ); if (ch->in_room == victim->in_room) act("$n's $p strikes $N!", ch, arrow, victim, TO_NOTVICT ); else { act("$n's $p strikes $N!", ch, arrow, victim, TO_ROOM ); act("$p strikes $n!", victim, arrow, NULL, TO_ROOM ); } if (is_safe(ch,victim) || (IS_NPC(victim) && IS_SET(victim->act,ACT_NOTRACK)) ) { act("$p falls from $n doing no visible damage...",victim,arrow,NULL,TO_ALL); act("$p falls from $n doing no visible damage...",ch,arrow,NULL,TO_CHAR); obj_to_room(arrow,victim->in_room); } else { int dam; dam = dice(arrow->value[1],arrow->value[2]); dam = number_range(dam,2*dam); dam += damroll + bonus + (10 * str_app[get_curr_stat(ch,STAT_STR)].todam); if (IS_WEAPON_STAT(arrow,WEAPON_POISON)) { int level; AFFECT_DATA *poison, af; if ((poison = affect_find(arrow->affected,gsn_poison)) == NULL) level = arrow->level; else level = poison->level; if (!saves_spell(level,victim,DAM_POISON)) { send_to_char("You feel poison coursing through your veins.", victim); act("$n is poisoned by the venom on $p.", victim,arrow,NULL,TO_ROOM); af.where = TO_AFFECTS; af.type = gsn_poison; af.level = level * 3/4; af.duration = level / 2; af.location = APPLY_STR; af.modifier = -1; af.bitvector = AFF_POISON; affect_join( victim, &af ); } } if (IS_WEAPON_STAT(arrow,WEAPON_FLAMING)) { act("$n is burned by $p.",victim,arrow,NULL,TO_ROOM); act("$p sears your flesh.",victim,arrow,NULL,TO_CHAR); fire_effect( (void *) victim,arrow->level,dam,TARGET_CHAR); } if (IS_WEAPON_STAT(arrow,WEAPON_FROST)) { act("$p freezes $n.",victim,arrow,NULL,TO_ROOM); act("The cold touch of $p surrounds you with ice.", victim,arrow,NULL,TO_CHAR); cold_effect(victim,arrow->level,dam,TARGET_CHAR); } if (IS_WEAPON_STAT(arrow,WEAPON_SHOCKING)) { act("$n is struck by lightning from $p.",victim,arrow,NULL,TO_ROOM); act("You are shocked by $p.",victim,arrow,NULL,TO_CHAR); shock_effect(victim,arrow->level,dam,TARGET_CHAR); } if ( dam > victim->max_hit / 10 && number_percent() < 50 ) { af.where = TO_AFFECTS; af.type = sn; af.level = ch->level; af.duration = -1; af.location = APPLY_HITROLL; af.modifier = - (dam / 20); if (IS_NPC(victim)) af.bitvector = 0; else af.bitvector = AFF_CORRUPTION; affect_join( victim, &af ); obj_to_char(arrow,victim); equip_char(victim,arrow,WEAR_STUCK_IN); } else obj_to_room(arrow,victim->in_room); damage( ch, victim,dam,sn,DAM_PIERCE,TRUE ); path_to_track(ch,victim,door); } return 1; } else { obj_to_room(arrow,victim->in_room); act("$p sticks in the ground at your feet!",victim,arrow,NULL, TO_ALL ); return 0; } } pExit = dest_room->exit[ door ]; if ( !pExit ) break; else { dest_room = pExit->u1.to_room; if ( dest_room->people ) { sprintf(buf,"$p sails into the room from the %s!",dir_name[rev_dir[door]]); act(buf, dest_room->people, arrow, NULL, TO_ALL ); } } } return 0; } void do_shoot( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; OBJ_DATA *wield; OBJ_DATA *arrow; char arg1[512],arg2[512],buf[512]; bool success; int chance,direction; int range = (ch->level / 10) + 1; if (IS_NPC(ch)) return; /* Mobs can't use bows */ if (ch_skill_nok_nomessage(ch,gsn_bow)) { send_to_char("You don't know how to shoot.\n\r",ch); return; } argument=one_argument( argument, arg1 ); one_argument( argument, arg2 ); if ( arg1[0] == '\0' || arg2[0] == '\0') { send_to_char( "Shoot what diretion and whom?\n\r", ch ); return; } if (ch->fighting) { send_to_char("You cannot concentrate on shooting arrows.\n\r",ch); return; } direction = find_exit( ch, arg1 ); if (direction<0 || direction > 5) { send_to_char("Shoot which direction and whom?\n\r",ch); return; } if ( ( victim = find_char( ch, arg2, direction, range) ) == NULL ) return; if (!IS_NPC(victim) && victim->desc == NULL) { send_to_char("You can't do that.\n\r", ch); return; } if ( victim == ch ) { send_to_char( "That's pointless.\n\r", ch ); return; } if (is_safe(ch,victim)) { sprintf(buf,"Gods protect %s.\n\r",victim->name); send_to_char(buf,ch); return; } wield = get_eq_char(ch, WEAR_WIELD); arrow = get_eq_char(ch, WEAR_HOLD); if (!wield || wield->item_type!=ITEM_WEAPON || wield->value[0]!=WEAPON_BOW) { send_to_char("You need a bow to shoot!