/**************************************************************************** * _______ _ ______ _______ _______ ______ * * ( ____ \( \ ( __ \ |\ /|( ___ )( )|\ /|( __ \ * * | ( \/| ( | ( \ )| ) ( || ( ) || () () || ) ( || ( \ ) * * | (__ | | | | ) || (___) || (___) || || || || | | || | ) | * * | __) | | | | | || ___ || ___ || |(_)| || | | || | | | * * | ( | | | | ) || ( ) || ( ) || | | || | | || | ) | * * | (____/\| (____/\| (__/ )| ) ( || ) ( || ) ( || (___) || (__/ ) * * (_______/(_______/(______/ |/ \||/ \||/ \|(_______)(______/ * * +-+-+-+ +-+-+-+-+-+-+-+ +-+-+-+-+-+-+-+-+-+-+ * * |T|h|e| |O|a|k|l|a|n|d| |C|h|r|o|n|i|c|l|e|s| * * +-+-+-+ +-+-+-+-+-+-+-+ +-+-+-+-+-+-+-+-+-+-+ * * ------------------------------------------------------------------------- * * EldhaMUD code (C) 2003-2005 by Robert Powell (Tommi) * * EldhaMUD Team: Celest, Altere and Krelowyn * * ------------------------------------------------------------------------- * * * ****************************************************************************/ /**************************************************************************** * [S]imulated [M]edieval [A]dventure multi[U]ser [G]ame | \\._.// * * -----------------------------------------------------------| (0...0) * * SMAUG 1.4 (C) 1994, 1995, 1996, 1998 by Derek Snider | ).:.( * * -----------------------------------------------------------| {o o} * * SMAUG code team: Thoric, Altrag, Blodkai, Narn, Haus, | / ' ' \ * * Scryn, Rennard, Swordbearer, Gorog, Grishnakh, Nivek, |~'~.VxvxV.~'~* * Tricops and Fireblade | * * ------------------------------------------------------------------------ * * Merc 2.1 Diku Mud improvments copyright (C) 1992, 1993 by Michael * * Chastain, Michael Quan, and Mitchell Tse. * * Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, * * Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. * * ------------------------------------------------------------------------ * * Player movement module * ****************************************************************************/ #include <sys/types.h> #include <stdio.h> #include <stdlib.h> #include <string.h> #include <ctype.h> #include <time.h> #include "mud.h" extern const struct sect_color_type sect_show[]; const sh_int movement_loss [SECT_MAX] = { 1, 2, 2, 3, 4, 6, 4, 1, 6, 10, 6, 5, 7, 4 }; char * const dir_name [] = { "north", "east", "south", "west", "up", "down", "northeast", "northwest", "southeast", "southwest", "somewhere" }; const int trap_door [] = { TRAP_N, TRAP_E, TRAP_S, TRAP_W, TRAP_U, TRAP_D, TRAP_NE, TRAP_NW, TRAP_SE, TRAP_SW }; const sh_int rev_dir [] = { 2, 3, 0, 1, 5, 4, 9, 8, 7, 6, 10 }; ROOM_INDEX_DATA * vroom_hash [64]; /* * Local functions. */ OBJ_DATA *has_key args( ( CHAR_DATA *ch, int key ) ); char * const sect_names[SECT_MAX][2] = { { "In a room","inside" } , { "In a city", "cities" }, { "In a field","fields" }, { "In a forest","forests" }, { "hill", "hills" }, { "On a mountain","mountains" }, { "In the water","waters" }, { "In rough water","waters" }, { "Underwater", "underwaters" }, { "In the air", "air" }, { "In a desert","deserts" }, { "Somewhere", "unknown" }, { "ocean floor", "ocean floor" }, { "underground", "underground" } }; const int sent_total[SECT_MAX] = { 3, 5, 4, 4, 1, 1, 1, 1, 1, 2, 2, 25, 1, 1 }; char * const room_sents[SECT_MAX][25] = { { "rough hewn walls of granite with the occasional spider crawling around", "signs of a recent battle from the bloodstains on the floor", "a damp musty odour not unlike rotting vegetation" }, { "the occasional stray digging through some garbage", "merchants trying to lure customers to their tents", "some street people putting on an interesting display of talent", "an argument between a customer and a merchant about the price of an item", "several shady figures talking down a dark