/************************************************************************** * Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, * * Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. * * * * Merc Diku Mud improvements 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 * * benefiting. 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@hypercube.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 * *************************************************************************** * 1stMUD ROM Derivative (c) 2001-2003 by Ryan Jennings * * http://1stmud.dlmud.com/ <r-jenn@shaw.ca> * ***************************************************************************/ #include "merc.h" #include "interp.h" char *const dir_name[] = { "north", "east", "south", "west", "up", "down" }; const int rev_dir[] = { 2, 3, 0, 1, 5, 4 }; const int movement_loss[SECT_MAX] = { 1, 2, 2, 3, 4, 6, 4, 1, 6, 10, 6 }; /* * Local functions. */ PROTOTYPE(int find_door, (CHAR_DATA *, char *)); PROTOTYPE(bool has_key, (CHAR_DATA *, vnum_t)); void move_char(CHAR_DATA * ch, int door, bool follow) { CHAR_DATA *fch; CHAR_DATA *fch_next; ROOM_INDEX_DATA *in_room; ROOM_INDEX_DATA *to_room; EXIT_DATA *pexit; if (door < 0 || door > 5) { bugf("Do_move: bad door %d.", door); return; } /* * Exit trigger, if activated, bail out. Only PCs are triggered. */ if (!IS_NPC(ch) && (p_exit_trigger(ch, door, PRG_MPROG) || p_exit_trigger(ch, door, PRG_OPROG) || p_exit_trigger(ch, door, PRG_RPROG))) return; 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)) { chprintln(ch, "Alas, you cannot go that way."); return; } 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)) { act("The $d is closed.", ch, NULL, pexit->keyword, TO_CHAR); return; } if (IS_AFFECTED(ch, AFF_CHARM) && ch->master != NULL && in_room == ch->master->in_room) { chprintln(ch, "What? And leave your beloved master?"); return; } if (!is_room_owner(ch, to_room) && room_is_private(to_room)) { chprintln(ch, "That room is private right now."); return; } if (IS_SET(to_room->area->area_flags, AREA_CLOSED)) { chprintln(ch, "That area is closed to players."); return; } if (!IS_NPC(ch)) { int iClass, iGuild; int move; for (iClass = 0; iClass < maxClass; iClass++) { for (iGuild = 0; iGuild < MAX_GUILD; iGuild++) { if (!is_class(ch, iClass) && to_room->vnum == class_table[iClass].guild[iGuild]) { chprintln(ch, "You aren't allowed in there."); return; } } } if (in_room->sector_type == SECT_AIR || to_room->sector_type == SECT_AIR) { if (!IS_AFFECTED(ch, AFF_FLYING) && !IS_IMMORTAL(ch)) { chprintln(ch, "You can't fly."); return; } } if ((in_room->sector_type == SECT_WATER_NOSWIM || to_room->sector_type == SECT_WATER_NOSWIM) && !IS_AFFECTED(ch, AFF_FLYING)) { OBJ_DATA *obj; bool found; /* * Look for a boat. */ found = FALSE; if (IS_IMMORTAL(ch)) found = TRUE; for (obj = ch->first_carrying; obj != NULL; obj = obj->next_content) { if (obj->item_type == ITEM_BOAT) { found = TRUE; break; } } if (!found) { chprintln(ch, "You need a boat to go there."); return; } } move = movement_loss[UMIN(SECT_MAX - 1, in_room->sector_type)] + movement_loss[UMIN(SECT_MAX - 1, to_room->sector_type)]; move /= 2; /* i.e. the average */ /* conditional effects */ if (IS_AFFECTED(ch, AFF_FLYING) || IS_AFFECTED(ch, AFF_HASTE)) move /= 2; if (IS_AFFECTED(ch, AFF_SLOW)) move *= 2; if (ch->move < move) { chprintln(ch, "You are too exhausted."); return; } WAIT_STATE(ch, 1); ch->move -= move; } if (IS_VALID_STANCE(GET_STANCE(ch, STANCE_CURRENT))) do_function(ch, &do_stance, ""); if (!IS_AFFECTED(ch, AFF_SNEAK) && ch->invis_level < LEVEL_HERO) act("$n leaves $T.", ch, NULL, dir_name[door], TO_ROOM); char_from_room(ch); char_to_room(ch, to_room); if (!IS_AFFECTED(ch, AFF_SNEAK) && ch->invis_level < LEVEL_HERO) act("$n has arrived.", ch, NULL, NULL, TO_ROOM); do_function(ch, &do_look, "auto"); if (in_room == to_room) /* no circular follows */ return; for (fch = in_room->first_person; 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_function(fch, &do_stand, ""); 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); } } /* * 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; } CH_CMD(do_north) { ROOM_INDEX_DATA *was_room; was_room = ch->in_room; move_char(ch, DIR_NORTH, FALSE); if (ch->desc && was_room == ch->in_room) free_runbuf(ch->desc); return; } CH_CMD(do_east) { ROOM_INDEX_DATA *was_room; was_room = ch->in_room; move_char(ch, DIR_EAST, FALSE); if (ch->desc && was_room == ch->in_room) free_runbuf(ch->desc); return; } CH_CMD(do_south) { ROOM_INDEX_DATA *was_room; was_room = ch->in_room; move_char(ch, DIR_SOUTH, FALSE); if (ch->desc && was_room == ch->in_room) free_runbuf(ch->desc); return; } CH_CMD(do_west) { ROOM_INDEX_DATA *was_room; was_room = ch->in_room; move_char(ch, DIR_WEST, FALSE); if (ch->desc && was_room == ch->in_room) free_runbuf(ch->desc); return; } CH_CMD(do_up) { ROOM_INDEX_DATA *was_room; was_room = ch->in_room; move_char(ch, DIR_UP, FALSE); if (ch->desc && was_room == ch->in_room) free_runbuf(ch->desc); return; } CH_CMD(do_down) { ROOM_INDEX_DATA *was_room; was_room = ch->in_room; move_char(ch, DIR_DOWN, FALSE); if (ch->desc && was_room == ch->in_room) free_runbuf(ch->desc); return; } 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)) { chprintln(ch, "You can't do that."); return -1; } return door; } CH_CMD(do_open) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; int door; one_argument(argument, arg); if (IS_NULLSTR(arg)) { chprintln(ch, "Open what?"); return; } if ((obj = get_obj_here(ch, NULL, arg)) != NULL) { /* open portal */ if (obj->item_type == ITEM_PORTAL) { if (!IS_SET(obj->value[1], EX_ISDOOR)) { chprintln(ch, "You can't do that."); return; } if (!IS_SET(obj->value[1], EX_CLOSED)) { chprintln(ch, "It's already open."); return; } if (IS_SET(obj->value[1], EX_LOCKED)) { chprintln(ch, "It's locked."); 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) { chprintln(ch, "That's not a container."); return; } if (!IS_SET(obj->value[1], CONT_CLOSED)) { chprintln(ch, "It's already open."); return; } if (!IS_SET(obj->value[1], CONT_CLOSEABLE)) { chprintln(ch, "You can't do that."); return; } if (IS_SET(obj->value[1], CONT_LOCKED)) { chprintln(ch, "It's locked."); return; } REMOVE_BIT(obj->value[1], CONT_CLOSED); act("You open $p.", ch, obj, NULL, TO_CHAR); act("$n opens $p.", ch, obj, NULL, TO_ROOM); return; } if ((door = find_door(ch, arg)) >= 0) { /* 'open door' */ ROOM_INDEX_DATA *to_room; EXIT_DATA *pexit; EXIT_DATA *pexit_rev; pexit = ch->in_room->exit[door]; if (!IS_SET(pexit->exit_info, EX_CLOSED)) { chprintln(ch, "It's already open."); return; } if (IS_SET(pexit->exit_info, EX_LOCKED)) { chprintln(ch, "It's locked."); return; } REMOVE_BIT(pexit->exit_info, EX_CLOSED); act("$n opens the $d.", ch, NULL, pexit->keyword, TO_ROOM); chprintln(ch, "Ok."); /* 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->first_person; rch != NULL; rch = rch->next_in_room) act("The $d opens.", rch, NULL, pexit_rev->keyword, TO_CHAR); } } return; } CH_CMD(do_close) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; int door; one_argument(argument, arg); if (IS_NULLSTR(arg)) { chprintln(ch, "Close what?"); return; } if ((obj = get_obj_here(ch, NULL, 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)) { chprintln(ch, "You can't do that."); return; } if (IS_SET(obj->value[1], EX_CLOSED)) { chprintln(ch, "It's already closed."); 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) { chprintln(ch, "That's