\n\r",ch); return; } if (get_eq_char(ch,WEAR_SECOND_WIELD) || get_eq_char(ch,WEAR_SHIELD) ) { send_to_char("Your second hand should be free!\n\r",ch); return; } if (!arrow) { send_to_char("You need an arrow holding for your ammunition!\n\r",ch); return; } if (arrow->item_type!=ITEM_WEAPON || arrow->value[0] != WEAPON_ARROW) { send_to_char("That's not the right kind of arrow!\n\r",ch); return; } WAIT_STATE( ch, skill_table[gsn_bow].beats ); chance = (get_skill(ch,gsn_bow) - 50) * 2; if (ch->position == POS_SLEEPING) chance += 40; if (ch->position == POS_RESTING) chance += 10; if (victim->position == POS_FIGHTING) chance -= 40; chance += GET_HITROLL(ch); sprintf( buf, "You shoot $p to %s.", dir_name[ direction ] ); act( buf, ch, arrow, NULL, TO_CHAR ); sprintf( buf, "$n shoots $p to %s.", dir_name[ direction ] ); act( buf, ch, arrow, NULL, TO_ROOM ); obj_from_char(arrow); success = send_arrow(ch,victim,arrow,direction,chance, dice(wield->value[1],wield->value[2]) ); check_improve(ch,gsn_bow,TRUE,1); } char *find_way(CHAR_DATA *ch,ROOM_INDEX_DATA *rstart, ROOM_INDEX_DATA *rend) { int direction; static char buf[1024]; EXIT_DATA *pExit; char buf2[2]; sprintf(buf,"Bul: "); while (1) { if ( (rend == rstart)) return buf; if ( (direction = find_path(rstart->vnum,rend->vnum,ch,-40000,0)) == -1) { strcat(buf," BUGGY"); return buf; } if (direction < 0 || direction > 5) { strcat(buf," VERY BUGGY"); return buf; } buf2[0] = dir_name[direction][0]; buf2[1] = '\0'; strcat(buf,buf2); /* find target room */ pExit = rstart->exit[ direction ]; if ( !pExit ) { strcat(buf," VERY VERY BUGGY"); return buf; } else rstart = pExit->u1.to_room; } } void do_human( CHAR_DATA *ch, char *argument ) { if (ch->class != CLASS_VAMPIRE) { send_to_char("Huh?\n\r",ch); return; } if ( !IS_VAMPIRE(ch) ) { send_to_char("You are already a human.\n\r",ch); return; } affect_strip(ch, gsn_vampire); REMOVE_BIT(ch->act,PLR_VAMPIRE); send_to_char( "You return to your original size.\n\r", ch ); return; } void do_throw_spear( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; OBJ_DATA *spear; char arg1[512],arg2[512],buf[512]; bool success; int chance,direction; int range = (ch->level / 10) + 1; if (IS_NPC(ch)) return; /* Mobs can't shoot spears */ if (ch_skill_nok_nomessage(ch,gsn_spear)) { send_to_char("You don't know how to throw a spear.\n\r",ch); return; } argument=one_argument( argument, arg1 ); one_argument( argument, arg2 ); if ( arg1[0] == '\0' || arg2[0] == '\0') { send_to_char( "Throw spear what diretion and whom?\n\r", ch ); return; } if (ch->fighting) { send_to_char("You cannot concentrate on throwing spear.\n\r",ch); return; } direction = find_exit( ch, arg1 ); if (direction<0 || direction > 5) { send_to_char("Throw which direction and whom?\n\r",ch); return; } if ( ( victim = find_char( ch, arg2, direction, range) ) == NULL ) return; if (!IS_NPC(victim) && victim->desc == NULL) { send_to_char("You can't do that.\n\r", ch); return; } if ( victim == ch ) { send_to_char( "That's pointless.\n\r", ch ); return; } if (is_safe(ch,victim)) { sprintf(buf,"Gods protect %s.\n\r",victim->name); send_to_char(buf,ch); return; } spear = get_eq_char(ch, WEAR_WIELD); if (!spear || spear->item_type!=ITEM_WEAPON || spear->value[0]!=WEAPON_SPEAR) { send_to_char("You need a spear to throw!\n\r",ch); return; } if (get_eq_char(ch,WEAR_SECOND_WIELD) || get_eq_char(ch,WEAR_SHIELD) ) { send_to_char("Your second hand should be free!\n\r",ch); return; } WAIT_STATE( ch, skill_table[gsn_spear].beats ); chance = (get_skill(ch,gsn_spear) - 50) * 2; if (ch->position == POS_SLEEPING) chance += 40; if (ch->position == POS_RESTING) chance += 10; if (victim->position == POS_FIGHTING) chance -= 40; chance += GET_HITROLL(ch); sprintf( buf, "You throw $p to %s.", dir_name[ direction ] ); act( buf, ch, spear, NULL, TO_CHAR ); sprintf( buf, "$n throws $p to %s.", dir_name[ direction ] ); act( buf, ch, spear, NULL, TO_ROOM ); obj_from_char(spear); success = send_arrow(ch,victim,spear,direction,chance, dice(spear->value[1],spear->value[2]) ); check_improve(ch,gsn_spear,TRUE,1); }