/***************************************************************************
 *  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 1993-1998 Russ Taylor			   *
*	ROM has been brought to you by the ROM consortium		   *
*	    Russ Taylor (rtaylor@hypercube.org)				   *
*	    Gabrielle Taylor (gtaylor@efn.org)				   *
*	    Brian Moore (zump@rom.org)					   *
*	By using this code, you have agreed to follow the terms of the	   *
*	ROM license, in the file Rom24/doc/rom.license			   *
***************************************************************************/

#if defined(macintosh)
#include <types.h>
#include <time.h>
#else
#include <sys/types.h>
#include <sys/time.h>
#endif
#include <stdio.h>
#include <string.h>
#include <stdlib.h>
#include "merc.h"
#include "interp.h"

/* random room generation procedure */
ROOM_INDEX_DATA *
get_random_room (CHAR_DATA * ch)
{
  ROOM_INDEX_DATA *room;

  for (;;)
    {
      room = get_room_index (number_range (0, 65535));
      if (room != NULL)
	if (can_see_room (ch, room)
	    && !room_is_private (room)
	    && !IS_SET (room->room_flags, ROOM_PRIVATE)
	    && !IS_SET (room->room_flags, ROOM_SOLITARY)
	    && !IS_SET (room->room_flags, ROOM_SAFE)
	    && (IS_NPC (ch) || IS_SET (ch->act, ACT_AGGRESSIVE)
		|| !IS_SET (room->room_flags, ROOM_LAW)))
	  break;
    }

  return room;
}

 // RT Enter portals 
void
do_enter (CHAR_DATA * ch, char *argument)
{
  ROOM_INDEX_DATA *location;

  if (ch->fighting != NULL)
    return;

  // nifty portal stuff 
  if (argument[0] != '\0')
    {
      ROOM_INDEX_DATA *old_room;
      OBJ_DATA *portal;
      CHAR_DATA *fch, *fch_next;

      old_room = ch->in_room;

      portal = get_obj_list (ch, argument, ch->in_room->contents);

      if (portal == NULL)
	{
	  send_to_char ("{RYou don't see that here.{x\n\r", ch);
	  return;
	}

      if ((portal->item_type != ITEM_PORTAL
	   && portal->item_type != ITEM_VEHICLE)
	  || (IS_SET (portal->value[1], EX_CLOSED)
	      && !IS_TRUSTED (ch, ANGEL)))
	{
	  send_to_char ("{RYou can't seem to find a way in.{x\n\r", ch);
	  return;
	}

      if (!IS_TRUSTED (ch, ANGEL) && !IS_SET (portal->value[2], GATE_NOCURSE)
	  && (IS_AFFECTED (ch, AFF_CURSE)
	      || IS_SET (old_room->room_flags, ROOM_NO_RECALL)))
	{
	  send_to_char ("{RSomething prevents you from leaving...{x\n\r", ch);
	  return;
	}

      if (IS_SET (portal->value[2], GATE_RANDOM) || portal->value[3] == -1)
	{
	  location = get_random_room (ch);
	  portal->value[3] = location->vnum;	// for record keeping :) 
	}
      else if (IS_SET (portal->value[2], GATE_BUGGY)
	       && (number_percent () < 5))
	location = get_random_room (ch);
      else
	location = get_room_index (portal->value[3]);

      if (location == NULL
	  || location == old_room
	  || !can_see_room (ch, location)
	  || (room_is_private (location) && !IS_TRUSTED (ch, IMPLEMENTOR)))
	{
	  act ("{w$p {wdoesn't seem to go anywhere.{x", ch, portal, NULL,
	       TO_CHAR);
	  return;
	}

      if (IS_NPC (ch) && IS_SET (ch->act, ACT_AGGRESSIVE)
	  && IS_SET (location->room_flags, ROOM_LAW))
	{
	  send_to_char ("{RSomething prevents you from leaving...{x\n\r", ch);
	  return;
	}

      act ("{W$n {Gsteps into {w$p.{x", ch, portal, NULL, TO_ROOM);

      if (IS_SET (portal->value[2], GATE_NORMAL_EXIT))
	act ("{GYou enter {w$p{x.", ch, portal, NULL, TO_CHAR);
      else
	act ("{GYou enter $p.{x", ch, portal, NULL, TO_CHAR);

      char_from_room (ch);
      char_to_room (ch, location);

      if (IS_SET (portal->value[2], GATE_GOWITH))	// take the gate along 
	{
	  obj_from_room (portal);
	  obj_to_room (portal, location);
	}

      if (IS_SET (portal->value[2], GATE_NORMAL_EXIT))
	act ("{W$n {Ghas arrived.{x", ch, portal, NULL, TO_ROOM);
      else
	act ("{W$n {Ghas arrived through {w$p.{x", ch, portal, NULL, TO_ROOM);

      do_function (ch, &do_look, "auto");

      // charges 
      if (portal->value[0] > 0)
	{
	  portal->value[0]--;
	  if (portal->value[0] == 0)
	    portal->value[0] = -1;
	}

      // protect against circular follows 
      if (old_room == location)
	return;

      for (fch = old_room->people; fch != NULL; fch = fch_next)
	{
	  fch_next = fch->next_in_room;

	  if (portal == NULL || portal->value[0] == -1)
	    // no following through dead portals 
	    continue;

	  if (fch->master == ch && IS_AFFECTED (fch, AFF_CHARM)
	      && fch->position < POS_STANDING)
	    do_function (fch, &do_stand, "");

	  if (fch->master == ch && fch->position == POS_STANDING)
	    {

	      if (IS_SET (ch->in_room->room_flags, ROOM_LAW)
		  && (IS_NPC (fch) && IS_SET (fch->act, ACT_AGGRESSIVE)))
		{
		  act ("{GYou can't bring {W$N {Ginto the city.{x",
		       ch, NULL, fch, TO_CHAR);
		  act ("{GYou aren't allowed in the city.{x",
		       fch, NULL, NULL, TO_CHAR);
		  continue;
		}

	      act ("{GYou follow {W$N.{x", fch, NULL, ch, TO_CHAR);
	      do_function (fch, &do_enter, argument);
	    }
	}

      if (portal != NULL && portal->value[0] == -1)
	{
	  act ("{w$p {Dfades out of existence.{x", ch, portal, NULL, TO_CHAR);
	  if (ch->in_room == old_room)
	    act ("{w$p {Dfades out of existence.{x", ch, portal, NULL,
		 TO_ROOM);
	  else if (old_room->people != NULL)
	    {
	      act ("{w$p {Dfades {Gout of existence.{x",
		   old_room->people, portal, NULL, TO_CHAR);
	      act ("{w$p {Dfades {Gout of existence.{x",
		   old_room->people, portal, NULL, TO_ROOM);
	    }
	  extract_obj (portal);
	}

      // *
      // * If someone is following the char, these triggers get activated
      // * for the followers before the char, but it's safer this way...
      // *
      if (IS_NPC (ch) && HAS_TRIGGER_MOB (ch, TRIG_ENTRY))
	p_percent_trigger (ch, NULL, NULL, NULL, NULL, NULL, TRIG_ENTRY);
      if (!IS_NPC (ch))
	{
	  p_greet_trigger (ch, PRG_MPROG);
	  p_greet_trigger (ch, PRG_OPROG);
	  p_greet_trigger (ch, PRG_RPROG);
	}

      return;
    }

  send_to_char ("{REnter what?{x\n\r", ch);
  return;
}