/* * $Id: act_move.c 933 2006-11-19 22:37:00Z zsuzsu $ */ /*************************************************************************** * 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 * ***************************************************************************/ #include <sys/types.h> #include <sys/time.h> #include <stdio.h> #include <string.h> #include "merc.h" #include "update.h" #include "mob_prog.h" #include "obj_prog.h" #include "fight.h" #include "stats.h" char * const dir_name [] = { "north", "east", "south", "west", "up", "down" }; char * const from_name [] = { "the north", "the east", "the south", "the west", "above", "below" }; const int rev_dir [] = { 2, 3, 0, 1, 5, 4 }; const int movement_loss [SECT_MAX] = { 1, /* inside */ 2, /* city */ 2, /* field */ 3, /* forest */ 4, /* hills */ 6, /* mountains */ 4, /* water swim */ 1, /* water noswim */ 6, /* unused */ 10, /* air */ 6, /* desert */ 8, /* arctic */ 2, /* road */ }; DECLARE_DO_FUN(do_look ); DECLARE_DO_FUN(do_yell ); DECLARE_DO_FUN(do_visible ); /* * Local functions. */ bool has_key (CHAR_DATA *ch, int key); int mount_success (CHAR_DATA *ch, CHAR_DATA *mount, int canattack); void move_char(CHAR_DATA *ch, int door, bool follow) { move_char_org(ch, door, follow, FALSE); } bool move_char_org(CHAR_DATA *ch, int door, bool follow, bool is_charge) { 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; OBJ_DATA *obj_next; int act_flags1; char arrived_buf[80]; int i, reverse_dir = -1; if (RIDDEN(ch) && !IS_NPC(ch->mount)) return move_char_org(ch->mount,door,follow,is_charge); if (IS_AFFECTED(ch, AFF_DETECT_WEB) || (MOUNTED(ch) && IS_AFFECTED(ch->mount, AFF_DETECT_WEB))) { WAIT_STATE(ch, PULSE_VIOLENCE); if (number_percent() < get_curr_stat(ch, STAT_STR)) { affect_strip(ch, gsn_web); REMOVE_BIT(ch->affected_by, AFF_DETECT_WEB); act_puts("When you attempt to leave the room, you " "break the webs holding you tight.", ch, NULL, NULL, TO_CHAR, POS_DEAD); act_puts("$n struggles against the webs which hold $m " "in place, and breaks them.", ch, NULL, NULL, TO_ROOM, POS_RESTING); } else { act_puts("You attempt to leave the room, but the webs " "hold you tight.", ch, NULL, NULL, TO_ROOM, POS_DEAD); act("$n struggles vainly against the webs which " "hold $m in place.", ch, NULL, NULL, TO_ROOM); return FALSE; } } if (is_affected(ch, gsn_rnet_trap) || (MOUNTED(ch) && is_affected(ch->mount, gsn_rnet_trap))) { act_puts("You are wrapped up in a net and cannot move!",ch,NULL,NULL,TO_CHAR,POS_DEAD); act("$n wriggles angrily inside the net that is constricting $m.",ch,NULL,NULL,TO_ROOM); WAIT_STATE(ch, PULSE_VIOLENCE); return FALSE; } for (fch = ch->in_room->people; fch; fch = fch->next_in_room) { if (fch->target == ch && IS_NPC(fch) && fch->pIndexData->vnum == MOB_VNUM_SHADOW) { char_puts("You attempt to leave your shadow alone," " but fail.\n", ch); return FALSE; } } if (door < 0 || door >= MAX_DIR) { bug("move_char_org: bad door %d.", door); return FALSE; } if (IS_AFFECTED(ch, AFF_HIDE | AFF_FADE) && !IS_AFFECTED(ch, AFF_SNEAK)) { remove_hide_affect(ch, AFF_HIDE | AFF_FADE); act_puts("You step out of shadows.", ch, NULL, NULL, TO_CHAR, POS_DEAD); act_puts("$n steps out of shadows.", ch, NULL, NULL, TO_ROOM, POS_RESTING); } if (IS_AFFECTED(ch, AFF_CAMOUFLAGE)) { int chance; if ((chance = get_skill(ch, gsn_creep)) == 0) { remove_hide_affect(ch, AFF_CAMOUFLAGE); act_puts("You step out from your cover.", ch, NULL, NULL, TO_CHAR, POS_DEAD); act("$n steps out from $s cover.", ch, NULL, NULL, TO_ROOM); } else if (number_percent() < chance) check_improve(ch, gsn_creep, TRUE, 5); else { remove_hide_affect(ch, AFF_CAMOUFLAGE); act_puts("You step out from your cover.", ch, NULL, NULL, TO_CHAR, POS_DEAD); act("$n steps out from $s cover.", ch, NULL, NULL, TO_ROOM); check_improve(ch, gsn_creep, FALSE, 5); } } /* * Exit trigger, if activated, bail out. Only PCs are triggered. */ if (!IS_NPC(ch) && mp_exit_trigger(ch, door)) return FALSE; in_room = ch->in_room; if ((pexit = in_room->exit[door]) == NULL || (to_room = pexit->to_room.r) == NULL || !can_see_room(ch, pexit->to_room.r)) { char_puts("Alas, you cannot go that way.\n", ch); return FALSE; } if (IS_ROOM_AFFECTED(in_room, RAFF_RANDOMIZER) && !is_charge) { int d0; while (1) { d0 = number_range(0, MAX_DIR-1); if ((pexit = in_room->exit[d0]) == NULL || (to_room = pexit->to_room.r) == NULL || !can_see_room(ch, pexit->to_room.r)) continue; door = d0; break; } char_puts("Vertigo overcomes you!\n", ch); } 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_puts("You failed to pass through the $d.", ch, NULL, pexit->keyword, TO_CHAR, POS_DEAD); act("$n tries to pass through the $d, but $e fails.", ch, NULL, pexit->keyword, TO_ROOM); } else { act_puts("The $d is closed.", ch, NULL, pexit->keyword, TO_CHAR, POS_DEAD); } return FALSE; } if (IS_AFFECTED(ch, AFF_CHARM) && ch->master != NULL && in_room == ch->master->in_room) { char_puts("What? And leave your beloved master?\n", ch); return FALSE; } /* if (!is_room_owner(ch,to_room) && room_is_private(to_room)) */ if (room_is_private(to_room)) { char_puts("That room is private right now.\n", ch); return FALSE; } if (MOUNTED(ch)) { if (MOUNTED(ch)->position < POS_FIGHTING) { char_puts("Your mount must be standing.\n", ch); return FALSE; } if (!mount_success(ch, MOUNTED(ch), FALSE)) { char_puts("Your mount subbornly refuses to go that way.\n", ch); return FALSE; } } if (!IS_NPC(ch)) { int move; if (!IS_IMMORTAL(ch)) { if (IS_SET(to_room->room_flags, ROOM_GUILD) && !guild_ok(ch, to_room)) { char_puts("You aren't allowed there.\n", ch); return FALSE; } if (IS_PUMPED(ch) && IS_SET(to_room->room_flags, ROOM_PEACE | ROOM_GUILD)) { act_puts("You feel too bloody to go in there now.", ch, NULL, NULL, TO_CHAR, POS_DEAD); return FALSE; } } if (in_room->sector_type == SECT_AIR || to_room->sector_type == SECT_AIR) { if (MOUNTED(ch)) { if(!IS_AFFECTED(MOUNTED(ch), AFF_FLYING)) { char_puts("Your mount can't fly.\n", ch); return FALSE; } } else if (!IS_AFFECTED(ch, AFF_FLYING) && !IS_IMMORTAL(ch)) { act_puts("You can't fly.", ch, NULL, NULL, TO_CHAR, POS_DEAD); return FALSE; } } if ((in_room->sector_type == SECT_WATER_NOSWIM || to_room->sector_type == SECT_WATER_NOSWIM) && (MOUNTED(ch) && !IS_AFFECTED(MOUNTED(ch),AFF_FLYING))) { act_puts("You can't take your mount there.