/************************************************************************** * 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) 2001-2004 by Markanth * * http://www.firstmud.com/ <markanth@firstmud.com> * * By using this code you have agreed to follow the term of * * the 1stMud license in ../doc/1stMud/LICENSE * ***************************************************************************/ #include "merc.h" #include "interp.h" #include "tables.h" RoomIndex *get_random_room(CharData * ch) { RoomIndex *room; for (;;) { room = get_room_index(number_range(0, 65535)); if (room != NULL) if (can_see_room(ch, room) && !room_is_private(room) && !IsSet(room->room_flags, ROOM_PRIVATE) && !IsSet(room->room_flags, ROOM_SOLITARY) && !IsSet(room->area->area_flags, AREA_CLOSED) && !IsSet(room->room_flags, ROOM_ARENA) && !IsSet(room->room_flags, ROOM_SAFE) && (IsNPC(ch) || IsSet(ch->act, ACT_AGGRESSIVE) || !IsSet (room->room_flags, ROOM_LAW))) break; } return room; } Do_Fun(do_enter) { RoomIndex *location; if (ch->fighting != NULL) return; if (!NullStr(argument)) { RoomIndex *old_room; ObjData *portal; CharData *fch, *fch_next; old_room = ch->in_room; portal = get_obj_list(ch, argument, ch->in_room->content_first); if (portal == NULL) { chprintln(ch, "You don't see that here."); return; } if (portal->item_type != ITEM_PORTAL || (IsSet(portal->value[1], EX_CLOSED) && !IsTrusted(ch, ANGEL))) { chprintln(ch, "You can't seem to find a way in."); return; } if (!IsTrusted(ch, ANGEL) && !IsSet(portal->value[2], GATE_NOCURSE) && (IsAffected(ch, AFF_CURSE) || IsSet(old_room->room_flags, ROOM_NO_RECALL))) { chprintln(ch, "Something prevents you from leaving..."); return; } if (IsSet(portal->value[2], GATE_RANDOM) || portal->value[3] == -1) { location = get_random_room(ch); portal->value[3] = location->vnum; } else if (IsSet(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) && !IsTrusted(ch, IMPLEMENTOR))) { act("$p doesn't seem to go anywhere.", ch, portal, NULL, TO_CHAR); return; } if (IsNPC(ch) && IsSet(ch->act, ACT_AGGRESSIVE) && IsSet(location->room_flags, ROOM_LAW)) { chprintln(ch, "Something prevents you from leaving..."); return; } act("$n steps into $p.", ch, portal, NULL, TO_ROOM); if (IsSet(portal->value[2], GATE_NORMAL_EXIT)) act("You enter $p.", ch, portal, NULL, TO_CHAR); else act("You walk through $p and find yourself somewhere else...", ch, portal, NULL, TO_CHAR); char_from_room(ch); char_to_room(ch, location); if (IsSet(portal->value[2], GATE_GOWITH)) { obj_from_room(portal); obj_to_room(portal, location); } if (IsSet(portal->value[2], GATE_NORMAL_EXIT)) act("$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"); if (portal->value[0] > 0) { portal->value[0]--; if (portal->value[0] == 0) portal->value[0] = -1; } if (old_room == location) return; for (fch = old_room->person_first; fch != NULL; fch = fch_next) { fch_next = fch->next_in_room; if (portal == NULL || portal->value[0] == -1) continue; if (fch->master == ch && IsAffected(fch, AFF_CHARM) && fch->position < POS_STANDING) do_function(fch, &do_stand, ""); if (fch->master == ch && fch->position == POS_STANDING) { if (IsSet(ch->in_room->room_flags, ROOM_LAW) && (IsNPC(fch) && IsSet(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("$p fades out of existence.", ch, portal, NULL, TO_ROOM); else if (old_room->person_first != NULL) { act("$p fades out of existence.", old_room->person_first, portal, NULL, TO_CHAR); act("$p fades out of existence.", old_room->person_first, portal, NULL, TO_ROOM); } extract_obj(portal); } if (IsNPC(ch) && HasTriggerMob(ch, TRIG_ENTRY)) p_percent_trigger(ch, NULL, NULL, NULL, NULL, NULL, TRIG_ENTRY); if (!IsNPC(ch)) { p_greet_trigger(ch, PRG_MPROG); p_greet_trigger(ch, PRG_OPROG); p_greet_trigger(ch, PRG_RPROG); } return; } chprintln(ch, "Nope, can't do it."); return; } Do_Fun(do_worship) { CharData *priest; DeityData *i; if (NullStr(argument)) { cmd_syntax(ch, NULL, n_fun, "<deity>", "list", NULL); return; } if (!str_cmp(argument, "list")) { int e; for (e = ETHOS_LAWFUL_GOOD; e != ETHOS_CHAOTIC_EVIL; e--) { for (i = deity_first; i; i = i->next) { if (i->ethos != (ethos_t) e) continue; chprintlnf(ch, "\t%-12s (%s): %s", i->name, flag_string(ethos_types, i->ethos), i->desc); } } return; } for (priest = ch->in_room->person_first; priest != NULL; priest = priest->next_in_room) if (IsNPC(priest) && IsSet(priest->act, ACT_IS_HEALER)) break; if (priest == NULL) { chprintln(ch, "There is no priest here!"); return; } if (ch->pcdata->quest.points < 250) { chprintln(ch, "You need 250 questpoints to change your deity."); return; } i = deity_lookup(argument); if (i == NULL) { chprintln(ch, "That deity doesn't exist."); return; } ch->deity = i; chprintlnf(ch, "You now worship %s.", i->name); ch->pcdata->quest.points -= 250; return; } Do_Fun(do_heel) { if (ch->pet == NULL) { chprintln(ch, "You don't have a pet!"); return; } if (IsSet(ch->in_room->room_flags, ROOM_ARENA)) { act("$N can't hear your whistle with all the screaming.", ch, NULL, ch->pet, TO_CHAR); return; } char_from_room(ch->pet); char_to_room(ch->pet, ch->in_room); act("$n lets out a loud whistle and $N comes running.", ch, NULL, ch->pet, TO_ROOM); act("You let out a loud whistle and $N comes running.", ch, NULL, ch->pet, TO_CHAR); } char *path_to_area(CharData * ch, AreaData * pArea) { ExitData *pexit, *pexit2; RoomIndex *pRoomIndex, *queueIn, *queueOut, *source; int iHash = 0, door, door2; static char buf[MAX_STRING_LENGTH], buf2[MAX_STRING_LENGTH]; if ((source = ch->in_room) == NULL) return "Not accessable."; if (!pArea) { bug("passing invalid area"); return "Ah this is an error."; } if (AreaFlag(pArea, AREA_CLOSED) || pArea->clan) return "Restricted Area."; if (source->area == pArea) return "You are here."; buf[0] = NUL; for (iHash = 0; iHash < MAX_KEY_HASH; iHash++) { for (pRoomIndex = room_index_hash[iHash]; pRoomIndex != NULL; pRoomIndex = pRoomIndex->next) { pRoomIndex->distance_from_source = INT_MAX; pRoomIndex->shortest_from_room = NULL; pRoomIndex->shortest_next_room = NULL; } } source->distance_from_source = 0; queueIn = source; for (queueOut = source; queueOut; queueOut = queueOut->shortest_next_room) { if (AreaFlag(queueOut->area, AREA_PLAYER_HOMES) || queueOut->area->clan != NULL) continue; for (door = 0; door < MAX_DIR; door++) { if ((pexit = queueOut->exit[door]) != NULL && pexit->u1.to_room != NULL) { if (pexit->u1.to_room->distance_from_source > queueOut->distance_from_source + 1) { pexit->u1.to_room->distance_from_source = queueOut->distance_from_source + 1; if (pexit->u1.to_room->area == pArea) { int count = 1; char buf3[3]; sprintf(buf3, "%c", dir_name[door][0]); sprintf(buf2, "%s", buf3); for (pRoomIndex = queueOut; pRoomIndex->shortest_from_room; pRoomIndex = pRoomIndex->shortest_from_room) { for (door2 = 0; door2 < MAX_DIR; door2++) { if ( (pexit2 = pRoomIndex->shortest_from_room-> exit[door2]) != NULL && pexit2->u1.to_room == pRoomIndex) { if (dir_name[door2][0] == buf3[0]) { count++; } else { sprintf(buf, "%s", buf2); if (count > 1) { sprintf(buf2, "%c%d%s", dir_name[door2][0], count, buf); } else { sprintf(buf2, "%c%s", dir_name[door2][0], buf); } count = 1; sprintf(buf3, "%c", dir_name[door2][0]); } } } } if (count > 1) { sprintf(buf, "%s", buf2); sprintf(buf2, "%d%s", count, buf); } sprintf(buf, "%s", buf2); return (buf); } pexit->u1.to_room->shortest_from_room = queueOut; queueIn->shortest_next_room = pexit->u1.to_room; queueIn = pexit->u1.to_room; } } } } return "Not accessable."; } Do_Fun(do_path) { RoomIndex *pRoomIndex, *queueIn, *queueOut, *source, *destination = NULL; int iHash, door, door2; ExitData *pexit, *pexit2; char buf[MAX_STRING_LENGTH], buf2[MAX_STRING_LENGTH]; bool fArea = false; CharData *victim = NULL; AreaData *area; // Use a breadth-first search to find shortest path. if (NullStr(argument)) { cmd_syntax(ch, NULL, n_fun, "<destination