not a container."); return; } if (IS_SET(obj->value[1], CONT_CLOSED)) { chprintln(ch, "It's already closed."); return; } if (!IS_SET(obj->value[1], CONT_CLOSEABLE)) { chprintln(ch, "You can't do that."); return; } SET_BIT(obj->value[1], CONT_CLOSED); act("You close $p.", ch, obj, NULL, TO_CHAR); act("$n closes $p.", ch, obj, NULL, TO_ROOM); return; } if ((door = find_door(ch, arg)) >= 0) { /* 'close door' */ ROOM_INDEX_DATA *to_room; EXIT_DATA *pexit; EXIT_DATA *pexit_rev; pexit = ch->in_room->exit[door]; if (IS_SET(pexit->exit_info, EX_CLOSED)) { chprintln(ch, "It's already closed."); return; } SET_BIT(pexit->exit_info, EX_CLOSED); act("$n closes the $d.", ch, NULL, pexit->keyword, TO_ROOM); chprintln(ch, "Ok."); /* 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->first_person; rch != NULL; rch = rch->next_in_room) act("The $d closes.", rch, NULL, pexit_rev->keyword, TO_CHAR); } } return; } bool has_key(CHAR_DATA * ch, vnum_t key) { OBJ_DATA *obj; for (obj = ch->first_carrying; obj != NULL; obj = obj->next_content) { if (obj->pIndexData->vnum == key) return TRUE; } return FALSE; } CH_CMD(do_lock) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; int door; one_argument(argument, arg); if (IS_NULLSTR(arg)) { chprintln(ch, "Lock what?"); return; } if ((obj = get_obj_here(ch, NULL, 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)) { chprintln(ch, "You can't do that."); return; } if (!IS_SET(obj->value[1], EX_CLOSED)) { chprintln(ch, "It's not closed."); return; } if (obj->value[4] < 0 || IS_SET(obj->value[1], EX_NOLOCK)) { chprintln(ch, "It can't be locked."); return; } if (!has_key(ch, obj->value[4])) { chprintln(ch, "You lack the key."); return; } if (IS_SET(obj->value[1], EX_LOCKED)) { chprintln(ch, "It's already locked."); 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) { chprintln(ch, "That's not a container."); return; } if (!IS_SET(obj->value[1], CONT_CLOSED)) { chprintln(ch, "It's not closed."); return; } if (obj->value[2] < 0) { chprintln(ch, "It can't be locked."); return; } if (!has_key(ch, obj->value[2])) { chprintln(ch, "You lack the key."); return; } if (IS_SET(obj->value[1], CONT_LOCKED)) { chprintln(ch, "It's already locked."); return; } SET_BIT(obj->value[1], CONT_LOCKED); act("You lock $p.", ch, obj, NULL, TO_CHAR); act("$n locks $p.", ch, obj, NULL, TO_ROOM); return; } if ((door = find_door(ch, arg)) >= 0) { /* 'lock door' */ ROOM_INDEX_DATA *to_room; EXIT_DATA *pexit; EXIT_DATA *pexit_rev; pexit = ch->in_room->exit[door]; if (!IS_SET(pexit->exit_info, EX_CLOSED)) { chprintln(ch, "It's not closed."); return; } if (pexit->key < 0) { chprintln(ch, "It can't be locked."); return; } if (!has_key(ch, pexit->key)) { chprintln(ch, "You lack the key."); return; } if (IS_SET(pexit->exit_info, EX_LOCKED)) { chprintln(ch, "It's already locked."); return; } SET_BIT(pexit->exit_info, EX_LOCKED); chprintln(ch, "*Click*"); act("$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); } } return; } CH_CMD(do_unlock) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; int door; one_argument(argument, arg); if (IS_NULLSTR(arg)) { chprintln(ch, "Unlock what?"); return; } if ((obj = get_obj_here(ch, NULL, arg)) != NULL) { /* portal stuff */ if (obj->item_type == ITEM_PORTAL) { if (!IS_SET(obj->value[1], EX_ISDOOR)) { chprintln(ch, "You can't do that."); return; } if (!IS_SET(obj->value[1], EX_CLOSED)) { chprintln(ch, "It's not closed."); return; } if (obj->value[4] < 0) { chprintln(ch, "It can't be unlocked."); return; } if (!has_key(ch, obj->value[4])) { chprintln(ch, "You lack the key."); return; } if (!IS_SET(obj->value[1], EX_LOCKED)) { chprintln(ch, "It's already unlocked."); 