\n", ch, NULL, NULL, TO_CHAR, POS_DEAD); return FALSE; } if ((in_room->sector_type == SECT_WATER_NOSWIM || to_room->sector_type == SECT_WATER_NOSWIM) && (!MOUNTED(ch) && !IS_AFFECTED(ch, AFF_FLYING))) { OBJ_DATA *pObj; bool found; /* * Look for a boat. */ found = FALSE; if (IS_IMMORTAL(ch)) found = TRUE; for (pObj = ch->carrying; pObj != NULL; pObj = pObj->next_content) { if (pObj->pIndexData->item_type == ITEM_BOAT) { found = TRUE; break; } } if (!found) { char_puts("You need a boat to go there.\n", ch); return FALSE; } } move = (movement_loss[UMIN(SECT_MAX-1, in_room->sector_type)] + movement_loss[UMIN(SECT_MAX-1, to_room->sector_type)])/2; if (number_percent() < get_skill(ch, gsn_path_find)) { switch (in_room->sector_type) { case SECT_FOREST: case SECT_ARCTIC: case SECT_FIELD: case SECT_HILLS: case SECT_MOUNTAIN: move = move / 2; break; } check_improve(ch, gsn_path_find, TRUE, 10); } check_improve(ch, gsn_path_find, FALSE, 10); if (IS_AFFECTED(ch,AFF_FLYING) || IS_AFFECTED(ch,AFF_HASTE)) move = UMAX(1, move / 2); if (IS_AFFECTED(ch,AFF_SLOW)) move *= 2; /* cost of moving while hidden */ if (is_affected(ch, gsn_hide)) move += move_cost(ch, gsn_hide, STAT_DEX, 1); if (is_affected(ch, gsn_fade)) move += move_cost(ch, gsn_fade, 0, 0); if (is_affected(ch, gsn_camouflage)) move += move_cost(ch, gsn_camouflage, STAT_WIS, 1); if (IS_AFFECTED(ch, AFF_IMP_INVIS)) { if (ch->mana < 100) { act_puts("Your mental powers faulterd.", ch, NULL, NULL, TO_CHAR, POS_DEAD); do_visible(ch, str_empty); } else { if (get_curr_stat(ch, STAT_WIS) > 17) ch->mana -= 30 - (get_curr_stat(ch,STAT_WIS) - 17); else if (get_curr_stat(ch, STAT_WIS) < 14) ch->mana -= 30 - (get_curr_stat(ch,STAT_WIS) - 14); else ch->mana -= 30; } } if (IS_AFFECTED(ch, AFF_INVIS)) { if (ch->mana < 100) { act_puts("Your mental powers faulterd.", ch, NULL, NULL, TO_CHAR, POS_DEAD); do_visible(ch, str_empty); } else ch->mana -= UMAX(2, 5 - (get_curr_stat(ch,STAT_WIS) - 17)); } /* encumberance */ move += UMAX(0, move * (ENCUMBERANCE(ch)-35) / 20); if (ENCUMBERANCE(ch) > 75) move += 10; if (ENCUMBERANCE(ch) > 100) { act_puts("You are unable to move under this burden.", ch, NULL, NULL, TO_CHAR, POS_DEAD); ch->move -= move; return FALSE; } if (!MOUNTED(ch)) { if (ch->move < move) { act_puts("You are too exhausted.", ch, NULL, NULL, TO_CHAR, POS_DEAD); return FALSE; } ch->move -= move; if (ch->in_room->sector_type == SECT_DESERT || ch->in_room->sector_type == SECT_FOREST || ch->in_room->sector_type == SECT_ARCTIC) { if (get_skill(ch, gsn_path_find) > 0) WAIT_STATE(ch, 1); else WAIT_STATE(ch, 2); } else WAIT_STATE(ch, 1); if (IS_WATER(ch->in_room)) WAIT_STATE(ch, 2); } } /*Zz*/ /*find out what direction we came from*/ for(i=0; i < 6; i++) { if (to_room->exit[i] != NULL && to_room->exit[i]->to_room.r == in_room) { reverse_dir = i; break; } } if (!IS_AFFECTED(ch, AFF_SNEAK) && !IS_AFFECTED(ch, AFF_CAMOUFLAGE) && ch->invis_level < LEVEL_HERO) act_flags1 = TO_ROOM; else act_flags1 = TO_ROOM | ACT_NOMORTAL; /* check for quiet movement */ if (act_flags1 == TO_ROOM && !IS_NPC(ch) && !MOUNTED(ch) && ch->in_room != NULL && ch->in_room->sector_type != SECT_CITY && ch->in_room->sector_type != SECT_INSIDE && get_skill(ch, gsn_quiet_movement) > 0) { if (number_percent() <= get_skill(ch, gsn_quiet_movement)) { act_flags1 = TO_ROOM | ACT_NOMORTAL; check_improve(ch,gsn_quiet_movement,TRUE,1); } else check_improve(ch,gsn_quiet_movement,FALSE,1); } /*pure_sight checks*/ for (fch = ch->in_room->people; fch; fch = fch_next) { fch_next = fch->next_in_room; if (is_affected(fch, gsn_pure_sight) && act_flags1 == (TO_ROOM | ACT_NOMORTAL) && IS_EVIL(ch) && !IS_NPC(ch)) { if(!can_see(fch, ch)) { char_puts("An {revil {xpresence has left.\n",fch); } else act("$N {rsneaks{x out of the room," " unaware that $S {revil{x presence" " gave $M away.", fch, NULL, ch, TO_CHAR); } } if (!IS_NPC(ch) && !is_charge && number_percent() <= get_skill(ch, gsn_quiet_movement)) { act(MOUNTED(ch) ? "$n leaves, riding on $N." : "$n leaves.", ch, NULL, MOUNTED(ch), act_flags1); } else if (is_charge) { act("$n spurs $s $N, leaving $t.", ch, dir_name[door], ch->mount, TO_ROOM); } else { act(MOUNTED(ch) ? "$n leaves $t, riding on $N." : "$n leaves $t.", ch, dir_name[door], MOUNTED(ch), act_flags1 | ACT_TRANS); } if (IS_AFFECTED(ch, AFF_CAMOUFLAGE) && to_room->sector_type != SECT_FOREST && to_room->sector_type != SECT_MOUNTAIN && to_room->sector_type != SECT_HILLS) { remove_hide_affect(ch, AFF_CAMOUFLAGE); act_puts("You step out from your cover.", ch, NULL, NULL, TO_CHAR, POS_DEAD); act("$n steps out from $s cover.", ch, NULL, NULL, TO_ROOM); } /* room record for tracking */ if (!IS_NPC(ch)) room_record(ch->name, in_room, door); /* * now, after all the checks are done we should * - take the char from the room * - print the message to chars in to_room about ch arrival * - put the char to to_room * - CHECK THAT CHAR IS NOT DEAD after char_to_room * - move all the followers and pull all the triggers */ mount = MOUNTED(ch); char_from_room(ch); if (!IS_AFFECTED(ch, AFF_SNEAK) && ch->invis_level < LEVEL_HERO) act_flags1 = TO_ALL; else act_flags1 = TO_ALL | ACT_NOMORTAL; /* check for quiet movement */ if (act_flags1 == TO_ALL && !IS_NPC(ch) && !MOUNTED(ch) && ch->in_room != NULL && ch->in_room->sector_type != SECT_CITY && ch->in_room->sector_type != SECT_INSIDE && get_skill(ch, gsn_quiet_movement) > 0) { if (number_percent() <= get_skill(ch, gsn_quiet_movement)) { act_flags1 = TO_ALL | ACT_NOMORTAL; check_improve(ch,gsn_quiet_movement,TRUE,1); } else check_improve(ch,gsn_quiet_movement,FALSE,1); } /*pure_sight checks*/ for (fch = to_room->people; fch; fch = fch_next) { fch_next = fch->next_in_room; if(is_affected(fch, gsn_pure_sight) && act_flags1 == (TO_ALL | ACT_NOMORTAL) && IS_EVIL(ch) && !IS_NPC(ch)) { if(!can_see(fch, ch)) { char_puts("An {revil {xpresence has arrived.