alleyway" }, { "sparce patches of brush and shrubs", "a small cluster of trees far off in the distance", "grassy fields as far as the eye can see", "a wide variety of weeds and wildflowers" }, { "tall, dark evergreens prevent you from seeing very far", "many huge oak trees that look several hundred years old", "a solitary lonely weeping willow", "a patch of bright white birch trees slender and tall" }, { "rolling hills lightly speckled with violet wildflowers" }, { "the rocky mountain pass offers many hiding places" }, { "the water is smooth as glass" }, { "rough waves splash about angrily" }, { "a small school of fish" }, { "the land far below", "a misty haze of clouds" }, { "sand as far as the eye can see", "an oasis far in the distance" }, { "nothing unusual", "nothing unusual", "nothing unusual", "nothing unusual", "nothing unusual", "nothing unusual", "nothing unusual", "nothing unusual", "nothing unusual", "nothing unusual", "nothing unusual", "nothing unusual", "nothing unusual", "nothing unusual", "nothing unusual", "nothing unusual", "nothing unusual", "nothing unusual", "nothing unusual", "nothing unusual", "nothing unusual", "nothing unusual", "nothing unusual", "nothing unusual", "nothing unusual", }, { "rocks and coral which litter the ocean floor." }, { "a lengthy tunnel of rock." } }; char *grab_word( char *argument, char *arg_first ) { char cEnd; sh_int count; count = 0; while ( isspace(*argument) ) argument++; cEnd = ' '; if ( *argument == '\'' || *argument == '"' ) cEnd = *argument++; while ( *argument != '\0' || ++count >= 255 ) { if ( *argument == cEnd ) { argument++; break; } *arg_first++ = *argument++; } *arg_first = '\0'; while ( isspace(*argument) ) argument++; return argument; } char *wordwrap( char *txt, sh_int wrap ) { static char buf[MAX_STRING_LENGTH]; char *bufp; buf[0] = '\0'; bufp = buf; if ( txt != NULL ) { char line[MAX_STRING_LENGTH]; char temp[MAX_STRING_LENGTH]; char *ptr, *p; int ln, x; ++bufp; line[0] = '\0'; ptr = txt; while ( *ptr ) { ptr = grab_word( ptr, temp ); ln = strlen( line ); x = strlen( temp ); if ( (ln + x + 1) < wrap ) { if ( ln>0 && line[ln-1] == '.' ) strcat( line, " " ); else strcat( line, " " ); strcat( line, temp ); p = strchr( line, '\n' ); if ( !p ) p = strchr( line, '\r' ); if ( p ) { strcat( buf, line ); line[0] = '\0'; } } else { strcat( line, "\r\n" ); strcat( buf, line ); strcpy( line, temp ); } } if ( line[0] != '\0' ) strcat( buf, line ); } return bufp; } void decorate_room( ROOM_INDEX_DATA *room ) { char buf[MAX_STRING_LENGTH]; char buf2[MAX_STRING_LENGTH]; int nRand; int iRand, len; int previous[8]; int sector = room->sector_type; char *pre = "You notice ", *post = "."; if ( room->name ) STRFREE( room->name ); if ( room->description ) STRFREE( room->description ); room->name = STRALLOC( "In a virtual room" ); room->description = STRALLOC( "You're on a pathway.\n\r" ); return; /* Return with above till I can figure out what is * wrong with it. --Shaddai */ room->name = STRALLOC( sect_names[sector][0] ); buf[0] = '\0'; nRand = number_range( 1, UMIN(8,sent_total[sector]) ); for ( iRand = 0; iRand < nRand; iRand++ ) previous[iRand] = -1; for ( iRand = 0; iRand < nRand; iRand++ ) { while ( previous[iRand] == -1 ) { int x, z; x = number_range( 0, sent_total[sector]-1 ); for ( z = 0; z < iRand; z++ ) if ( previous[z] == x ) break; if ( z < iRand ) continue; previous[iRand] = x; len = strlen(buf); if ( len == 0 ) { switch( number_range(1, 2 * (iRand == nRand -1) ? 