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) { chprintln(ch, "That's not a container."); return; } if (!IS_SET(obj->value[1], CONT_CLOSED)) { chprintln(ch, "It's not closed."); return; } if (obj->value[2] < 0) { chprintln(ch, "It can't be unlocked."); return; } if (!has_key(ch, obj->value[2])) { chprintln(ch, "You lack the key."); return; } if (!IS_SET(obj->value[1], CONT_LOCKED)) { chprintln(ch, "It's already unlocked."); return; } REMOVE_BIT(obj->value[1], CONT_LOCKED); act("You unlock $p.", ch, obj, NULL, TO_CHAR); act("$n unlocks $p.", ch, obj, NULL, TO_ROOM); return; } if ((door = find_door(ch, arg)) >= 0) { /* 'unlock door' */ ROOM_INDEX_DATA *to_room; EXIT_DATA *pexit; EXIT_DATA *pexit_rev; pexit = ch->in_room->exit[door]; if (!IS_SET(pexit->exit_info, EX_CLOSED)) { chprintln(ch, "It's not closed."); return; } if (pexit->key < 0) { chprintln(ch, "It can't be unlocked."); return; } if (!has_key(ch, pexit->key)) { chprintln(ch, "You lack the key."); return; } if (!IS_SET(pexit->exit_info, EX_LOCKED)) { chprintln(ch, "It's already unlocked."); return; } REMOVE_BIT(pexit->exit_info, EX_LOCKED); chprintln(ch, "*Click*"); act("$n unlocks the $d.", ch, NULL, pexit->keyword, TO_ROOM); /* unlock the other side */ if ((to_room = pexit->u1.to_room) != NULL && (pexit_rev = to_room->exit[rev_dir[door]]) != NULL && pexit_rev->u1.to_room == ch->in_room) { REMOVE_BIT(pexit_rev->exit_info, EX_LOCKED); } } return; } CH_CMD(do_pick) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *gch; OBJ_DATA *obj; int door; one_argument(argument, arg); if (IS_NULLSTR(arg)) { chprintln(ch, "Pick what?"); return; } WAIT_STATE(ch, skill_table[gsn_pick_lock].beats); /* look for guards */ for (gch = ch->in_room->first_person; gch; gch = gch->next_in_room) { if (IS_NPC(gch) && IS_AWAKE(gch) && ch->level + 5 < gch->level) { act("$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)) { chprintln(ch, "You failed."); check_improve(ch, gsn_pick_lock, FALSE, 2); return; } if ((obj = get_obj_here(ch, NULL, arg)) != NULL) { /* portal stuff */ if (obj->item_type == ITEM_PORTAL) { if (!IS_SET(obj->value[1], EX_ISDOOR)) { chprintln(ch, "You can't do that."); return; } if (!IS_SET(obj->value[1], EX_CLOSED)) { chprintln(ch, "It's not closed."); return; } if (obj->value[4] < 0) { chprintln(ch, "It can't be unlocked."); return; } if (IS_SET(obj->value[1], EX_PICKPROOF)) { chprintln(ch, "You failed."); 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) { chprintln(ch, "That's not a container."); return; } if (!IS_SET(obj->value[1], CONT_CLOSED)) { chprintln(ch, "It's not closed."); return; } if (obj->value[2] < 0) { chprintln(ch, "It can't be unlocked."); return; } if (!IS_SET(obj->value[1], CONT_LOCKED)) { chprintln(ch, "It's already unlocked."); return; } if (IS_SET(obj->value[1], CONT_PICKPROOF)) { chprintln(ch, "You failed."); 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 $p.", ch, obj, NULL, TO_ROOM); check_improve(ch, gsn_pick_lock, TRUE, 2); return; } if ((door = find_door(ch, arg)) >= 0) { /* 'pick door' */ ROOM_INDEX_DATA *to_room; EXIT_DATA *pexit; EXIT_DATA *pexit_rev; pexit = ch->in_room->exit[door]; if (!IS_SET(pexit->exit_info, EX_CLOSED) && !IS_IMMORTAL(ch)) { chprintln(ch, "It's not closed."); return; } if (pexit->key < 0 && !IS_IMMORTAL(ch)) { chprintln(ch, "It can't be picked."); return; } if (!IS_SET(pexit->exit_info, EX_LOCKED)) { chprintln(ch, "It's already unlocked."); return; } if (IS_SET(pexit->exit_info, EX_PICKPROOF) && !IS_IMMORTAL(ch)) { chprintln(ch, "You failed."); return; } REMOVE_BIT(pexit->exit_info, EX_LOCKED); chprintln(ch, "*Click*"); act("$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; } CH_CMD(do_stand) { OBJ_DATA *obj = NULL; if (!IS_NULLSTR(argument)) { if (ch->position == POS_FIGHTING) { chprintln(ch, "Maybe you should finish fighting first?"); return; } obj = get_obj_list(ch, argument, ch->in_room->first_content); if (obj == NULL) { chprintln(ch, "You don't see that here."); 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))) { chprintln(ch, "You can't seem to find a place to stand."); return; } if (ch->on != obj && count_users(obj) >= obj->value[0]) { act_new("There's no room to stand on $p.", ch, obj, NULL, TO_CHAR, POS_DEAD); return; } ch->on = obj; if (HAS_TRIGGER_OBJ(obj, TRIG_SIT)) p_percent_trigger(NULL, obj, NULL, ch, NULL, NULL, TRIG_SIT); } switch (ch->position) { case POS_SLEEPING: if (IS_AFFECTED(ch, AFF_SLEEP)) { chprintln(ch, "You can't wake up!"); return; } if (obj == NULL) { chprintln(ch, "You wake and stand up."); act("$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 $p.", ch, obj, NULL, TO_ROOM); } ch->position = POS_STANDING; do_function(ch, &do_look, "auto"); break; case POS_RESTING: case POS_SITTING: if (obj == NULL) { chprintln(ch, "You stand up."); act("$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: chprintln(ch, "You are already standing."); break; case POS_FIGHTING: chprintln(ch, "You are already fighting!"); break; default: break; } return; } CH_CMD(do_rest) { OBJ_DATA *obj = NULL; if (ch->position == POS_FIGHTING) { chprintln(ch, "You are already fighting!"); return; } /* okay, now that we know we can rest, find an object to rest on */ if (!IS_NULLSTR(argument)) { obj = get_obj_list(ch, argument, ch->in_room->first_content); if (obj == NULL) { chprintln(ch, "You don't see that here."); return; } } else obj = ch->on; if (obj != NULL) { if (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))) { chprintln(ch, "You can't rest on that."); return; } if (obj != NULL && ch->on != obj && count_users(obj) >= obj->value[0]) { act_new("There's no more room on $p.", ch, obj, NULL, TO_CHAR, POS_DEAD); return; } ch->on = obj; if (HAS_TRIGGER_OBJ(obj, TRIG_SIT)) p_percent_trigger(NULL, obj, NULL, ch, NULL, NULL, TRIG_SIT); } switch (ch->position) { case POS_SLEEPING: if (IS_AFFECTED(ch, AFF_SLEEP)) { chprintln(ch, "You can't wake up!"); return; } if (obj == NULL) { chprintln(ch, "You wake up and start resting."); act("$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 $p.", ch, obj, NULL, TO_ROOM); } ch->position = POS_RESTING; break; case POS_RESTING: chprintln(ch, "You are already resting."); break; case POS_STANDING: if (obj == NULL) { chprintln(ch, "You rest."); act("$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 $p.", ch, obj, NULL, TO_ROOM); } ch->position = POS_RESTING; break; case POS_SITTING: if (obj == NULL) { chprintln(ch, "You rest."); act("$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; break; default: break; } return; } CH_CMD(do_sit) { OBJ_DATA *obj = NULL; if (ch->position == POS_FIGHTING) { chprintln(ch, "Maybe you should finish this fight first?"); return; } /* okay, now that we know we can sit, find an object to sit on */ if (!IS_NULLSTR(argument)) { obj = get_obj_list(ch, argument, ch->in_room->first_content); if (obj == NULL) { chprintln(ch, "You don't see that here."); return; } } else obj = ch->on; if (obj != NULL) { if (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))) { chprintln(ch, "You can't sit on that."); return; } if (obj != NULL && ch->on != obj && count_users(obj) >= obj->value[0]) { act_new("There's no more room on $p.", ch, obj, NULL, TO_CHAR, POS_DEAD); return; } ch->on = obj; if (HAS_TRIGGER_OBJ(obj, TRIG_SIT)) p_percent_trigger(NULL, obj, NULL, ch, NULL, NULL, TRIG_SIT); } switch (ch->position) { case POS_SLEEPING: if (IS_AFFECTED(ch, AFF_SLEEP)) { chprintln(ch, "You