\n",fch); } else act("$N {rsneaks{x into the room, unaware that $S {revil{x presence gave $M away.", fch, NULL, ch, TO_CHAR); } } if(is_affected(ch, gsn_sling)) { act("You are hurt by the dagger lodged in your leg.",ch,NULL,NULL,TO_CHAR); act("$n is hurt by the dagger lodged in $s leg.",ch,NULL,NULL,TO_ROOM); if((ch->level*2) < ch->hit) damage(ch, ch, dice(2,4), gsn_sling, DAM_PIERCE, DAMF_SHOW); } if (!is_charge) { if (reverse_dir != -1 && (number_percent() > get_skill(ch, gsn_quiet_movement))) snprintf(arrived_buf, sizeof(arrived_buf), "$i arrives from %s%s", from_name[reverse_dir], mount ? ", riding $N." : "."); else snprintf(arrived_buf, sizeof(arrived_buf), "$i arrives%s", mount ? ", riding $N." : "."); act(arrived_buf, to_room->people, ch, mount, act_flags1); } char_to_room(ch, to_room); if (mount) { char_from_room(mount); char_to_room(mount, to_room); ch->riding = TRUE; mount->riding = TRUE; } if (!JUST_KILLED(ch)) do_look(ch, "auto"); if (in_room == to_room) /* no circular follows */ return TRUE; /* * move all the followers */ for (fch = in_room->people; fch; fch = fch_next) { fch_next = fch->next_in_room; if (fch->master != ch || fch->position != POS_STANDING || !can_see_room(fch, to_room)) continue; if (IS_SET(to_room->room_flags, ROOM_LAW) && IS_NPC(fch) && IS_AGGRO(fch, NULL)) { act_puts("You can't bring $N into the city.", ch, NULL, fch, TO_CHAR, POS_DEAD); act("You aren't allowed in the city.", fch, NULL, NULL, TO_CHAR); continue; } act_puts("You follow $N.", fch, NULL, ch, TO_CHAR, POS_DEAD); move_char(fch, door, TRUE); } if (JUST_KILLED(ch)) return TRUE; room_has_pc = FALSE; for (fch = to_room->people; fch != NULL; fch = fch_next) { fch_next = fch->next_in_room; if (!IS_NPC(fch)) { room_has_pc = TRUE; break; } } if (!room_has_pc) return TRUE; /* * pull GREET and ENTRY triggers * * if someone is following the char, these triggers get activated * for the followers before the char, but it's safer this way... */ for (fch = to_room->people; fch; fch = fch_next) { fch_next = fch->next_in_room; /* greet progs for items carried by people in room */ for (obj = fch->carrying; obj; obj = obj_next) { obj_next = obj->next_content; oprog_call(OPROG_GREET, obj, ch, NULL); } } for (obj = ch->in_room->contents; obj != NULL; obj = obj_next) { obj_next = obj->next_content; oprog_call(OPROG_GREET, obj, ch, NULL); } if (!IS_NPC(ch)) mp_greet_trigger(ch); for (obj = ch->carrying; obj; obj = obj_next) { obj_next = obj->next_content; oprog_call(OPROG_ENTRY, obj, NULL, NULL); } if (IS_NPC(ch) && HAS_TRIGGER(ch, TRIG_ENTRY)) mp_percent_trigger(ch, NULL, NULL, NULL, TRIG_ENTRY); return TRUE; } void do_north(CHAR_DATA *ch, const char *argument) { move_char(ch, DIR_NORTH, FALSE); } void do_east(CHAR_DATA *ch, const char *argument) { move_char(ch, DIR_EAST, FALSE); } void do_south(CHAR_DATA *ch, const char *argument) { move_char(ch, DIR_SOUTH, FALSE); } void do_west(CHAR_DATA *ch, const char *argument) { move_char(ch, DIR_WEST, FALSE); } void do_up(CHAR_DATA *ch, const char *argument) { move_char(ch, DIR_UP, FALSE); } void do_down(CHAR_DATA *ch, const char *argument) { move_char(ch, DIR_DOWN, FALSE); } 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_puts("I see no exit $T here.", ch, NULL, arg, TO_CHAR, POS_DEAD); 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_puts("I see no $T here.", ch, NULL, arg, TO_CHAR, POS_DEAD); return -1; } if ((pexit = ch->in_room->exit[door]) == NULL) { act_puts("I see no door $T here.", ch, NULL, arg, TO_CHAR, POS_DEAD); return -1; } if (!IS_SET(pexit->exit_info, EX_ISDOOR)) { char_puts("You can't do that.\n", ch); return -1; } return door; } void do_open(CHAR_DATA *ch, const char *argument) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; int door; one_argument(argument, arg, sizeof(arg)); if (arg[0] == '\0') { char_puts("Open what?\n", ch); return; } if ((obj = get_obj_here(ch, arg)) != NULL) { /* open portal */ if (obj->pIndexData->item_type == ITEM_PORTAL) { if (!IS_SET(obj->value[ITEM_PORTAL_EXIT_FLAGS], EX_ISDOOR)) { char_puts("You can't do that.\n", ch); return; } if (!IS_SET(obj->value[ITEM_PORTAL_EXIT_FLAGS], EX_CLOSED)) { char_puts("It's already open.\n", ch); return; } if (IS_SET(obj->value[ITEM_PORTAL_EXIT_FLAGS], EX_LOCKED)) { char_puts("It's locked.\n", ch); return; } REMOVE_BIT(obj->value[ITEM_PORTAL_EXIT_FLAGS], EX_CLOSED); act_puts("You open $p.", ch, obj, NULL, TO_CHAR, POS_DEAD); act("$n opens $p.", ch, obj, NULL, TO_ROOM); return; } /* 'open object' */ if (obj->pIndexData->item_type != ITEM_CONTAINER) { char_puts("That's not a container.\n", ch); return; } if (!IS_SET(obj->value[ITEM_CONTAINER_FLAGS], CONT_CLOSED)) { char_puts("It's already open.\n", ch); return; } if (!IS_SET(obj->value[ITEM_CONTAINER_FLAGS], CONT_CLOSEABLE)) { char_puts("You can't do that.\n", ch); return; } if (IS_SET(obj->value[ITEM_CONTAINER_FLAGS], CONT_LOCKED)) { char_puts("It's locked.\n", ch); return; } REMOVE_BIT(obj->value[ITEM_CONTAINER_FLAGS], CONT_CLOSED); act_puts("You open $p.", ch, obj, NULL, TO_CHAR, POS_DEAD); act("$n opens $p.", ch, obj, NULL, TO_ROOM); return; } if ((door = find_door(ch, arg)) >= 0) { /* 'open door' */ ROOM_INDEX_DATA *to_room; EXIT_DATA *pexit; EXIT_DATA *pexit_rev; pexit = ch->in_room->exit[door]; if (!IS_SET(pexit->exit_info, EX_CLOSED)) { char_puts("It's already open.\n", ch); return; } if ( IS_SET(pexit->exit_info, EX_LOCKED)) { char_puts("It's locked.\n", ch); return; } REMOVE_BIT(pexit->exit_info, EX_CLOSED); act("$n opens the $d.", ch, NULL, pexit->keyword, TO_ROOM); char_puts("Ok.\n", ch); /* open the other side */ if ((to_room = pexit->to_room.r ) != NULL && (pexit_rev = to_room->exit[rev_dir[door]]) != NULL && pexit_rev->to_room.r == ch->in_room) { ROOM_INDEX_DATA *in_room; REMOVE_BIT(pexit_rev->exit_info, EX_CLOSED); in_room = ch->in_room; ch->in_room = to_room; act("The $d opens.", ch, NULL, pexit_rev->keyword, TO_ROOM); ch->in_room = in_room; } return; } } void do_close(CHAR_DATA *ch, const char *argument) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; int door; one_argument(argument, arg, sizeof(arg)); if (arg[0] == '\0') { char_puts("Close what?\n", ch); return; } if ((obj = get_obj_here(ch, arg)) != NULL) { /* portal stuff */ if (obj->pIndexData->item_type == ITEM_PORTAL) { if (!IS_SET(obj->value[ITEM_PORTAL_FLAGS],EX_ISDOOR) || IS_SET(obj->value[ITEM_PORTAL_FLAGS],EX_NOCLOSE)) { char_puts("You can't do that.\n", ch); return; } if (IS_SET(obj->value[ITEM_PORTAL_FLAGS],EX_CLOSED)) { char_puts("It's already closed.\n", ch); return; } SET_BIT(obj->value[ITEM_PORTAL_FLAGS],EX_CLOSED); act_puts("You close $p.", ch, obj, NULL, TO_CHAR, POS_DEAD); act("$n closes $p.", ch, obj, NULL, TO_ROOM); return; } /* 'close object' */ if (obj->pIndexData->item_type != ITEM_CONTAINER) { char_puts("That's not a container.\n", ch); return; } if (IS_SET(obj->value[ITEM_CONTAINER_FLAGS], CONT_CLOSED)) { char_puts("It's already closed.