/**************************************************************************
* 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) 2001-2002 by Ryan Jennings *
* http://1stmud.dlmud.com/ <r-jenn@shaw.ca> *
***************************************************************************/
#include <sys/types.h>
#if !defined(WIN32)
#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->area->area_flags, AREA_CLOSED) &&
!IS_SET (room->room_flags, ROOM_ARENA) &&
!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 */
CH_CMD (do_enter)
{
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)
{
chprintln (ch, "You don't see that here.");
return;
}
if (portal->item_type != ITEM_PORTAL ||
(IS_SET (portal->value[1], EX_CLOSED) && !IS_TRUSTED (ch, ANGEL)))
{
chprintln (ch, "You can't seem to find a way in.");
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)))
{
chprintln (ch, "Something prevents you from leaving...");
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 ("$p doesn't seem to go anywhere.", ch, portal, NULL,
TO_CHAR);
return;
}
if (IS_NPC (ch) && IS_SET (ch->act, ACT_AGGRESSIVE) &&
IS_SET (location->room_flags, ROOM_LAW))
{
chprintln (ch, "Something prevents you from leaving...");
return;
}
act ("$n steps into $p.", ch, portal, NULL, TO_ROOM);
if (IS_SET (portal->value[2], GATE_NORMAL_EXIT))
act ("You enter $p.", ch, portal, NULL, TO_CHAR);
else
act
("You walk through $p and find yourself somewhere else...",
ch, portal, NULL, TO_CHAR);
char_from_room (ch);
char_to_room (ch, location);
if (IS_SET (portal->value[2], GATE_GOWITH)) /* take the gate along */
{
obj_from_room (portal);
obj_to_room (portal, location);
}
if (IS_SET (portal->value[2], GATE_NORMAL_EXIT))
act ("$n has arrived.", ch, portal, NULL, TO_ROOM);
else
act ("$n has arrived through $p.", 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 ("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 $N.", fch, NULL, ch, TO_CHAR);
do_function (fch, &do_enter, argument);
}
}
if (portal != NULL && portal->value[0] == -1)
{
act ("$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);
}
/*
* 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);
return;
}
chprintln (ch, "Nope, can't do it.");
return;
}