can't wake up!"); return; } if (obj == NULL) { chprintln(ch, "You wake and sit up."); act("$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) chprintln(ch, "You stop resting."); 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 $p.", ch, obj, NULL, TO_ROOM); } ch->position = POS_SITTING; break; case POS_SITTING: chprintln(ch, "You are already sitting down."); break; case POS_STANDING: if (obj == NULL) { chprintln(ch, "You sit down."); act("$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 $p.", ch, obj, NULL, TO_ROOM); } ch->position = POS_SITTING; break; default: break; } return; } CH_CMD(do_sleep) { OBJ_DATA *obj = NULL; switch (ch->position) { case POS_SLEEPING: chprintln(ch, "You are already sleeping."); break; case POS_RESTING: case POS_SITTING: case POS_STANDING: if (IS_NULLSTR(argument) && ch->on == NULL) { chprintln(ch, "You go to sleep."); act("$n goes to sleep.", ch, NULL, NULL, TO_ROOM); ch->position = POS_SLEEPING; } else /* find an object and sleep on it */ { if (IS_NULLSTR(argument)) obj = ch->on; else obj = get_obj_list(ch, argument, ch->in_room->first_content); if (obj == NULL) { chprintln(ch, "You don't see that here."); 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))) { chprintln(ch, "You can't sleep on that!"); 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 (HAS_TRIGGER_OBJ(obj, TRIG_SIT)) p_percent_trigger(NULL, obj, NULL, ch, NULL, NULL, TRIG_SIT); 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 $p.", ch, obj, NULL, TO_ROOM); } ch->position = POS_SLEEPING; } break; case POS_FIGHTING: chprintln(ch, "You are already fighting!"); break; default: break; } return; } CH_CMD(do_wake) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; one_argument(argument, arg); if (IS_NULLSTR(arg)) { do_function(ch, &do_stand, ""); return; } if (!IS_AWAKE(ch)) { chprintln(ch, "You are asleep yourself!"); return; } if ((victim = get_char_room(ch, NULL, arg)) == NULL) { chprintln(ch, "They aren't here."); return; } if (IS_AWAKE(victim)) { act("$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_function(ch, &do_stand, ""); return; } CH_CMD(do_sneak) { AFFECT_DATA af; chprintln(ch, "You attempt to move silently."); 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; } CH_CMD(do_hide) { chprintln(ch, "You attempt to hide."); if (IS_AFFECTED(ch, AFF_HIDE)) REMOVE_BIT(ch->affected_by, AFF_HIDE); if (number_percent() < get_skill(ch, gsn_hide)) { SET_BIT(ch->affected_by, AFF_HIDE); check_improve(ch, gsn_hide, TRUE, 3); } else check_improve(ch, gsn_hide, FALSE, 3); return; } /* * Contributed by Alander. */ CH_CMD(do_visible) { affect_strip(ch, gsn_invis); affect_strip(ch, gsn_mass_invis); affect_strip(ch, gsn_sneak); REMOVE_BIT(ch->affected_by, AFF_HIDE); REMOVE_BIT(ch->affected_by, AFF_INVISIBLE); REMOVE_BIT(ch->affected_by, AFF_SNEAK); chprintln(ch, "Ok."); return; } CH_CMD(do_recall) { CHAR_DATA *victim; ROOM_INDEX_DATA *location; if (IS_NPC(ch) && !IS_SET(ch->act, ACT_PET)) { chprintln(ch, "Only players can recall."); return; } if (IS_SET(ch->in_room->room_flags, ROOM_ARENA)) { chprintln(ch, "You can't recall while in the arena!"); return; } act("$n prays for transportation!", ch, 0, 0, TO_ROOM); if ((location = get_room_index(ROOM_VNUM_TEMPLE)) == NULL) { chprintln(ch, "You are completely lost."); return; } if (ch->in_room == location) return; if (IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL) || IS_AFFECTED(ch, AFF_CURSE)) { act("$g has forsaken you.", ch, NULL, NULL, TO_CHAR); return; } if ((victim = ch->fighting) != NULL) { int lose, skill; skill = get_skill(ch, gsn_recall); if (number_percent() < 80 * skill / 100) { check_improve(ch, gsn_recall, FALSE, 6); WAIT_STATE(ch, 4); chprintln(ch, "You failed!."); return; } lose = (ch->desc != NULL) ? 