/************************************************************************** * 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 "recycle.h" #include "vnums.h" #include "tables.h" Proto(int find_door, (CharData *, char *)); Proto(void quest_room_check, (CharData *)); Proto(bool has_key, (CharData *, vnum_t)); void move_char(CharData * ch, int door, bool follow) { CharData *fch; CharData *fch_next; RoomIndex *in_room; RoomIndex *to_room; ExitData *pexit; if (door < 0 || door > 5) { bugf("Do_move: bad door %d.", door); return; } if (!IsNPC(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 (IsSet(pexit->exit_info, EX_CLOSED) && (!IsAffected(ch, AFF_PASS_DOOR) || IsSet(pexit->exit_info, EX_NOPASS)) && !IsTrusted(ch, ANGEL)) { act("The $d is closed.", ch, NULL, pexit->keyword, TO_CHAR); return; } if (IsAffected(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 (IsSet(to_room->area->area_flags, AREA_CLOSED)) { chprintln(ch, "That area is closed to players."); return; } if (!IsNPC(ch)) { int move; if (to_room->guild > -1 && to_room->guild < top_class && !is_class(ch, to_room->guild) && !IsImmortal(ch)) { chprintln(ch, "You aren't allowed in there."); return; } if (in_room->sector_type == SECT_AIR || to_room->sector_type == SECT_AIR) { if (!IsAffected(ch, AFF_FLYING) && !IsImmortal(ch)) { chprintln(ch, "You can't fly."); return; } } if ( (in_room->sector_type == SECT_WATER_NOSWIM || to_room->sector_type == SECT_WATER_NOSWIM) && !IsAffected(ch, AFF_FLYING)) { ObjData *obj; bool found; found = false; if (IsImmortal(ch)) found = true; for (obj = ch->carrying_first; 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[Min(SECT_MAX - 1, in_room->sector_type)] + movement_loss[Min(SECT_MAX - 1, to_room->sector_type)]; move /= 2; if (IsAffected(ch, AFF_FLYING) || IsAffected(ch, AFF_HASTE)) move /= 2; if (IsAffected(ch, AFF_SLOW)) move *= 2; if (ch->move < move) { chprintln(ch, "You are too exhausted."); return; } WaitState(ch, 1); ch->move -= move; } if (ValidStance(GetStance(ch, STANCE_CURRENT))) do_function(ch, &do_stance, ""); if (!IsAffected(ch, AFF_SNEAK) && ch->invis_level < LEVEL_HERO) { char leave[MIL]; if (IsAffected(ch, AFF_FLYING)) strcpy(leave, "flies"); else if (ch->desc && ch->desc->run_buf) strcpy(leave, "runs"); else if (ch->in_room->sector_type == SECT_WATER_SWIM) strcpy(leave, "swims"); else if (ch->hit < (ch->max_hit / 4)) strcpy(leave, "crawls"); else if (ch->hit < (ch->max_hit / 3)) strcpy(leave, "limps"); else if (ch->hit < (ch->max_hit / 2)) strcpy(leave, "staggers"); else if (IsDrunk(ch)) strcpy(leave, "stumbles"); else strcpy(leave, "leaves"); act("$n leaves $T.", ch, NULL, dir_name[door], TO_ROOM); } char_from_room(ch); char_to_room(ch, to_room); if (!IsAffected(ch, AFF_SNEAK) && ch->invis_level < LEVEL_HERO) { char enter[MIL]; if (IsAffected(ch, AFF_FLYING)) strcpy(enter, "flies in"); else if (ch->desc && ch->desc->run_buf) strcpy(enter, "runs by"); else if (ch->in_room->sector_type == SECT_WATER_SWIM) strcpy(enter, "swims in"); else if (ch->hit < (ch->max_hit / 4)) strcpy(enter, "crawls in"); else if (ch->hit < (ch->max_hit / 3)) strcpy(enter, "limps in"); else if (ch->hit < (ch->max_hit / 2)) strcpy(enter, "staggers in"); else if (IsDrunk(ch)) strcpy(enter, "stumbles in"); else strcpy(enter, "arrives"); act("$n has arrived.", ch, NULL, NULL, TO_ROOM); } do_function(ch, &do_look, "auto"); if (in_room == to_room) return; else if (in_room->area != to_room->area) { if (to_room->area->sound) send_sound(ch, to_room->area->sound); } for (fch = in_room->person_first; fch != NULL; fch = fch_next) { fch_next = fch->next_in_room; 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 && can_see_room(fch, to_room)) { 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); move_char(fch, door, true); } } 