1 : 2) ) { case 1: pre = "You notice "; post = "."; break; case 2: pre = "You see "; post = "."; break; case 3: pre = "You see "; post = ", and "; break; case 4: pre = "You notice "; post = ", and "; break; } sprintf( buf2, "%s%s%s", pre, room_sents[sector][x], post ); } else if ( iRand != nRand -1 ) { if ( buf[len-1] == '.' ) switch( number_range(0, 3) ) { case 0: pre = "you notice "; post = "."; break; case 1: pre = "you see "; post = ", and "; break; case 2: pre = "you see "; post = "."; break; case 3: pre = "over yonder "; post = ", and "; break; } else switch( number_range(0, 3) ) { case 0: pre = ""; post = "."; break; case 1: pre = ""; post = " not too far away."; break; case 2: pre = ""; post = ", and "; break; case 3: pre = ""; post = " nearby."; break; } sprintf( buf2, "%s%s%s", pre, room_sents[sector][x], post ); } else sprintf( buf2, "%s.", room_sents[sector][x] ); if ( len > 5 && buf[len-1] == '.' ) { strcat( buf, " " ); buf2[0] = UPPER(buf2[0] ); } else if ( len == 0 ) buf2[0] = UPPER(buf2[0] ); strcat( buf, buf2 ); } } /* Below is the line that causes the uninitialized memory read --Shaddai */ sprintf( buf2, "%s\n\r", wordwrap(buf, 78) ); room->description = STRALLOC( buf2 ); } /* * Remove any unused virtual rooms -Thoric */ void clear_vrooms( ) { int hash; ROOM_INDEX_DATA *room, *room_next, *prev; for ( hash = 0; hash < 64; hash++ ) { while ( vroom_hash[hash] && !vroom_hash[hash]->first_person && !vroom_hash[hash]->first_content ) { room = vroom_hash[hash]; vroom_hash[hash] = room->next; clean_room( room ); DISPOSE( room ); --top_vroom; } prev = NULL; for ( room = vroom_hash[hash]; room; room = room_next ) { room_next = room->next; if ( !room->first_person && !room->first_content ) { if ( prev ) prev->next = room_next; clean_room( room ); DISPOSE( room ); --top_vroom; } if ( room ) prev = room; } } } char *rev_exit( sh_int vdir ) { switch( vdir ) { default: return "somewhere"; case 0: return "the south"; case 1: return "the west"; case 2: return "the north"; case 3: return "the east"; case 4: return "below"; case 5: return "above"; case 6: return "the southwest"; case 7: return "the southeast"; case 8: return "the northwest"; case 9: return "the northeast"; } return "<?>"; } /* * Function to get the equivelant exit of DIR 0-MAXDIR out of linked list. * Made to allow old-style diku-merc exit functions to work. -Thoric */ EXIT_DATA *get_exit( ROOM_INDEX_DATA *room, sh_int dir ) { EXIT_DATA *xit; if ( !room ) { bug( "Get_exit: NULL room", 0 ); return NULL; } for (xit = room->first_exit; xit; xit = xit->next ) if ( xit->vdir == dir ) return xit; return NULL; } /* * Function to get an exit, leading the the specified room */ EXIT_DATA *get_exit_to( ROOM_INDEX_DATA *room, sh_int dir, int vnum ) { EXIT_DATA *xit; if ( !room ) { bug( "Get_exit: NULL room", 0 ); return NULL; } for (xit = room->first_exit; xit; xit = xit->next ) if ( xit->vdir == dir && xit->vnum == vnum ) return xit; return NULL; } /* * Function to get the nth exit of a room -Thoric */ EXIT_DATA *get_exit_num( ROOM_INDEX_DATA *room, sh_int count ) { EXIT_DATA *xit; int cnt; if ( !room ) { bug( "Get_exit: NULL room", 0 ); return NULL; } for (cnt = 0, xit = room->first_exit; xit; xit = xit->next ) if ( ++cnt == count ) return xit; return NULL; } /* * Modify movement due to encumbrance -Thoric */ sh_int encumbrance( CHAR_DATA *ch, sh_int move ) { int cur, max; max = can_carry_w(ch); cur = ch->carry_weight; if ( cur >= max ) return move * 4; else if ( cur >= max * 0.95 ) return move * 3.5; else if ( cur >= max * 0.90 ) return move * 3; else if ( cur >= max * 0.85 ) return move * 2.5; else if ( cur >= max * 0.80 ) return move * 2; else if ( cur >= max * 0.75 ) return move * 1.5; else return move; } /* * Check to see if a character can fall down, checks for looping -Thoric */ bool will_fall( CHAR_DATA *ch, int fall ) { if ( xIS_SET( ch->in_room->room_flags, ROOM_NOFLOOR ) && CAN_GO(ch, DIR_DOWN) && (!IS_AFFECTED( ch, AFF_FLYING ) || ( ch->mount && !IS_AFFECTED( ch->mount, AFF_FLYING ) ) ) ) { if ( fall > 80 ) { bug( "Falling (in a loop?) more than 80 rooms: vnum %d", ch->in_room->vnum ); char_from_room( ch ); char_to_room( ch, get_room_index( ROOM_VNUM_TEMPLE ) ); fall = 0; return TRUE; } set_char_color( AT_FALLING, ch ); send_to_char( "You're falling down...