/*************************************************************************** * 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; }