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); quest_room_check(ch); } return; } Do_Fun(do_north) { RoomIndex *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; } Do_Fun(do_east) { RoomIndex *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; } Do_Fun(do_south) { RoomIndex *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; } Do_Fun(do_west) { RoomIndex *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; } Do_Fun(do_up) { RoomIndex *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; } Do_Fun(do_down) { RoomIndex *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(CharData * ch, char *arg) { ExitData *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 < MAX_DIR; door++) { if ((pexit = ch->in_room->exit[door]) != NULL && IsSet(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 (!IsSet(pexit->exit_info, EX_ISDOOR)) { chprintln(ch, "You can't do that."); return -1; } return door; } Do_Fun(do_open) { char arg[MAX_INPUT_LENGTH]; ObjData *obj; int door; one_argument(argument, arg); if (NullStr(arg)) { chprintln(ch, "Open what?"); return; } if ((obj = get_obj_here(ch, NULL, arg)) != NULL) { if (obj->item_type == ITEM_PORTAL) { if (!IsSet(obj->value[1], EX_ISDOOR)) { chprintln(ch, "You can't do that."); return; } if (!IsSet(obj->value[1], EX_CLOSED)) { chprintln(ch, "It's already open."); return; } if (IsSet(obj->value[1], EX_LOCKED)) { chprintln(ch, "It's locked."); return; } RemBit(obj->value[1], EX_CLOSED); act("You open $p.", ch, obj, NULL, TO_CHAR); act("$n opens $p.", ch, obj, NULL, TO_ROOM); return; } if (obj->item_type != ITEM_CONTAINER) { chprintln(ch, "That's not a container."); return; } if (!IsSet(obj->value[1], CONT_CLOSED)) { chprintln(ch, "It's already open."); return; } if (!IsSet(obj->value[1], CONT_CLOSEABLE)) { chprintln(ch, "You can't do that."); return; } if (IsSet(obj->value[1], CONT_LOCKED)) { chprintln(ch, "It's locked."); return; } RemBit(obj->value[1], CONT_CLOSED); act("You open $p.", ch, obj, NULL, TO_CHAR); act("$n opens $p.", ch, obj, NULL, TO_ROOM); return; } if ((door = find_door(ch, arg)) >= 0) { RoomIndex *to_room; ExitData *pexit; ExitData *pexit_rev; pexit = ch->in_room->exit[door]; if (!IsSet(pexit->exit_info, EX_CLOSED)) { chprintln(ch, "It's already open."); return; } if (IsSet(pexit->exit_info, EX_LOCKED)) { chprintln(ch, "It's locked."); return; } RemBit(pexit->exit_info, EX_CLOSED); act("$n opens the $d.", ch, NULL, pexit->keyword, TO_ROOM); chprintln(ch, "Ok."); 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) { CharData *rch; RemBit(pexit_rev->exit_info, EX_CLOSED); for (rch = to_room->person_first; rch != NULL; rch = rch->next_in_room) act("The $d opens.", rch, NULL, pexit_rev->keyword, TO_CHAR); } } return; } Do_Fun(do_close) { char arg[MAX_INPUT_LENGTH]; ObjData *obj; int door; one_argument(argument, arg); if (NullStr(arg)) { chprintln(ch, "Close what?"); return; } if ((obj = get_obj_here(ch, NULL, arg)) != NULL) { if (obj->item_type == ITEM_PORTAL) { if (!IsSet(obj->value[1], EX_ISDOOR) || IsSet(obj->value[1], EX_NOCLOSE)) { chprintln(ch, "You can't do that."); return; } if (IsSet(obj->value[1], EX_CLOSED)) { chprintln(ch, "It's already closed."); return; } SetBit(obj->value[1], EX_CLOSED); act("You close $p.", ch, obj, NULL, TO_CHAR); act("$n closes $p.", ch, obj, NULL, TO_ROOM); return; } if (obj->item_type != ITEM_CONTAINER) { chprintln(ch, "That's not a container."); return; } if (IsSet(obj->value[1], CONT_CLOSED)) { chprintln(ch, "It's already closed."); return; } if (!IsSet(obj->value[1], CONT_CLOSEABLE)) { chprintln(ch, "You can't do that."); return; } SetBit(obj->value[1], CONT_CLOSED); act("You close $p.", ch, obj, NULL, TO_CHAR); act("$n closes $p.", ch, obj, NULL, TO_ROOM); return; } if ((door = find_door(ch, arg)) >= 0) { RoomIndex *to_room; ExitData *pexit; ExitData *pexit_rev; pexit = ch->in_room->exit[door]; if (IsSet(pexit->exit_info, EX_CLOSED)) { chprintln(ch, "It's already closed."); return; } SetBit(pexit->exit_info, EX_CLOSED); act("$n closes the $d.", ch, NULL, pexit->keyword, TO_ROOM); chprintln(ch, "Ok."); 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) { CharData *rch; SetBit(pexit_rev->exit_info, EX_CLOSED); for (rch = to_room->person_first; rch != NULL; rch = rch->next_in_room) act("The $d closes.", rch, NULL, pexit_rev->keyword, TO_CHAR); } } return; } bool has_key(CharData * ch, vnum_t key) { ObjData *obj; for (obj = ch->carrying_first; obj != NULL; obj = obj->next_content) { if (obj->pIndexData->vnum == key) return true; } return false; } Do_Fun(do_lock) { char arg[MAX_INPUT_LENGTH]; ObjData *obj; int door; one_argument(argument, arg); if (NullStr(arg)) { chprintln(ch, "Lock what?"); return; } if ((obj = get_obj_here(ch, NULL, arg)) != NULL) { if (obj->item_type == ITEM_PORTAL) { if (!IsSet(obj->value[1], EX_ISDOOR) || IsSet(obj->value[1], EX_NOCLOSE)) { chprintln(ch, "You can't do that."); return; } if (!IsSet(obj->value[1], EX_CLOSED)) { chprintln(ch, "It's not closed."); return; } if (obj->value[4] < 0 || IsSet(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 (IsSet(obj->value[1], EX_LOCKED)) { chprintln(ch, "It's already locked."); return; } SetBit(obj->value[1], EX_LOCKED); act("You lock $p.", ch, obj, NULL, TO_CHAR); act("$n locks $p.", ch, obj, NULL, TO_ROOM); return; } if (obj->item_type != ITEM_CONTAINER) { chprintln(ch, "That's not a container."); return; } if (!IsSet(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 (IsSet(obj->value[1], CONT_LOCKED)) { chprintln(ch, "It's already locked."); return; } SetBit(obj->value[1], CONT_LOCKED); act("You lock $p.", ch, obj, NULL, TO_CHAR); act("$n locks $p.", ch, obj, NULL, TO_ROOM); return; } if ((door = find_door(ch, arg)) >= 0) { RoomIndex *to_room; ExitData *pexit; ExitData *pexit_rev; pexit = ch->in_room->exit[door]; if (!IsSet(pexit->exit_info, EX_CLOSED)) { chprintln(ch, "It's not closed."); return; } if (pexit->key < 0) { chprintln(ch, "It can't be locked."); return; } if (!has_key(ch, pexit->key)) { chprintln(ch, "You lack the key."); return; } if (IsSet(pexit->exit_info, EX_LOCKED)) { chprintln(ch, "It's already locked."); return; } SetBit(pexit->exit_info, EX_LOCKED); chprintln(ch, "*Click*"); act("$n locks the $d.", ch, NULL, pexit->keyword, TO_ROOM); 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) { SetBit(pexit_rev->exit_info, EX_LOCKED); } } return; } Do_Fun(do_unlock) { char arg[MAX_INPUT_LENGTH]; ObjData *obj; int door; one_argument(argument, arg); if (NullStr(arg)) { chprintln(ch, "Unlock what?"); return; } if ((obj = get_obj_here(ch, NULL, arg)) != NULL) { if (obj->item_type == ITEM_PORTAL) { if (!IsSet(obj->value[1], EX_ISDOOR)) { chprintln(ch, "You can't do that."); return; } if (!IsSet(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 (!IsSet(obj->value[1], EX_LOCKED)) { chprintln(ch, "It's already unlocked."); return; } RemBit(obj->value[1], EX_LOCKED); act("You unlock $p.", ch, obj, NULL, TO_CHAR); act("$n unlocks $p.", ch, obj, NULL, TO_ROOM); return; } if (obj->item_type != ITEM_CONTAINER) { chprintln(ch, "That's not a container."); return; } if (!IsSet(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 (!IsSet(obj->value[1], CONT_LOCKED)) { chprintln(ch, "It's already unlocked."); return; } RemBit(obj->value[1], CONT_LOCKED); act("You unlock $p.", ch, obj, NULL, TO_CHAR); act("$n unlocks $p.", ch, obj, NULL, TO_ROOM); return; } if ((door = find_door(ch, arg)) >= 0) { RoomIndex *to_room; ExitData *pexit; ExitData *pexit_rev; pexit = ch->in_room->exit[door]; if (!IsSet(pexit->exit_info, EX_CLOSED)) { chprintln(ch, "It's not closed."); return; } if (pexit->key < 0) { chprintln(ch, "It can't be unlocked."); return; } if (!has_key(ch, pexit->key)) { chprintln(ch, "You lack the key."); return; } if (!IsSet(pexit->exit_info, EX_LOCKED)) { chprintln(ch, "It's already unlocked."); return; } RemBit(pexit->exit_info, EX_LOCKED); chprintln(ch, "*Click*"); act("$n unlocks the $d.", ch, NULL, pexit->keyword, TO_ROOM); if ((to_room = pexit->u1.to_room) != NULL && (pexit_rev = to_room->exit[rev_dir[door]]) != NULL && pexit_rev->u1.to_room == ch->in_room) { RemBit(pexit_rev->exit_info, EX_LOCKED); } } return; } Do_Fun(do_pick) { char arg[MAX_INPUT_LENGTH]; CharData *gch; ObjData *obj; int door; one_argument(argument, arg); if (NullStr(arg)) { chprintln(ch, "Pick what?"); return; } WaitState(ch, skill_table[gsn_pick_lock].beats); for (gch = ch->in_room->person_first; gch; gch = gch->next_in_room) { if (IsNPC(gch) && IsAwake(gch) && ch->level + 5 < gch->level) { act("$N is standing too close to the lock.", ch, NULL, gch, TO_CHAR); return; } } if (!IsNPC(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) { if (obj->item_type == ITEM_PORTAL) { if (!IsSet(obj->value[1], EX_ISDOOR)) { chprintln(ch, "You can't do that."); return; } if (!IsSet(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 (IsSet(obj->value[1], EX_PICKPROOF)) { chprintln(ch, "You failed."); return; } RemBit(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; } if (obj->item_type != ITEM_CONTAINER) { chprintln(ch, "That's not a container."); return; } if (!IsSet(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 (!IsSet(obj->value[1], CONT_LOCKED)) { chprintln(ch, "It's already unlocked."); return; } if (IsSet(obj->value[1], CONT_PICKPROOF)) { chprintln(ch, "You failed."); return; } RemBit(obj->value[1], CONT_LOCKED); act("You pick the lock on $p.", ch, obj, NULL, TO_CHAR); act("$n picks the lock on $p.", ch, obj, NULL, TO_ROOM); check_improve(ch, gsn_pick_lock, true, 2); return; } if ((door = find_door(ch, arg)) >= 0) { RoomIndex *to_room; ExitData *pexit; ExitData *pexit_rev; pexit = ch->in_room->exit[door]; if (!IsSet(pexit->exit_info, EX_CLOSED) && !IsImmortal(ch)) { chprintln(ch, "It's not closed."); return; } if (pexit->key < 0 && !IsImmortal(ch)) { chprintln(ch, "It can't be picked."); return; } if (!IsSet(pexit->exit_info, EX_LOCKED)) { chprintln(ch, "It's already unlocked."); return; } if (IsSet(pexit->exit_info, EX_PICKPROOF) && !IsImmortal(ch)) { chprintln(ch, "You failed."); return; } RemBit(pexit->exit_info, EX_LOCKED); chprintln(ch, "*Click*"); act("$n picks the $d.", ch, NULL, pexit->keyword, TO_ROOM); check_improve(ch, gsn_pick_lock, true, 2); 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) { RemBit(pexit_rev->exit_info, EX_LOCKED); } } return; } Do_Fun(do_stand) { ObjData *obj = NULL; if (!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->content_first); if (obj == NULL) { chprintln(ch, "You don't see that here."); return; } if (obj->item_type != ITEM_FURNITURE || (!IsSet(obj->value[2], STAND_AT) && !IsSet(obj->value[2], STAND_ON) && !IsSet(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 $p.", ch, obj, NULL, TO_CHAR, POS_DEAD); return; } ch->on = obj; if (HasTriggerObj(obj, TRIG_SIT)) p_percent_trigger(NULL, obj, NULL, ch, NULL, NULL, TRIG_SIT); } switch (ch->position) { case POS_SLEEPING: if (IsAffected(ch, AFF_SLEEP)) { chprintln(ch, "You can't wake up!"); return; } if (obj == NULL) { chprintln(ch, "You wake and stand up."); act("$n wakes and stands up.", ch, NULL, NULL, TO_ROOM); ch->on = NULL; } else if (IsSet(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 (IsSet(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 (IsSet(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 (IsSet(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; } Do_Fun(do_rest) { ObjData *obj = NULL; if (ch->position == POS_FIGHTING) { chprintln(ch, "You are already fighting!"); return; } if (!NullStr(argument)) { obj = get_obj_list(ch, argument, ch->in_room->content_first); 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 || (!IsSet(obj->value[2], REST_ON) && !IsSet(obj->value[2], REST_IN) && !IsSet(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 $p.", ch, obj, NULL, TO_CHAR, POS_DEAD); return; } ch->on = obj; if (HasTriggerObj(obj, TRIG_SIT)) p_percent_trigger(NULL, obj, NULL, ch, NULL, NULL, TRIG_SIT); } switch (ch->position) { case POS_SLEEPING: if (IsAffected(ch, AFF_SLEEP)) { chprintln(ch, "You can't wake up!"); return; } if (obj == NULL) { chprintln(ch, "You wake up and start resting."); act("$n wakes up and starts resting.", ch, NULL, NULL, TO_ROOM); } else if (IsSet(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 (IsSet(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 (IsSet(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 (IsSet(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 (IsSet(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 (IsSet(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; } Do_Fun(do_sit) { ObjData *obj = NULL; if (ch->position == POS_FIGHTING) { chprintln(ch, "Maybe you should finish this fight first?"); return; } if (!NullStr(argument)) { obj = get_obj_list(ch, argument, ch->in_room->content_first); 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 || (!IsSet(obj->value[2], SIT_ON) && !IsSet(obj->value[2], SIT_IN) && !IsSet(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 $p.", ch, obj, NULL, TO_CHAR, POS_DEAD); return; } ch->on = obj; if (HasTriggerObj(obj, TRIG_SIT)) p_percent_trigger(NULL, obj, NULL, ch, NULL, NULL, TRIG_SIT); } switch (ch->position) { case POS_SLEEPING: if (IsAffected(ch, AFF_SLEEP)) { chprintln(ch, "You can't wake up!"); return; } if (obj == NULL) { chprintln(ch, "You wake and sit up."); act("$n wakes and sits up.", ch, NULL, NULL, TO_ROOM); } else if (IsSet(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 (IsSet(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 (IsSet(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 (IsSet(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 (IsSet(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 (IsSet(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 $p.", ch, obj, NULL, TO_ROOM); } ch->position = POS_SITTING; break; default: break; } return; } Do_Fun(do_sleep) { ObjData *obj = NULL; switch (ch->position) { case POS_SLEEPING: chprintln(ch, "You are already sleeping."); break; case POS_RESTING: case POS_SITTING: case POS_STANDING: if (NullStr(argument) && ch->on == NULL) { chprintln(ch, "You go to sleep."); act("$n goes to sleep.", ch, NULL, NULL, TO_ROOM); ch->position = POS_SLEEPING; } else { if (NullStr(argument)) obj = ch->on; else obj = get_obj_list(ch, argument, ch->in_room->content_first); if (obj == NULL) { chprintln(ch, "You don't see that here."); return; } if (obj->item_type != ITEM_FURNITURE || (!IsSet(obj->value[2], SLEEP_ON) && !IsSet(obj->value[2], SLEEP_IN) && !IsSet(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 (HasTriggerObj(obj, TRIG_SIT)) p_percent_trigger(NULL, obj, NULL, ch, NULL, NULL, TRIG_SIT); if (IsSet(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 (IsSet(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 $p.", ch, obj, NULL, TO_ROOM); } ch->position = POS_SLEEPING; } break; case POS_FIGHTING: chprintln(ch, "You are already fighting!"); break; default: break; } return; } Do_Fun(do_wake) { char