\n", ch); return; } if (!IS_SET(obj->value[ITEM_CONTAINER_FLAGS], CONT_CLOSEABLE)) { char_puts("You can't do that.\n", ch); return; } SET_BIT(obj->value[ITEM_CONTAINER_FLAGS], CONT_CLOSED); act_puts("You close $p.", ch, obj, NULL, TO_CHAR, POS_DEAD); act("$n closes $p.", ch, obj, NULL, TO_ROOM); return; } if ((door = find_door(ch, arg)) >= 0) { /* 'close door' */ ROOM_INDEX_DATA *to_room; EXIT_DATA *pexit; EXIT_DATA *pexit_rev; pexit = ch->in_room->exit[door]; if (IS_SET(pexit->exit_info, EX_CLOSED)) { char_puts("It's already closed.\n", ch); return; } SET_BIT(pexit->exit_info, EX_CLOSED); act("$n closes $d.", ch, NULL, pexit->keyword, TO_ROOM); char_puts("Ok.\n", ch); /* close the other side */ if ((to_room = pexit->to_room.r ) != NULL && (pexit_rev = to_room->exit[rev_dir[door]]) != 0 && pexit_rev->to_room.r == ch->in_room) { ROOM_INDEX_DATA *in_room; SET_BIT(pexit_rev->exit_info, EX_CLOSED); in_room = ch->in_room; ch->in_room = to_room; act("The $d closes.", ch, NULL, pexit_rev->keyword, TO_ROOM); ch->in_room = in_room; } return; } } /* * Added can_see check. Kio. */ bool has_key(CHAR_DATA *ch, int key) { OBJ_DATA *obj; for (obj = ch->carrying; obj; obj = obj->next_content) if (obj->pIndexData->vnum == key && 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; obj = obj->next_content) if (obj->pIndexData->vnum == key && can_see_obj(ch, obj)) return TRUE; return FALSE; } void do_lock(CHAR_DATA *ch, const char *argument) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; int door; one_argument(argument, arg, sizeof(arg)); if (arg[0] == '\0') { char_puts("Lock what?\n", ch); return; } if ((obj = get_obj_here(ch, arg)) != NULL) { /* portal stuff */ if (obj->pIndexData->item_type == ITEM_PORTAL) { if (!IS_SET(obj->value[ITEM_PORTAL_FLAGS], EX_ISDOOR) || IS_SET(obj->value[ITEM_PORTAL_FLAGS], EX_NOCLOSE)) { char_puts("You can't do that.\n", ch); return; } if (!IS_SET(obj->value[ITEM_PORTAL_FLAGS], EX_CLOSED)) { char_puts("It's not closed.\n", ch); return; } if (obj->value[ITEM_PORTAL_KEY] < 0 || IS_SET(obj->value[ITEM_PORTAL_FLAGS], EX_NOLOCK)) { char_puts("It can't be locked.\n", ch); return; } if (!has_key(ch, obj->value[ITEM_PORTAL_KEY])) { char_puts("You lack the key.\n", ch); return; } if (IS_SET(obj->value[ITEM_PORTAL_EXIT_FLAGS], EX_LOCKED)) { char_puts("It's already locked.\n", ch); return; } SET_BIT(obj->value[ITEM_PORTAL_EXIT_FLAGS], EX_LOCKED); act_puts("You lock $p.", ch, obj, NULL, TO_CHAR, POS_DEAD); act("$n locks $p.", ch, obj, NULL, TO_ROOM); return; } /* 'lock object' */ if (obj->pIndexData->item_type != ITEM_CONTAINER) { char_puts("That's not a container.\n", ch); return; } if (!IS_SET(obj->value[ITEM_CONTAINER_FLAGS], CONT_CLOSED)) { char_puts("It's not closed.\n", ch); return; } if (obj->value[ITEM_CONTAINER_KEY] < 0) { char_puts("It can't be locked.\n", ch); return; } if (!has_key(ch, obj->value[ITEM_CONTAINER_KEY])) { char_puts("You lack the key.\n", ch); return; } if (IS_SET(obj->value[ITEM_CONTAINER_FLAGS], CONT_LOCKED)) { char_puts("It's already locked.\n", ch); return; } SET_BIT(obj->value[ITEM_CONTAINER_FLAGS], CONT_LOCKED); act_puts("You lock $p.", ch, obj, NULL, TO_CHAR, POS_DEAD); act("$n locks $p.", ch, obj, NULL, TO_ROOM); return; } if ((door = find_door(ch, arg)) >= 0) { /* 'lock door' */ ROOM_INDEX_DATA *to_room; EXIT_DATA *pexit; EXIT_DATA *pexit_rev; pexit = ch->in_room->exit[door]; if (!IS_SET(pexit->exit_info, EX_CLOSED)) { char_puts("It's not closed.\n", ch); return; } if (pexit->key < 0) { char_puts("It can't be locked.\n", ch); return; } if (!has_key(ch, pexit->key) && !has_key_ground(ch, pexit->key)) { char_puts("You lack the key.\n", ch); return; } if (IS_SET(pexit->exit_info, EX_LOCKED)) { char_puts("It's already locked.\n", ch); return; } SET_BIT(pexit->exit_info, EX_LOCKED); char_puts("*Click*\n", ch); act("$n locks the $d.", ch, NULL, pexit->keyword, TO_ROOM); /* lock the other side */ if ((to_room = pexit->to_room.r ) != NULL && (pexit_rev = to_room->exit[rev_dir[door]]) != 0 && pexit_rev->to_room.r == ch->in_room) { ROOM_INDEX_DATA *in_room; SET_BIT(pexit_rev->exit_info, EX_LOCKED); in_room = ch->in_room; ch->in_room = to_room; act("The $d clicks.", ch, NULL, pexit_rev->keyword, TO_ROOM); ch->in_room = in_room; } return; } } void do_unlock(CHAR_DATA *ch, const char *argument) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; int door; one_argument(argument, arg, sizeof(arg)); if (arg[0] == '\0') { char_puts("Unlock what?\n", ch); return; } if ((obj = get_obj_here(ch, arg)) != NULL) { /* portal stuff */ if (obj->pIndexData->item_type == ITEM_PORTAL) { if (IS_SET(obj->value[ITEM_PORTAL_EXIT_FLAGS],EX_ISDOOR)) { char_puts("You can't do that.\n", ch); return; } if (!IS_SET(obj->value[ITEM_PORTAL_EXIT_FLAGS],EX_CLOSED)) { char_puts("It's not closed.\n", ch); return; } if (obj->value[ITEM_PORTAL_KEY] < 0) { char_puts("It can't be unlocked.\n", ch); return; } if (!has_key(ch,obj->value[ITEM_PORTAL_KEY])) { char_puts("You lack the key.\n", ch); return; } if (!IS_SET(obj->value[ITEM_PORTAL_EXIT_FLAGS],EX_LOCKED)) { char_puts("It's already unlocked.\n", ch); return; } REMOVE_BIT(obj->value[ITEM_PORTAL_EXIT_FLAGS],EX_LOCKED); act_puts("You unlock $p.", ch, obj, NULL, TO_CHAR, POS_DEAD); act("$n unlocks $p.", ch, obj, NULL, TO_ROOM); return; } /* 'unlock object' */ if (obj->pIndexData->item_type != ITEM_CONTAINER) { char_puts("That's not a container.\n", ch); return; } if (!IS_SET(obj->value[ITEM_CONTAINER_FLAGS], CONT_CLOSED)) { char_puts("It's not closed.\n", ch); return; } if (obj->value[ITEM_CONTAINER_KEY] < 0) { char_puts("It can't be unlocked.\n", ch); return; } if (!has_key(ch, obj->value[ITEM_CONTAINER_KEY])) { char_puts("You lack the key.\n", ch); return; } if (!IS_SET(obj->value[ITEM_CONTAINER_FLAGS], CONT_LOCKED)) { char_puts("It's already unlocked.\n", ch); return; } REMOVE_BIT(obj->value[ITEM_CONTAINER_FLAGS], CONT_LOCKED); act_puts("You unlock $p.", ch, obj, NULL, TO_CHAR, POS_DEAD); act("$n unlocks $p.", ch, obj, NULL, TO_ROOM); return; } if ((door = find_door(ch, arg)) >= 0) { /* 'unlock door' */ ROOM_INDEX_DATA *to_room; EXIT_DATA *pexit; EXIT_DATA *pexit_rev; pexit = ch->in_room->exit[door]; if (!IS_SET(pexit->exit_info, EX_CLOSED)) { char_puts("It's not closed.\n", ch); return; } if (pexit->key < 0) { char_puts("It can't be unlocked.