25 : 50; gain_exp(ch, 0 - lose); check_improve(ch, gsn_recall, TRUE, 4); chprintlnf(ch, "You recall from combat! You lose %d exps.", lose); 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_function(ch, &do_look, "auto"); if (ch->pet != NULL) do_function(ch->pet, &do_recall, ""); return; } CH_CMD(do_train) { char buf[MAX_STRING_LENGTH]; CHAR_DATA *mob; int stat = -1; char *pOutput = NULL; int cost; if (IS_NPC(ch)) return; /* * Check for trainer. */ for (mob = ch->in_room->first_person; mob; mob = mob->next_in_room) { if (IS_NPC(mob) && IS_SET(mob->act, ACT_TRAIN)) break; } if (mob == NULL) { chprintln(ch, "You can't do that here."); return; } if (IS_NULLSTR(argument)) { chprintlnf(ch, "You have %d training sessions.", ch->train); argument = "foo"; } cost = 1; if (!str_cmp(argument, "str")) { if (is_prime_stat(ch, STAT_STR)) cost = 1; stat = STAT_STR; pOutput = "strength"; } else if (!str_cmp(argument, "int")) { if (is_prime_stat(ch, STAT_INT)) cost = 1; stat = STAT_INT; pOutput = "intelligence"; } else if (!str_cmp(argument, "wis")) { if (is_prime_stat(ch, STAT_WIS)) cost = 1; stat = STAT_WIS; pOutput = "wisdom"; } else if (!str_cmp(argument, "dex")) { if (is_prime_stat(ch, STAT_DEX)) cost = 1; stat = STAT_DEX; pOutput = "dexterity"; } else if (!str_cmp(argument, "con")) { if (is_prime_stat(ch, STAT_CON)) cost = 1; stat = STAT_CON; pOutput = "constitution"; } 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_train(ch, STAT_STR)) strcat(buf, " str"); if (ch->perm_stat[STAT_INT] < get_max_train(ch, STAT_INT)) strcat(buf, " int"); if (ch->perm_stat[STAT_WIS] < get_max_train(ch, STAT_WIS)) strcat(buf, " wis"); if (ch->perm_stat[STAT_DEX] < get_max_train(ch, STAT_DEX)) strcat(buf, " dex"); if (ch->perm_stat[STAT_CON] < get_max_train(ch, STAT_CON)) strcat(buf, " con"); strcat(buf, " hp mana"); if (buf[strlen(buf) - 1] != ':') { strcat(buf, "."); chprintln(ch, buf); } else { /* * This message dedicated to Jordan ... you big stud! */ act("You have nothing left to train, you $T!", ch, NULL, ch->sex == SEX_MALE ? "big stud" : ch->sex == SEX_FEMALE ? "hot babe" : "wild thing", TO_CHAR); } return; } if (!str_cmp("hp", argument)) { if (cost > ch->train) { chprintln(ch, "You don't have enough training sessions."); return; } ch->train -= cost; ch->pcdata->perm_hit += 10; ch->max_hit += 10; ch->hit += 10; act("Your durability increases!", ch, NULL, NULL, TO_CHAR); act("$n's durability increases!", ch, NULL, NULL, TO_ROOM); return; } if (!str_cmp("mana", argument)) { if (cost > ch->train) { chprintln(ch, "You don't have enough training sessions."); 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_train(ch, stat)) { act("Your $T is already at maximum.", ch, NULL, pOutput, TO_CHAR); return; } if (cost > ch->train) { chprintln(ch, "You don't have enough training sessions."); 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; } CH_CMD(do_run) { char buf[MAX_STRING_LENGTH], arg[MAX_INPUT_LENGTH]; char *p; bool dFound = FALSE; if (!ch->desc || *argument == '\0') { chprintln(ch, "You run in place!"); return; } buf[0] = '\0'; while (*argument != '\0') { argument = one_argument(argument, arg); strcat(buf, arg); } for (p = buf + strlen(buf) - 1; p >= buf; p--) { if (!isdigit(*p)) { switch (*p) { case 'n': case 's': case 'e': case 'w': case 'u': case 'd': dFound = TRUE; break; case 'o': break; default: chprintln(ch, "Invalid direction!"); return; } } else if (!dFound) *p = '\0'; } if (!dFound) { chprintln(ch, "No directions specified!"); return; } replace_string(ch->desc->run_buf, buf); ch->desc->run_head = ch->desc->run_buf; chprintln(ch, "You start running..."); return; }