\n\r", ch ); move_char( ch, get_exit(ch->in_room, DIR_DOWN), ++fall, DIR_DOWN ); return TRUE; } return FALSE; } /* * create a 'virtual' room -Thoric */ ROOM_INDEX_DATA *generate_exit( ROOM_INDEX_DATA *in_room, EXIT_DATA **pexit ) { EXIT_DATA *xit, *bxit; EXIT_DATA *orig_exit = (EXIT_DATA *) *pexit; ROOM_INDEX_DATA *room, *backroom; int brvnum; int serial; int roomnum; int distance = -1; int vdir = orig_exit->vdir; sh_int hash; bool found = FALSE; if ( in_room->vnum > MAX_VNUM ) /* room is virtual */ { serial = in_room->vnum; roomnum = in_room->tele_vnum; if ( (serial & 65535) == orig_exit->vnum ) { brvnum = serial >> 16; --roomnum; distance = roomnum; } else { brvnum = serial & 65535; ++roomnum; distance = orig_exit->distance - 1; } backroom = get_room_index( brvnum ); } else { int r1 = in_room->vnum; int r2 = orig_exit->vnum; brvnum = r1; backroom = in_room; serial = (UMAX( r1, r2 ) << 16) | UMIN( r1, r2 ); distance = orig_exit->distance - 1; roomnum = r1 < r2 ? 1 : distance; } hash = serial % 64; for ( room = vroom_hash[hash]; room; room = room->next ) if ( room->vnum == serial && room->tele_vnum == roomnum ) { found = TRUE; break; } if ( !found ) { CREATE( room, ROOM_INDEX_DATA, 1 ); room->area = in_room->area; room->vnum = serial; room->tele_vnum = roomnum; room->sector_type = in_room->sector_type; room->room_flags = in_room->room_flags; decorate_room( room ); room->next = vroom_hash[hash]; vroom_hash[hash] = room; ++top_vroom; } if ( !found || (xit=get_exit(room, vdir))==NULL ) { xit = make_exit(room, orig_exit->to_room, vdir); xit->keyword = STRALLOC( "" ); xit->description = STRALLOC( "" ); xit->key = -1; xit->distance = distance; } if ( !found ) { bxit = make_exit(room, backroom, rev_dir[vdir]); bxit->keyword = STRALLOC( "" ); bxit->description = STRALLOC( "" ); bxit->key = -1; if ( (serial & 65535) != orig_exit->vnum ) bxit->distance = roomnum; else { EXIT_DATA *tmp = get_exit( backroom, vdir ); int fulldist = tmp->distance; bxit->distance = fulldist - distance; } } *pexit = xit; return room; } ch_ret move_char( CHAR_DATA *ch, EXIT_DATA *pexit, int fall, int direction ) { ROOM_INDEX_DATA *in_room; ROOM_INDEX_DATA *to_room; ROOM_INDEX_DATA *from_room; OBJ_DATA *boat; char buf[MAX_STRING_LENGTH]; char *txt; char *dtxt; ch_ret retcode; short door, distance; bool drunk = FALSE; bool nuisance = FALSE; bool brief = FALSE; if( IS_PLR_FLAG( ch, PLR_ONMAP ) || IS_ACT_FLAG( ch, ACT_ONMAP ) ) { int newx = ch->x; int newy = ch->y; switch( direction ) { default: break; case DIR_NORTH: newy = ch->y - 1; break; case DIR_EAST: newx = ch->x + 1; break; case DIR_SOUTH: newy = ch->y + 1; break; case DIR_WEST: newx = ch->x - 1; break; case DIR_NORTHEAST: newx = ch->x + 1; newy = ch->y - 1; break; case DIR_NORTHWEST: newx = ch->x - 1; newy = ch->y - 1; break; case DIR_SOUTHEAST: newx = ch->x + 1; newy = ch->y + 1; break; case DIR_SOUTHWEST: newx = ch->x - 1; newy = ch->y + 1; break; } if( newx == ch->x && newy == ch->y ) return rNONE; retcode = process_exit( ch, ch->map, newx, newy, direction ); return retcode; } if( !IS_NPC( ch ) ) { if( IS_DRUNK( ch, 2 ) && ( ch->position != POS_SHOVE ) && ( ch->position != POS_DRAG ) ) drunk = TRUE; /* * Nuisance flag, makes them walk in random directions 50% of the time * * -Shaddai */ if( ch->pcdata->nuisance && ch->pcdata->nuisance->flags > 8 && ( ch->position != POS_SHOVE ) && ( ch->position != POS_DRAG ) && number_percent( ) > ( ch->pcdata->nuisance->flags * ch->pcdata->nuisance->power ) ) nuisance = TRUE; } if( ( nuisance || drunk ) && !fall ) { door = number_door( ); pexit = get_exit( ch->in_room, door ); } #ifdef DEBUG if( pexit ) { sprintf( buf, "move_char: %s to door %d", ch->name, pexit->vdir ); log_string( buf ); } #endif retcode = rNONE; txt = NULL; if( IS_NPC( ch ) && xIS_SET( ch->act, ACT_MOUNTED ) ) return retcode; in_room = ch->in_room; from_room = in_room; if( !pexit || ( to_room = pexit->to_room ) == NULL ) { if( drunk && ch->position != POS_MOUNTED && ch->in_room->sector_type != SECT_WATER_SWIM && ch->in_room->sector_type != SECT_WATER_NOSWIM && ch->in_room->sector_type != SECT_UNDERWATER && ch->in_room->sector_type != SECT_OCEANFLOOR ) { switch ( number_bits( 4 ) ) { default: act( AT_ACTION, "You drunkenly stumble into some obstacle.", ch, NULL, NULL, TO_CHAR ); act( AT_ACTION, "$n drunkenly stumbles into a nearby obstacle.", ch, NULL, NULL, TO_ROOM ); break; case 3: act( AT_ACTION, "In your drunken stupor you trip over your own feet and tumble to the ground.", ch, NULL, NULL, TO_CHAR ); act( AT_ACTION, "$n stumbles drunkenly, trips and tumbles to the ground.", ch, NULL, NULL, TO_ROOM ); ch->position = POS_RESTING; break; case 4: act( AT_SOCIAL, "You utter a string of slurred obscenities.", ch, NULL, NULL, TO_CHAR ); act( AT_ACTION, "Something blurry and immovable has intercepted you as you stagger along.", ch, NULL, NULL, TO_CHAR ); act( AT_HURT, "Oh geez... THAT really hurt. Everything slowly goes dark and numb...", ch, NULL, NULL, TO_CHAR ); act( AT_ACTION, "$n drunkenly staggers into something.", ch, NULL, NULL, TO_ROOM ); act( AT_SOCIAL, "$n utters a string of slurred obscenities: @*&^%@*&!", ch, NULL, NULL, TO_ROOM ); act( AT_ACTION, "$n topples to the ground with a thud.", ch, NULL, NULL, TO_ROOM ); ch->position = POS_INCAP; break; } } else if( nuisance ) act( AT_ACTION, "You stare around trying to remember where you where going.", ch, NULL, NULL, TO_CHAR ); else if( drunk ) act( AT_ACTION, "You stare around trying to make sense of things through your drunken stupor.", ch, NULL, NULL, TO_CHAR ); else send_to_char( "Alas, you cannot go that way.\n\r", ch ); return rNONE; } door = pexit->vdir; distance = pexit->distance; /* * Exit is only a "window", there is no way to travel in that direction * unless it's a door with a window in it -Thoric */ if( IS_SET( pexit->exit_info, EX_WINDOW ) && !IS_SET( pexit->exit_info, EX_ISDOOR ) ) { send_to_char( "Alas, you cannot go that way.\n\r", ch ); return rNONE; } /* Overland Map stuff - Samson 7-31-99 */ /* Upgraded 4-28-00 to allow mounts and charmies to follow PC - Samson */ if ( IS_SET( pexit->exit_info, EX_OVERLAND ) ) { CHAR_DATA *fch; CHAR_DATA *nextinroom; int chars = 0, count = 0; if( pexit->x < 0 || pexit->x >= MAX_X || pexit->y < 0 || pexit->y >= MAX_Y ) { sprintf( log_buf, "move_char: Room #%d - Invalid exit coordinates: %d %d", in_room->vnum, pexit->x, pexit->y ); bug( log_buf, 0 ); send_to_char( "Oops. Something is wrong with this map exit - notify the immortals.\n\r", ch ); return rNONE; } if( !IS_NPC( ch ) ) { enter_map( ch, pexit->x, pexit->y, -1 ); for ( fch = from_room->first_person; fch; fch = fch->next_in_room ) chars++; for ( fch = from_room->first_person; fch && ( count < chars ); fch = nextinroom ) { nextinroom = fch->next_in_room; count++; if ( fch != ch /* loop room bug fix here by Thoric */ && fch->master == ch && (fch->position == POS_STANDING || fch->position == POS_MOUNTED) ) { if( !IS_NPC( fch ) ) { act( AT_ACTION, "You follow $N.", fch, NULL, ch, TO_CHAR ); move_char( fch, pexit, 0, direction ); } else enter_map( fch, pexit->x, pexit->y, -1 ); } } } else { if( !IS_EXIT_FLAG( pexit, EX_NOMOB ) ) { enter_map( ch, pexit->x, pexit->y, -1 ); for ( fch = from_room->first_person; fch; fch = fch->next_in_room ) chars++; for ( fch = from_room->first_person; fch && ( count < chars ); fch = nextinroom ) { nextinroom = fch->next_in_room; count++; if ( fch != ch /* loop room bug fix here by Thoric */ && fch->master == ch && (fch->position == POS_STANDING || fch->position == POS_MOUNTED) ) { if( !IS_NPC( fch ) ) { act( AT_ACTION, "You follow $N.", fch, NULL, ch, TO_CHAR ); move_char( fch, pexit, 0, direction ); } else enter_map( fch, pexit->x, pexit->y, -1 ); } } } } return rNONE; } if( IS_SET( pexit->exit_info, EX_PORTAL ) && IS_NPC( ch ) ) { act( AT_PLAIN, "Mobs can't use portals.", ch, NULL, NULL, TO_CHAR ); return rNONE; } if( IS_SET( pexit->exit_info, EX_NOMOB ) && IS_NPC( ch ) ) { act( AT_PLAIN, "Mobs can't enter there.", ch, NULL, NULL, TO_CHAR ); return rNONE; } if( IS_SET( pexit->exit_info, EX_CLOSED ) && ( !IS_AFFECTED( ch, AFF_PASS_DOOR ) || IS_SET( pexit->exit_info, EX_NOPASSDOOR ) ) ) { if( !IS_SET( pexit->exit_info, EX_SECRET ) && !IS_SET( pexit->exit_info, EX_DIG ) ) { if( drunk ) { act( AT_PLAIN, "$n runs into the $d in $s drunken state.", ch, NULL, pexit->keyword, TO_ROOM ); act( AT_PLAIN, "You run into the $d in your drunken state.", ch, NULL, pexit->keyword, TO_CHAR ); } else act( AT_PLAIN, "The $d is closed.", ch, NULL, pexit->keyword, TO_CHAR ); } else { if( drunk ) send_to_char( "You stagger around in your drunken state.\n\r", ch ); else send_to_char( "Alas, you cannot go that way.\n\r", ch ); } return rNONE; } /* * Crazy virtual room idea, created upon demand. -Thoric */ if( distance > 1 ) if( ( to_room = generate_exit( in_room, &pexit ) ) == NULL ) send_to_char( "Alas, you cannot go that way.\n\r", ch ); if( !fall && IS_AFFECTED( ch, AFF_CHARM ) && ch->master && in_room == ch->master->in_room ) { send_to_char( "What? And leave your beloved master?\n\r", ch ); return rNONE; } if( room_is_private( to_room ) ) { send_to_char( "That room is private right now.\n\r", ch ); return rNONE; } if( room_is_dnd( ch, to_room ) ) { send_to_char( "That room is \"do not disturb\" right now.\n\r", ch ); return rNONE; } if( !IS_IMMORTAL( ch ) && !IS_NPC( ch ) && ch->in_room->area != to_room->area ) { if( ch->level < to_room->area->low_hard_range ) { set_char_color( AT_TELL, ch ); switch ( to_room->area->low_hard_range - ch->level ) { case 1: send_to_char( "A voice in your mind says, 'You are nearly ready to go that way...'", ch ); break; case 2: send_to_char( "A voice in your mind says, 'Soon you shall be ready to travel down this path... soon.'", ch ); break; case 3: send_to_char( "A voice in your mind says, 'You are not ready to go down that path... yet.'.\n\r", ch ); break; default: send_to_char( "A voice in your mind says, 'You are not ready to go down that path.'.\n\r", ch ); } return rNONE; } else if( ch->level > to_room->area->hi_hard_range ) { set_char_color( AT_TELL, ch ); send_to_char( "A voice in your mind says, 'There is nothing more for you down that path.'", ch ); return rNONE; } } if( !fall && !IS_NPC( ch ) ) { /* * int iClass; */ int move; /* Pretty sure we don't need to check for guilds anymore now that we have the new dh. -- Narn */ /* for ( iClass = 0; iClass < MAX_CLASS; iClass++ ) { if ( iClass != ch->class && to_room->vnum == class_table[iClass]->guild ) { send_to_char( "You aren't allowed in there.\n\r", ch ); return rNONE; } } */ /* Prevent deadlies from entering a nopkill-flagged area from a non-flagged area, but allow them to move around if already inside a nopkill area. - Blodkai */ if( IS_SET( to_room->area->flags, AFLAG_NOPKILL ) && !IS_SET( ch->in_room->area->flags, AFLAG_NOPKILL ) && ( IS_PKILL( ch ) && !IS_IMMORTAL( ch ) ) ) { set_char_color( AT_MAGIC, ch ); send_to_char( "\n\rA godly force forbids deadly characters from entering that area...\n\r", ch ); return rNONE; } if( in_room->sector_type == SECT_AIR || to_room->sector_type == SECT_AIR || IS_SET( pexit->exit_info, EX_FLY ) ) { if( ch->mount && !IS_AFFECTED( ch->mount, AFF_FLYING ) ) { send_to_char( "Your mount can't fly.\n\r", ch ); return rNONE; } if( !ch->mount && !IS_AFFECTED( ch, AFF_FLYING ) ) { send_to_char( "You'd need to fly to go there.