\n", ch); return; } if (!has_key(ch, pexit->key) && !has_key_ground(ch, pexit->key)) { char_puts("You lack the key.\n", ch); return; } if (!IS_SET(pexit->exit_info, EX_LOCKED)) { char_puts("It's already unlocked.\n", ch); return; } REMOVE_BIT(pexit->exit_info, EX_LOCKED); char_puts("*Click*\n", ch); act("$n unlocks the $d.", ch, NULL, pexit->keyword, TO_ROOM); /* unlock the other side */ if ((to_room = pexit->to_room.r ) != NULL && (pexit_rev = to_room->exit[rev_dir[door]]) != NULL && pexit_rev->to_room.r == ch->in_room) { ROOM_INDEX_DATA *in_room; REMOVE_BIT(pexit_rev->exit_info, EX_LOCKED); in_room = ch->in_room; ch->in_room = to_room; act("The $d clicks.", ch, NULL, pexit_rev->keyword, TO_ROOM); ch->in_room = in_room; } return; } } void do_stand(CHAR_DATA *ch, const char *argument) { OBJ_DATA *obj = NULL; if (is_affected(ch, gsn_rnet_trap)) { char_puts("There's not enough room to stand!\n",ch); return; } if (argument[0] != '\0') { if (ch->position == POS_FIGHTING) { char_puts("Maybe you should finish fighting first?\n", ch); return; } obj = get_obj_list(ch,argument,ch->in_room->contents); if (obj == NULL) { char_puts("You don't see that here.\n", ch); return; } if (obj->pIndexData->item_type != ITEM_FURNITURE || (!IS_SET(obj->value[ITEM_FURNITURE_FLAGS],STAND_AT) && !IS_SET(obj->value[ITEM_FURNITURE_FLAGS],STAND_ON) && !IS_SET(obj->value[ITEM_FURNITURE_FLAGS],STAND_IN))) { char_puts("You can't seem to find a place to stand.\n", ch); return; } if (ch->on != obj && count_users(obj) >= obj->value[ITEM_FURNITURE_QUANTITY]) { act_puts("There's no room to stand on $p.", ch, obj, NULL, TO_ROOM, POS_DEAD); return; } } switch (ch->position) { case POS_SLEEPING: if (IS_AFFECTED(ch, AFF_SLEEP)) { char_puts("You can't wake up!\n", ch); return; } if (obj == NULL) { char_puts("You wake and stand up.\n", ch); act("$n wakes and stands up.", ch, NULL, NULL, TO_ROOM); ch->on = NULL; } else if (IS_SET(obj->value[ITEM_FURNITURE_FLAGS],STAND_AT)) { act_puts("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[ITEM_FURNITURE_FLAGS],STAND_ON)) { act_puts("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_puts("You wake and stand in $p.", ch, obj, NULL, TO_CHAR, POS_DEAD); act("$n wakes and stands in $p.", ch, obj, NULL, TO_ROOM); } if (IS_HARA_KIRI(ch)) { char_puts("You feel your blood heats your body.\n", ch); REMOVE_BIT(ch->state_flags, STATE_HARA_KIRI); } ch->position = POS_STANDING; do_look(ch,"auto"); break; case POS_RESTING: case POS_SITTING: if (obj == NULL) { char_puts("You stand up.\n", ch); act("$n stands up.", ch, NULL, NULL, TO_ROOM); ch->on = NULL; } else if (IS_SET(obj->value[ITEM_FURNITURE_FLAGS],STAND_AT)) { act_puts("You stand at $p.", ch, obj, NULL, TO_CHAR, POS_DEAD); act("$n stands at $p.", ch, obj, NULL, TO_ROOM); } else if (IS_SET(obj->value[ITEM_FURNITURE_FLAGS],STAND_ON)) { act_puts("You stand on $p.", ch, obj, NULL, TO_CHAR, POS_DEAD); act("$n stands on $p.", ch, obj, NULL, TO_ROOM); } else { act_puts("You stand in $p.", ch, obj, NULL, TO_CHAR, POS_DEAD); act("$n stands in $p.", ch, obj, NULL, TO_ROOM); } ch->position = POS_STANDING; break; case POS_STANDING: char_puts("You are already standing.\n", ch); break; case POS_FIGHTING: char_puts("You are already fighting!\n", ch); break; } } void do_rest(CHAR_DATA *ch, const char *argument) { OBJ_DATA *obj = NULL; if (ch->position == POS_FIGHTING) { char_puts("You are already fighting!\n", ch); return; } if (is_affected(ch, gsn_rnet_trap)) { char_puts("How can you rest while ensnared like this?!\n",ch); return; } if (MOUNTED(ch)) { char_puts("You can't rest while mounted.\n", ch); return; } if (RIDDEN(ch)) { char_puts("You can't rest while being ridden.\n", ch); return; } if (IS_AFFECTED(ch, AFF_SLEEP)) { char_puts("You are already sleeping.\n", 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) { char_puts("You don't see that here.\n", ch); return; } } else obj = ch->on; if (obj != NULL) { if (!IS_SET(obj->pIndexData->item_type,ITEM_FURNITURE) || (!IS_SET(obj->value[ITEM_FURNITURE_FLAGS],REST_ON) && !IS_SET(obj->value[ITEM_FURNITURE_FLAGS],REST_IN) && !IS_SET(obj->value[ITEM_FURNITURE_FLAGS],REST_AT))) { char_puts("You can't rest on that.\n", ch); return; } if (obj != NULL && ch->on != obj && count_users(obj) >= obj->value[ITEM_FURNITURE_QUANTITY]) { act_puts("There's no more room on $p.", ch, obj, NULL, TO_CHAR, POS_DEAD); return; } ch->on = obj; } switch (ch->position) { case POS_SLEEPING: if (obj == NULL) { char_puts("You wake up and start resting.\n", ch); act("$n wakes up and starts resting.", ch, NULL, NULL, TO_ROOM); } else if (IS_SET(obj->value[ITEM_FURNITURE_FLAGS],REST_AT)) { act_puts("You wake up and rest at $p.", ch, obj, NULL, TO_CHAR, POS_DEAD); act("$n wakes up and rests at $p.", ch, obj, NULL, TO_ROOM); } else if (IS_SET(obj->value[ITEM_FURNITURE_FLAGS],REST_ON)) { act_puts("You wake up and rest on $p.", ch, obj, NULL, TO_CHAR, POS_DEAD); act("$n wakes up and rests on $p.", ch, obj, NULL, TO_ROOM); } else { act_puts("You wake up and rest in $p.", ch, obj, NULL, TO_CHAR, POS_DEAD); act("$n wakes up and rests in $p.", ch, obj, NULL, TO_ROOM); } ch->position = POS_RESTING; break; case POS_RESTING: char_puts("You are already resting.\n", ch); break; case POS_STANDING: if (obj == NULL) { char_puts("You rest.\n", ch); act("$n sits down and rests.", ch, NULL, NULL, TO_ROOM); } else if (IS_SET(obj->value[ITEM_FURNITURE_FLAGS], REST_AT)) { act_puts("You sit down at $p and rest.", ch, obj, NULL, TO_CHAR, POS_DEAD); act("$n sits down at $p and rests.", ch, obj, NULL, TO_ROOM); } else if (IS_SET(obj->value[ITEM_FURNITURE_FLAGS], REST_ON)) { act_puts("You sit down on $p and rest.", ch, obj, NULL, TO_CHAR, POS_DEAD); act("$n sits down on $p and rests.", ch, obj, NULL, TO_ROOM); } else { act_puts("You sit down in $p and rest.", ch, obj, NULL, TO_CHAR, POS_DEAD); act("$n sits down in $p and rests.", ch, obj, NULL, TO_ROOM); } ch->position = POS_RESTING; break; case POS_SITTING: if (obj == NULL) { char_puts("You rest.\n", ch); act("$n rests.", ch, NULL, NULL, TO_ROOM); } else if (IS_SET(obj->value[ITEM_FURNITURE_FLAGS],REST_AT)) { act_puts("You rest at $p.", ch, obj, NULL, TO_CHAR, POS_DEAD); act("$n rests at $p.", ch, obj, NULL, TO_ROOM); } else if (IS_SET(obj->value[ITEM_FURNITURE_FLAGS],REST_ON)) { act_puts("You rest on $p.", ch, obj, NULL, TO_CHAR, POS_DEAD); act("$n rests on $p.", ch, obj, NULL, TO_ROOM); } else { act_puts("You rest in $p.", ch, obj, NULL, TO_CHAR, POS_DEAD); act("$n rests in $p.", ch, obj, NULL, TO_ROOM); } ch->position = POS_RESTING; if (IS_HARA_KIRI(ch)) { char_puts("You feel your blood heats your body.