arg[MAX_INPUT_LENGTH]; CharData *victim; one_argument(argument, arg); if (NullStr(arg)) { do_function(ch, &do_stand, ""); return; } if (!IsAwake(ch)) { chprintln(ch, "You are asleep yourself!"); return; } if ((victim = get_char_room(ch, NULL, arg)) == NULL) { chprintln(ch, "They aren't here."); return; } if (IsAwake(victim)) { act("$N is already awake.", ch, NULL, victim, TO_CHAR); return; } if (IsAffected(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; } Do_Fun(do_sneak) { AffectData af; chprintln(ch, "You attempt to move silently."); affect_strip(ch, gsn_sneak); if (IsAffected(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; } Do_Fun(do_hide) { chprintln(ch, "You attempt to hide."); if (IsAffected(ch, AFF_HIDE)) RemBit(ch->affected_by, AFF_HIDE); if (number_percent() < get_skill(ch, gsn_hide)) { SetBit(ch->affected_by, AFF_HIDE); check_improve(ch, gsn_hide, true, 3); } else check_improve(ch, gsn_hide, false, 3); return; } Do_Fun(do_visible) { affect_strip(ch, gsn_invis); affect_strip(ch, gsn_mass_invis); affect_strip(ch, gsn_sneak); RemBit(ch->affected_by, AFF_HIDE); RemBit(ch->affected_by, AFF_INVISIBLE); RemBit(ch->affected_by, AFF_SNEAK); chprintln(ch, "Ok."); return; } void perform_recall(CharData * ch, RoomIndex * location, const char *what) { CharData *victim; if (IsNPC(ch) && !IsSet(ch->act, ACT_PET)) { chprintlnf(ch, "Only players can %s.", what); return; } if (IsSet(ch->in_room->room_flags, ROOM_ARENA)) { chprintlnf(ch, "You can't %s while in the arena!", what); return; } act("$n prays for transportation!", ch, 0, 0, TO_ROOM); if (location == NULL) { chprintln(ch, "You are completely lost."); return; } if (ch->in_room == location) return; if (IsSet(ch->in_room->room_flags, ROOM_NO_RECALL) || IsAffected(ch, AFF_CURSE)) { act("$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); WaitState(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 %s from combat! You lose %d exps.", what, 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) { act("$n disappears.", ch, NULL, NULL, TO_ROOM); char_from_room(ch->pet); char_to_room(ch->pet, location); act("$n appears in the room.", ch, NULL, NULL, TO_ROOM); } } Do_Fun(do_recall) { RoomIndex *location; if (!ch->in_room || MudFlag(DISABLE_AREA_RECALL) || !ch->in_room->area->recall || (location = get_room_index(ch->in_room->area->recall)) == NULL) location = get_room_index(ROOM_VNUM_TEMPLE); perform_recall(ch, location, "recall"); return; } Do_Fun(do_train) { char buf[MAX_STRING_LENGTH]; CharData *mob; int stat = -1; int cost; if (IsNPC(ch)) return; for (mob = ch->in_room->person_first; mob; mob = mob->next_in_room) { if (IsNPC(mob) && IsSet(mob->act, ACT_TRAIN)) break; } if (mob == NULL) { chprintln(ch, "You can't do that here."); return; } if (NullStr(argument)) { chprintlnf(ch, "You have %d training sessions.", ch->train); argument = "foo"; } cost = 1; if ((stat = (int) flag_value(stat_types, argument)) != NO_FLAG) { if (is_prime_stat(ch, stat)) cost = 1; } else if (!str_cmp(argument, "hp")) cost = 1; else if (!str_cmp(argument, "mana")) cost = 1; else { strcpy(buf, "You can train:"); for (stat = 0; stat < STAT_MAX; stat++) { if (ch->perm_stat[stat] < get_max_train(ch, stat)) sprintf(buf + strlen(buf), " %.3s", stat_types[stat].name); } strcat(buf, " hp mana."); chprintln(ch, buf); 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, stat_types[stat].name, 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 $T increases!", ch, NULL, stat_types[stat].name, TO_CHAR); act("$n's $T increases!", ch, NULL, stat_types[stat].name, TO_ROOM); return; } Do_Fun(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_str(&ch->desc->run_buf, buf); ch->desc->run_head = ch->desc->run_buf; chprintln(ch, "You start running..."); return; }