\n\r", ch ); return rNONE; } } if( in_room->sector_type == SECT_WATER_NOSWIM || to_room->sector_type == SECT_WATER_NOSWIM ) { if( ( ch->mount && !IS_FLOATING( ch->mount ) ) || !IS_FLOATING( ch ) ) { /* * Look for a boat. * We can use the boat obj for a more detailed description. */ if( ( boat = get_objtype( ch, ITEM_BOAT ) ) != NULL ) { if( drunk ) txt = "paddles unevenly"; else txt = "paddles"; } else { if( ch->mount ) send_to_char( "Your mount would drown!\n\r", ch ); else send_to_char( "You'd need a boat to go there.\n\r", ch ); return rNONE; } } } if( IS_SET( pexit->exit_info, EX_CLIMB ) ) { bool found; found = FALSE; if( ch->mount && IS_AFFECTED( ch->mount, AFF_FLYING ) ) found = TRUE; else if( IS_AFFECTED( ch, AFF_FLYING ) ) found = TRUE; if( !found && !ch->mount ) { if( ( !IS_NPC( ch ) && number_percent( ) > LEARNED( ch, gsn_climb ) ) || drunk || ch->mental_state < -90 ) { send_to_char( "You start to climb... but lose your grip and fall!\n\r", ch ); learn_from_failure( ch, gsn_climb ); if( pexit->vdir == DIR_DOWN ) { retcode = move_char( ch, pexit, 1, direction ); return retcode; } set_char_color( AT_HURT, ch ); send_to_char( "OUCH! You hit the ground!\n\r", ch ); WAIT_STATE( ch, 20 ); retcode = damage( ch, ch, ( pexit->vdir == DIR_UP ? 10 : 5 ), TYPE_UNDEFINED ); return retcode; } found = TRUE; learn_from_success( ch, gsn_climb ); WAIT_STATE( ch, skill_table[gsn_climb]->beats ); txt = "climbs"; } if( !found ) { send_to_char( "You can't climb.\n\r", ch ); return rNONE; } } if( ch->mount ) { switch ( ch->mount->position ) { case POS_DEAD: send_to_char( "Your mount is dead!\n\r", ch ); return rNONE; break; case POS_MORTAL: case POS_INCAP: send_to_char( "Your mount is hurt far too badly to move.\n\r", ch ); return rNONE; break; case POS_STUNNED: send_to_char( "Your mount is too stunned to do that.\n\r", ch ); return rNONE; break; case POS_SLEEPING: send_to_char( "Your mount is sleeping.\n\r", ch ); return rNONE; break; case POS_RESTING: send_to_char( "Your mount is resting.\n\r", ch ); return rNONE; break; case POS_SITTING: send_to_char( "Your mount is sitting down.\n\r", ch ); return rNONE; break; default: break; } if ( !IS_FLOATING(ch->mount) ) move = sect_show[in_room->sector_type].move; else move = 1; if ( ch->mount->move < move ) { send_to_char( "Your mount is too exhausted.\n\r", ch ); return rNONE; } } else { if ( !IS_FLOATING(ch) ) move = encumbrance( ch, sect_show[in_room->sector_type].move ); else move = 1; if( ch->move < move ) { send_to_char( "You are too exhausted.\n\r", ch ); return rNONE; } } WAIT_STATE( ch, move ); if( ch->mount ) ch->mount->move -= move; else ch->move -= move; } /* * Check if player can fit in the room */ if( to_room->tunnel > 0 ) { CHAR_DATA *ctmp; int count = ch->mount ? 1 : 0; for( ctmp = to_room->first_person; ctmp; ctmp = ctmp->next_in_room ) if( ++count >= to_room->tunnel ) { if( ch->mount && count == to_room->tunnel ) send_to_char( "There is no room for both you and your mount there.\n\r", ch ); else send_to_char( "There is no room for you there.\n\r", ch ); return rNONE; } } /* * check for traps on exit - later */ if( !IS_AFFECTED( ch, AFF_SNEAK ) && ( IS_NPC( ch ) || !xIS_SET( ch->act, PLR_WIZINVIS ) ) ) { if( fall ) txt = "falls"; else if( !txt ) { if( ch->mount ) { if( IS_AFFECTED( ch->mount, AFF_FLOATING ) ) txt = "floats"; else if( IS_AFFECTED( ch->mount, AFF_FLYING ) ) txt = "flies"; else txt = "rides"; } else { if( IS_AFFECTED( ch, AFF_FLOATING ) ) { if( drunk ) txt = "floats unsteadily"; else txt = "floats"; } else if( IS_AFFECTED( ch, AFF_FLYING ) ) { if( drunk ) txt = "flies shakily"; else txt = "flies"; } else if( ch->position == POS_SHOVE ) txt = "is shoved"; else if( ch->position == POS_DRAG ) txt = "is dragged"; else { if( drunk ) txt = "stumbles