\n", ch); REMOVE_BIT(ch->state_flags, STATE_HARA_KIRI); } break; } } void do_sit(CHAR_DATA *ch, const char *argument) { OBJ_DATA *obj = NULL; if (ch->position == POS_FIGHTING) { char_puts("Maybe you should finish fighting first?\n", ch); return; } if (MOUNTED(ch)) { char_puts("You can't sit while mounted.\n", ch); return; } if (RIDDEN(ch)) { char_puts("You can't sit while being ridden.\n", ch); return; } if (IS_AFFECTED(ch, AFF_SLEEP)) { char_puts("You are already sleeping.\n", 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) { char_puts("You don't see that here.\n", ch); return; } } else obj = ch->on; if (obj != NULL) { if (!IS_SET(obj->pIndexData->item_type,ITEM_FURNITURE) || (!IS_SET(obj->value[ITEM_FURNITURE_FLAGS],SIT_ON) && !IS_SET(obj->value[ITEM_FURNITURE_FLAGS],SIT_IN) && !IS_SET(obj->value[ITEM_FURNITURE_FLAGS],SIT_AT))) { char_puts("You can't sit on that.\n", ch); return; } if (obj != NULL && ch->on != obj && count_users(obj) >= obj->value[ITEM_FURNITURE_QUANTITY]) { act_puts("There's no more room on $p.", ch, obj, NULL, TO_CHAR, POS_DEAD); return; } ch->on = obj; } switch (ch->position) { case POS_SLEEPING: if (obj == NULL) { char_puts("You wake and sit up.\n", ch); act("$n wakes and sits up.", ch, NULL, NULL, TO_ROOM); } else if (IS_SET(obj->value[ITEM_FURNITURE_FLAGS],SIT_AT)) { act_puts("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[ITEM_FURNITURE_FLAGS],SIT_ON)) { act_puts("You wake and sit on $p.", ch, obj, NULL, TO_CHAR, POS_DEAD); act("$n wakes and sits on $p.", ch, obj, NULL, TO_ROOM); } else { act_puts("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) char_puts("You stop resting.\n", ch); else if (IS_SET(obj->value[ITEM_FURNITURE_FLAGS],SIT_AT)) { act_puts("You sit at $p.", ch, obj, NULL, TO_CHAR, POS_DEAD); act("$n sits at $p.", ch, obj, NULL, TO_ROOM); } else if (IS_SET(obj->value[ITEM_FURNITURE_FLAGS],SIT_ON)) { act_puts("You sit on $p.", ch, obj, NULL, TO_CHAR, POS_DEAD); act("$n sits on $p.", ch, obj, NULL, TO_ROOM); } else { act_puts("You sit in $p.", ch, obj, NULL, TO_CHAR, POS_DEAD); act("$n sits in $p.", ch, obj, NULL, TO_ROOM); } ch->position = POS_SITTING; break; case POS_SITTING: char_puts("You are already sitting down.\n", ch); break; case POS_STANDING: if (obj == NULL) { char_puts("You sit down.\n", ch); act("$n sits down on the ground.", ch, NULL, NULL, TO_ROOM); } else if (IS_SET(obj->value[ITEM_FURNITURE_FLAGS], SIT_AT)) { act_puts("You sit down at $p.", ch, obj, NULL, TO_CHAR, POS_DEAD); act("$n sits down at $p.", ch, obj, NULL, TO_ROOM); } else if (IS_SET(obj->value[ITEM_FURNITURE_FLAGS],SIT_ON)) { act_puts("You sit down on $p.", ch, obj, NULL, TO_CHAR, POS_DEAD); act("$n sits down on $p.", ch, obj, NULL, TO_ROOM); } else { act_puts("You sit down in $p.", ch, obj, NULL, TO_CHAR, POS_DEAD); act("$n sits down in $p.", ch, obj, NULL, TO_ROOM); } ch->position = POS_SITTING; break; } if (IS_HARA_KIRI(ch)) { char_puts("You feel your blood heats your body.\n", ch); REMOVE_BIT(ch->state_flags, STATE_HARA_KIRI); } } void do_sleep(CHAR_DATA *ch, const char *argument) { OBJ_DATA *obj = NULL; if (MOUNTED(ch)) { char_puts("You can't sleep while mounted.\n", ch); return; } if (is_affected(ch, gsn_rnet_trap)) { char_puts("There's not enough room to sleep!\n",ch); return; } if (RIDDEN(ch)) { char_puts("You can't sleep while being ridden.\n", ch); return; } switch (ch->position) { case POS_SLEEPING: char_puts("You are already sleeping.\n", ch); break; case POS_RESTING: case POS_SITTING: case POS_STANDING: if (argument[0] == '\0' && ch->on == NULL) { char_puts("You go to sleep.\n", ch); act("$n goes to sleep.", ch, NULL, NULL, TO_ROOM); } 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) { char_puts("You don't see that here.\n", ch); return; } if (obj->pIndexData->item_type != ITEM_FURNITURE || (!IS_SET(obj->value[ITEM_FURNITURE_FLAGS], SLEEP_ON) && !IS_SET(obj->value[ITEM_FURNITURE_FLAGS],SLEEP_IN) && !IS_SET(obj->value[ITEM_FURNITURE_FLAGS],SLEEP_AT))) { char_puts("You can't sleep on that.\n", ch); return; } if (ch->on != obj && count_users(obj) >= obj->value[ITEM_FURNITURE_QUANTITY]) { act_puts("There's no room on $p for you.", ch, obj, NULL, TO_CHAR, POS_DEAD); return; } ch->on = obj; if (IS_SET(obj->value[ITEM_FURNITURE_FLAGS], SLEEP_AT)) { act_puts("You go to sleep at $p.", ch, obj, NULL, TO_CHAR, POS_DEAD); act("$n goes to sleep at $p.", ch, obj, NULL, TO_ROOM); } else if (IS_SET(obj->value[ITEM_FURNITURE_FLAGS], SLEEP_ON)) { act_puts("You go to sleep on $p.", ch, obj, NULL, TO_CHAR, POS_DEAD); act("$n goes to sleep on $p.", ch, obj, NULL, TO_ROOM); } else { act_puts("You go to sleep in $p.", ch, obj, NULL, TO_CHAR, POS_DEAD); act("$n goes to sleep in $p.", ch, obj, NULL, TO_ROOM); } } ch->position = POS_SLEEPING; break; case POS_FIGHTING: char_puts("You are already fighting.\n", ch); break; } } void do_wake(CHAR_DATA *ch, const char *argument) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; one_argument(argument, arg, sizeof(arg)); if (arg[0] == '\0') { do_stand(ch, argument); return; } if (!IS_AWAKE(ch)) { char_puts("You are asleep yourself!\n", ch); return; } if ((victim = get_char_room(ch, arg)) == NULL) { char_puts("They aren't here.\n", ch); return; } if (IS_AWAKE(victim)) { act_puts("$N is already awake.", ch, NULL, victim, TO_CHAR, POS_DEAD); return; } if (IS_AFFECTED(victim, AFF_SLEEP)) { act_puts("You can't wake $M!", ch, NULL, victim, TO_CHAR, POS_DEAD); return; } act_puts("$n wakes you", ch, NULL, victim, TO_VICT, POS_SLEEPING); do_sit(victim, str_empty); return; } /* * Contributed by Alander */ void do_visible(CHAR_DATA *ch, const char *argument) { remove_hide_affect(ch, AFF_HIDE | AFF_FADE | AFF_CAMOUFLAGE); if (IS_AFFECTED(ch, AFF_HIDE | AFF_FADE)) { act_puts("You step out of shadows.", ch, NULL, NULL, TO_CHAR, POS_DEAD); act_puts("$n steps out of shadows.", ch, NULL, NULL, TO_ROOM, POS_RESTING); } if (IS_AFFECTED(ch, AFF_CAMOUFLAGE)) { act_puts("You step out from your cover.", ch, NULL, NULL, TO_CHAR, POS_DEAD); act("$n steps out from $s cover.", ch, NULL, NULL, TO_ROOM); } if (IS_AFFECTED(ch, AFF_INVIS | AFF_IMP_INVIS)) { REMOVE_BIT(ch->affected_by, AFF_INVIS | AFF_IMP_INVIS); affect_bit_strip(ch, TO_AFFECTS, AFF_INVIS | AFF_IMP_INVIS); act_puts("You fade into existence.", ch, NULL, NULL, TO_CHAR, POS_DEAD); act("$n fades into existence.", ch, NULL, NULL, TO_ROOM); } } void do_recall(CHAR_DATA *ch, const char *argument) { ROOM_INDEX_DATA *location; CHAR_DATA *gch; if (IS_NPC(ch)) { char_puts("Only players can recall.