player, mob, or area>", NULL); return; } // First, find source and destination rooms: if ((source = ch->in_room) == NULL) { chprintln(ch, "You must be somewhere to go anywhere."); return; } if ((area = area_lookup(argument)) != NULL) { destination = area_begin(area); fArea = true; } else if ((victim = get_char_world(ch, argument)) != NULL || victim->in_room == NULL || !can_see_room(ch, victim->in_room) || IsSet(victim->in_room->room_flags, ROOM_SAFE | ROOM_ARENA | ROOM_PRIVATE | ROOM_SOLITARY | ROOM_NO_RECALL) || IsSet(ch->in_room->room_flags, ROOM_ARENA | ROOM_NO_RECALL) || (IsNPC(victim) && is_gqmob(NULL, victim->pIndexData->vnum) != -1) || (IsNPC(victim) && IsQuester(ch) && ch->pcdata->quest.mob == victim) || victim->level >= ch->level + 3 || (is_clan(victim) && !is_same_clan(ch, victim)) || (!IsNPC(victim) && victim->level >= MAX_MORTAL_LEVEL) || (IsNPC(victim) && IsSet(victim->imm_flags, IMM_SUMMON)) || (IsNPC(victim) && saves_spell(ch->level, victim, DAM_OTHER))) destination = victim->in_room; if (destination == NULL) { chprintln(ch, "No such destination."); return; } if ((fArea && source->area == destination->area) || source == destination) { chprintln(ch, "No need to walk to get there!"); return; } if (AreaFlag(destination->area, AREA_CLOSED) || destination->area->clan) { chprintln(ch, "That area is restricted."); return; } for (iHash = 0; iHash < MAX_KEY_HASH; iHash++) { for (pRoomIndex = room_index_hash[iHash]; pRoomIndex != NULL; pRoomIndex = pRoomIndex->next) { pRoomIndex->distance_from_source = INT_MAX; pRoomIndex->shortest_from_room = NULL; pRoomIndex->shortest_next_room = NULL; } } // Now set source distance to 0 and put it on the "search" queue source->distance_from_source = 0; queueIn = source; // Now, set distance for all adjacent rooms to search room + 1 until // destination. // If destination not found, put each unsearched adjacent room on queue // and repeat for (queueOut = source; queueOut; queueOut = queueOut->shortest_next_room) { if (AreaFlag(queueOut->area, AREA_PLAYER_HOMES) || queueOut->area->clan != NULL) continue; // for each exit to search room: for (door = 0; door < MAX_DIR; door++) { if ((pexit = queueOut->exit[door]) != NULL && pexit->u1.to_room != NULL) { // if we haven't looked here, set distance and add to search // list if (pexit->u1.to_room->distance_from_source > queueOut->distance_from_source + 1) { pexit->u1.to_room->distance_from_source = queueOut->distance_from_source + 1; // if we've found destination, we're done! if ( (fArea && pexit->u1.to_room->area == destination->area) || pexit->u1.to_room == destination) { int count = 1; char buf3[3]; // print the directions in reverse order as we walk // back sprintf(buf3, "%c", dir_name[door][0]); sprintf(buf2, "%s", buf3); for (pRoomIndex = queueOut; pRoomIndex->shortest_from_room; pRoomIndex = pRoomIndex->shortest_from_room) { for (door2 = 0; door2 < MAX_DIR; door2++) { if ( (pexit2 = pRoomIndex->shortest_from_room-> exit[door2]) != NULL && pexit2->u1.to_room == pRoomIndex) { if (dir_name[door2][0] == buf3[0]) { count++; } else { sprintf(buf, "%s", buf2); if (count > 1) { sprintf(buf2, "%c%d%s", dir_name[door2][0], count, buf); } else { sprintf(buf2, "%c%s", dir_name[door2][0], buf); } count = 1; sprintf(buf3, "%c", dir_name[door2][0]); } } } } if (count > 1) { sprintf(buf, "%s", buf2); sprintf(buf2, "%d%s", count, buf); } if (fArea) { chprintlnf(ch, "Shortest path to %s is %d steps: %s.", destination->area->name, pexit->u1. to_room->distance_from_source, buf2); } else if (victim) { chprintlnf(ch, "Shortest path to %s is %d steps: %s.", GetName(victim), pexit->u1. to_room->distance_from_source, buf2); } return; } // Didn't find destination, add to queue pexit->u1.to_room->shortest_from_room = queueOut; queueIn->shortest_next_room = pexit->u1.to_room; queueIn = pexit->u1.to_room; } } } } chprintln(ch, "No path to destination."); return; }