\n", ch); return; } if (ch->level >= 20 && !IS_IMMORTAL(ch)) { char_puts("Recall is for only levels below 20.\n", ch); return; } if (ch->desc) { /* if (IS_PUMPED(ch)) { act_puts("You are too pumped to pray now.", ch, NULL, NULL, TO_CHAR, POS_DEAD); return; }*/ location = get_recall(ch); } else location = get_random_recall(); act("$n prays for transportation!", ch, NULL, NULL, TO_ROOM); if (ch->in_room == location) return; if (IS_SET(ch->in_room->room_flags, ROOM_NORECALL) || IS_AFFECTED(ch, AFF_CURSE) || IS_RAFFECTED(ch->in_room, RAFF_CURSE)) { char_puts("The gods have forsaken you.\n", ch); return; } ch->move /= 2; recall(ch, location); for (gch = npc_list; gch; gch = gch->next) { if (IS_AFFECTED(gch, AFF_CHARM) && gch->master == ch && !IS_AFFECTED(gch, AFF_CURSE) && !IS_AFFECTED(gch, AFF_SLEEP) && gch->position >= POS_STANDING) { recall(gch, location); } } } void do_train(CHAR_DATA *ch, const char *argument) { char buf[MAX_STRING_LENGTH]; CHAR_DATA *mob; int stat = - 1; char *pOutput = NULL; 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->pIndexData->act, ACT_PRACTICE | ACT_TRAIN | ACT_GAIN)) break; if (mob == NULL) { char_puts("You can't do that here.\n", ch); return; } if (argument[0] == '\0') { char_printf(ch, "You have %d training sessions.\n", ch->train); argument = "foo"; } if (!str_cmp(argument, "str")) { stat = STAT_STR; pOutput = "strength"; } else if (!str_cmp(argument, "int")) { stat = STAT_INT; pOutput = "intelligence"; } else if (!str_cmp(argument, "wis")) { stat = STAT_WIS; pOutput = "wisdom"; } else if (!str_cmp(argument, "dex")) { stat = STAT_DEX; pOutput = "dexterity"; } else if (!str_cmp(argument, "con")) { stat = STAT_CON; pOutput = "constitution"; } else if (!str_cmp(argument, "cha")) { stat = STAT_CHA; pOutput = "charisma"; } else { snprintf(buf, sizeof(buf), GETMSG("You can train: %s%s%s%s%s%s", ch->lang), ch->perm_stat[STAT_STR] < get_max_train(ch, STAT_STR) ? " str" : str_empty, ch->perm_stat[STAT_INT] < get_max_train(ch, STAT_INT) ? " int" : str_empty, ch->perm_stat[STAT_WIS] < get_max_train(ch, STAT_WIS) ? " wis" : str_empty, ch->perm_stat[STAT_DEX] < get_max_train(ch, STAT_DEX) ? " dex" : str_empty, ch->perm_stat[STAT_CON] < get_max_train(ch, STAT_CON) ? " con" : str_empty, ch->perm_stat[STAT_CHA] < get_max_train(ch, STAT_CHA) ? " cha" : str_empty); if (buf[strlen(buf)-1] != ':') char_printf(ch, "%s.\n", buf); 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 | ACT_TRANS); } return; } if (ch->perm_stat[stat] >= get_max_train(ch,stat)) { act_puts("Your $T is already at maximum.", ch, NULL, pOutput, TO_CHAR | ACT_TRANS, POS_DEAD); return; } if (ch->train < 1) { char_puts("You don't have enough training sessions.\n", ch); return; } ch->train--; ch->perm_stat[stat] += 1; act_puts("Your $T increases!", ch, NULL, pOutput, TO_CHAR | ACT_TRANS, POS_DEAD); act("$n's $T increases!", ch, NULL, pOutput, TO_ROOM | ACT_TRANS); } void do_fly(CHAR_DATA *ch, const char *argument) { char arg[MAX_INPUT_LENGTH]; if (IS_NPC(ch)) return; argument = one_argument(argument, arg, sizeof(arg)); if (!str_cmp(arg,"up")) { race_t *r; if (IS_AFFECTED(ch, AFF_FLYING)) { char_puts("You are already flying.\n", ch); return; } if (is_bit_affected(ch, TO_AFFECTS, AFF_FLYING) || ((r = race_lookup(ch->race)) && (r->aff & AFF_FLYING)) || has_obj_affect(ch, AFF_FLYING)) { SET_BIT(ch->affected_by, AFF_FLYING); char_puts("You start to fly.\n", ch); } else { char_puts("To fly find potion or wings.\n", ch); return; } } else if (!str_cmp(arg,"down")) { if (IS_AFFECTED(ch,AFF_FLYING)) { REMOVE_BIT(ch->affected_by, AFF_FLYING); char_puts("You slowly touch the ground.\n", ch); } else { char_puts("You are already on the ground.\n", ch); return; } } else { char_puts("Type fly with 'up' or 'down'.\n", ch); return; } WAIT_STATE(ch, SKILL(gsn_fly)->beats); } int mount_success(CHAR_DATA *ch, CHAR_DATA *mount, int canattack) { int percent; int success; int chance; if ((chance = get_skill(ch, gsn_riding)) == 0) return FALSE; 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 += chance / 2; char_puts("Due to your being under the influence, riding seems " "a bit harder...\n", ch); } success = percent - chance; if (success <= 0) { /* Success */ check_improve(ch, gsn_riding, TRUE, 1); return TRUE; } check_improve(ch, gsn_riding, FALSE, 1); if (success >= 10 && MOUNTED(ch) == mount) { act_puts("You lose control and fall off of $N.", ch, NULL, mount, TO_CHAR, POS_DEAD); act("$n loses control and falls off of $N.", ch, NULL, mount, TO_NOTVICT); act_puts("$n loses control and falls off of you.", ch, NULL, mount, TO_VICT, POS_SLEEPING); ch->riding = FALSE; mount->riding = FALSE; if (ch->position > POS_STUNNED) ch->position=POS_SITTING; ch->hit -= 5; update_pos(ch); } if (success >= 40 && canattack) { act_puts("$N doesn't like the way you've been treating $M.", ch, NULL, mount, TO_CHAR, POS_DEAD); act("$N doesn't like the way $n has been treating $M.", ch, NULL, mount, TO_NOTVICT); act_puts("You don't like the way $n has been treating you.", ch, NULL, mount, TO_VICT, POS_SLEEPING); act_puts("$N snarls and attacks you!", mount, NULL, ch, TO_VICT, POS_DEAD); act("$N snarls and attacks $n!", mount, NULL, ch, TO_NOTVICT); act_puts("You snarl and attack $n!", mount, NULL, ch, TO_CHAR, POS_SLEEPING); damage(mount, ch, number_range(1, mount->level), gsn_kick, DAM_BASH, DAMF_SHOW); } return FALSE; } /* * It is not finished yet to implement all. */ void do_mount(CHAR_DATA *ch, const char *argument) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA * mount; argument = one_argument(argument, arg, sizeof(arg)); if (arg[0] == '\0') { if (ch->mount && ch->mount->in_room == ch->in_room) mount = ch->mount; else { char_puts("Mount what?\n", ch); return; } } else if ((mount = get_char_room(ch, arg)) == NULL) { char_puts("You don't see that here.\n", ch); return; } if (!IS_NPC(mount) || !IS_SET(mount->pIndexData->act, ACT_RIDEABLE) || IS_SET(mount->pIndexData->act, ACT_NOTRACK)) { char_puts("You can't ride that.\n", ch); return; } if (mount->level - 5 > ch->level) { char_puts("That beast is too powerful for you to ride.\n", ch); return; } if ((mount->mount) && (!mount->riding) && (mount->mount != ch)) { act_puts("$N belongs to $i, not you.", ch, mount->mount, mount, TO_CHAR, POS_DEAD); return; } if (mount->position < POS_STANDING) { char_puts("Your mount must be standing.\n", ch); return; } if (RIDDEN(mount)) { char_puts("This beast is already ridden.\n", ch); return; } else if (MOUNTED(ch)) { char_puts("You are already riding.\n", ch); return; } if(!mount_success(ch, mount, TRUE)) { char_puts("You fail to mount the beast.\n", ch); return; } act_puts("You hop on $N's back.", ch, NULL, mount, TO_CHAR, POS_DEAD); act("$n hops on $N's back.", ch, NULL, mount, TO_NOTVICT); act_puts("$n hops on your back!", ch, NULL, mount, TO_VICT, POS_SLEEPING); ch->mount = mount; ch->riding = TRUE; mount->mount = ch; mount->riding = TRUE; remove_hide_affect(ch, AFF_HIDE | AFF_FADE | AFF_CAMOUFLAGE); affect_bit_strip(ch, TO_AFFECTS, AFF_INVIS | AFF_IMP_INVIS | AFF_SNEAK); REMOVE_BIT(ch->affected_by, AFF_HIDE | AFF_FADE | AFF_CAMOUFLAGE | AFF_INVIS | AFF_IMP_INVIS | AFF_SNEAK); } void do_dismount(CHAR_DATA *ch, const char *argument) { CHAR_DATA *mount; if ((mount = MOUNTED(ch))) { act_puts("You dismount from $N.", ch, NULL, mount, TO_CHAR, POS_DEAD); act("$n dismounts from $N.", ch, NULL, mount, TO_NOTVICT); act_puts("$n dismounts from you.", ch, NULL, mount, TO_VICT, POS_SLEEPING); ch->riding = FALSE; mount->riding = FALSE; } else { char_puts("You aren't mounted.\n", ch); return; } } 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]; snprintf(buf, sizeof(buf), "Bul: "); while (1) { if ((rend == rstart)) return buf; if ((direction = find_path(rstart->vnum, rend->vnum, ch, -40000, 0)) == -1) { strnzcat(buf, sizeof(buf), " BUGGY"); return buf; } if (direction < 0 || direction > 5) { strnzcat(buf, sizeof(buf), " VERY BUGGY"); return buf; } buf2[0] = dir_name[direction][0]; buf2[1] = '\0'; strnzcat(buf, sizeof(buf), buf2); /* find target room */ pExit = rstart->exit[ direction ]; if (!pExit) { strnzcat(buf, sizeof(buf), " VERY VERY BUGGY"); return buf; } else rstart = pExit->to_room.r; } } /* RT Enter portals */ void do_enter(CHAR_DATA *ch, const char *argument) { ROOM_INDEX_DATA *location; ROOM_INDEX_DATA *old_room; OBJ_DATA *portal; CHAR_DATA *fch, *fch_next, *mount; if (ch->fighting != NULL) return; /* nifty portal stuff */ if (argument[0] == '\0') { char_puts("Nope, can't do it.\n",ch); return; } old_room = ch->in_room; portal = get_obj_list(ch, argument, ch->in_room->contents); if (portal == NULL) { char_puts("You don't see that here.\n",ch); return; } if (portal->pIndexData->item_type != ITEM_PORTAL || (IS_SET(portal->value[ITEM_PORTAL_EXIT_FLAGS], EX_CLOSED) && !IS_TRUSTED(ch, ANGEL))) { char_puts("You can't seem to find a way in.\n", ch); return; } if (IS_SET(portal->value[ITEM_PORTAL_FLAGS], GATE_NOCURSE) && !IS_TRUSTED(ch, ANGEL) && (IS_AFFECTED(ch, AFF_CURSE) || IS_SET(old_room->room_flags, ROOM_NORECALL) || IS_RAFFECTED(old_room, RAFF_CURSE))) { char_puts("Something prevents you from leaving...\n",ch); return; } if (IS_SET(portal->value[ITEM_PORTAL_FLAGS], GATE_RANDOM) || portal->value[ITEM_PORTAL_DEST] == -1) { location = get_random_room(ch, NULL); if (location != NULL) portal->value[ITEM_PORTAL_DEST] = location->vnum; /* keeps record */ } else if (IS_SET(portal->value[ITEM_PORTAL_FLAGS], GATE_BUGGY) && (number_percent() < 5)) location = get_random_room(ch, NULL); else location = get_room_index(portal->value[ITEM_PORTAL_DEST]); if (location == NULL || location == old_room || !can_see_room(ch, location) || (room_is_private(location) && !IS_TRUSTED(ch, IMPLEMENTOR))) { act("$p doesn't seem to go anywhere.", ch, portal,NULL,TO_CHAR); return; } if (IS_NPC(ch) && IS_AGGRO(ch, NULL) && IS_SET(location->room_flags, ROOM_LAW)) { char_puts("Something prevents you from leaving...\n",ch); return; } act(MOUNTED(ch) ? "$n steps into $p, riding on $N." : "$n steps into $p.", ch, portal, MOUNTED(ch), TO_ROOM); act(IS_SET(portal->value[ITEM_PORTAL_FLAGS], GATE_NORMAL_EXIT) ? "You enter $p." : "You walk through $p and find yourself somewhere else...", ch, portal, NULL, TO_CHAR); mount = MOUNTED(ch); char_from_room(ch); if (IS_SET(portal->value[ITEM_PORTAL_FLAGS], GATE_GOWITH)) {/* take the gate along */ obj_from_room(portal); obj_to_room(portal, location); } if (IS_SET(portal->value[ITEM_PORTAL_FLAGS], GATE_NORMAL_EXIT)) act_puts3(mount ? "$i arrives, riding $I" : "$i arrives.", location->people, ch, portal, mount, TO_ROOM, POS_RESTING); else act_puts3(mount ? "$i arrives through $P, riding $I." : "$i arrives through $P.", location->people, ch, portal, mount, TO_ROOM, POS_RESTING); char_to_room(ch, location); /* uncamo */ if (location->sector_type != SECT_FOREST && location->sector_type != SECT_ARCTIC && IS_AFFECTED(ch, AFF_CAMOUFLAGE)) REMOVE_BIT(ch->affected_by, AFF_CAMOUFLAGE); if (mount) { char_from_room(mount); char_to_room(mount, location); ch->riding = TRUE; mount->riding = TRUE; } if (!JUST_KILLED(ch)) do_look(ch,"auto"); /* charges */ if (portal->value[ITEM_PORTAL_CHARGES] > 0) { portal->value[ITEM_PORTAL_CHARGES]--; if (portal->value[ITEM_PORTAL_CHARGES] == 0) portal->value[ITEM_PORTAL_CHARGES] = -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; /* no following through dead portals */ if (portal == NULL || portal->value[ITEM_PORTAL_CHARGES] == -1) continue; if (fch->master != ch || fch->position != POS_STANDING) continue; if (IS_SET(location->room_flags, ROOM_LAW) && IS_NPC(fch) && IS_AGGRO(fch, NULL)) { 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 $N.", fch, NULL, ch, TO_CHAR); do_enter(fch,argument); } if (portal != NULL && portal->value[ITEM_PORTAL_CHARGES] == -1) { act("$p fades out of existence.", ch, portal, NULL, TO_CHAR); if (ch->in_room == old_room) act("$p fades out of existence.", ch, portal, NULL, TO_ROOM); else if (old_room->people != NULL) { act("$p fades out of existence.", old_room->people, portal, NULL, TO_CHAR); act("$p fades out of existence.", old_room->people,portal,NULL,TO_ROOM); } extract_obj(portal, 0); } if (JUST_KILLED(ch)) return; /* * 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(ch, TRIG_ENTRY)) mp_percent_trigger(ch, NULL, NULL, NULL, TRIG_ENTRY); if (!IS_NPC(ch)) mp_greet_trigger(ch); }