drunkenly"; else txt = "leaves"; } } } if( ch->mount ) { sprintf( buf, "$n %s %s upon $N.", txt, dir_name[door] ); act( AT_ACTION, buf, ch, NULL, ch->mount, TO_NOTVICT ); } else { sprintf( buf, "$n %s $T.", txt ); act( AT_ACTION, buf, ch, NULL, dir_name[door], TO_ROOM ); } } rprog_leave_trigger( ch ); if( char_died( ch ) ) return global_retcode; char_from_room( ch ); char_to_room( ch, to_room ); if( ch->mount ) { rprog_leave_trigger( ch->mount ); /* * Mount bug fix test. -Orion */ if( char_died( ch->mount ) ) return global_retcode; if( ch->mount ) { char_from_room( ch->mount ); char_to_room( ch->mount, to_room ); } } if( !IS_AFFECTED( ch, AFF_SNEAK ) && ( IS_NPC( ch ) || !xIS_SET( ch->act, PLR_WIZINVIS ) ) ) { if( fall ) txt = "falls"; else if( ch->mount ) { if( IS_AFFECTED( ch->mount, AFF_FLOATING ) ) txt = "floats in"; else if( IS_AFFECTED( ch->mount, AFF_FLYING ) ) txt = "flies in"; else txt = "rides in"; } else { if( IS_AFFECTED( ch, AFF_FLOATING ) ) { if( drunk ) txt = "floats in unsteadily"; else txt = "floats in"; } else if( IS_AFFECTED( ch, AFF_FLYING ) ) { if( drunk ) txt = "flies in shakily"; else txt = "flies in"; } else if( ch->position == POS_SHOVE ) txt = "is shoved in"; else if( ch->position == POS_DRAG ) txt = "is dragged in"; else { if( drunk ) txt = "stumbles drunkenly in"; else txt = "arrives"; } } dtxt = rev_exit( door ); if( ch->mount ) { sprintf( buf, "$n %s from %s upon $N.", txt, dtxt ); act( AT_ACTION, buf, ch, NULL, ch->mount, TO_ROOM ); } else { sprintf( buf, "$n %s from %s.", txt, dtxt ); act( AT_ACTION, buf, ch, NULL, NULL, TO_ROOM ); } } if( !IS_IMMORTAL( ch ) && !IS_NPC( ch ) && ch->in_room->area != to_room->area ) { if( ch->level < to_room->area->low_soft_range ) { set_char_color( AT_MAGIC, ch ); send_to_char( "You feel uncomfortable being in this strange land...\n\r", ch ); } else if( ch->level > to_room->area->hi_soft_range ) { set_char_color( AT_MAGIC, ch ); send_to_char( "You feel there is not much to gain visiting this place...\n\r", ch ); } } /* * Make sure everyone sees the room description of death traps. */ if( xIS_SET( ch->in_room->room_flags, ROOM_DEATH ) && !IS_IMMORTAL( ch ) ) { if( xIS_SET( ch->act, PLR_BRIEF ) ) brief = TRUE; xREMOVE_BIT( ch->act, PLR_BRIEF ); } do_look( ch, "auto" ); if( brief ) xSET_BIT( ch->act, PLR_BRIEF ); /* * Put good-old EQ-munching death traps back in! -Thoric */ if( xIS_SET( ch->in_room->room_flags, ROOM_DEATH ) && !IS_IMMORTAL( ch ) ) { act( AT_DEAD, "$n falls prey to a terrible death!", ch, NULL, NULL, TO_ROOM ); set_char_color( AT_DEAD, ch ); send_to_char( "Oopsie... you're dead!\n\r", ch ); sprintf( buf, "%s hit a DEATH TRAP in room %d!", ch->name, ch->in_room->vnum ); log_string( buf ); to_channel( buf, CHANNEL_MONITOR, "Monitor", LEVEL_IMMORTAL ); extract_char( ch, FALSE ); return rCHAR_DIED; } /* * BIG ugly looping problem here when the character is mptransed back * to the starting room. To avoid this, check how many chars are in * the room at the start and stop processing followers after doing * the right number of them. -- Narn */ if( !fall ) { CHAR_DATA *fch; CHAR_DATA *nextinroom; int chars = 0, count = 0; for( fch = from_room->first_person; fch; fch = fch->next_in_room ) chars++; for( fch = from_room->first_person; fch && ( count < chars ); fch = nextinroom ) { nextinroom = fch->next_in_room; count++; if( fch != ch /* loop room bug fix here by Thoric */ && fch->master == ch && fch->position == POS_STANDING ) { act( AT_ACTION, "You follow $N.", fch, NULL, ch, TO_CHAR ); move_char( fch, pexit, 0, direction ); } } } if( ch->in_room->first_content ) retcode = check_room_for_traps( ch, TRAP_ENTER_ROOM ); if( retcode != rNONE ) return retcode; if( char_died( ch ) ) return retcode; mprog_entry_trigger( ch ); if( char_died( ch ) ) return retcode; rprog_enter_trigger( ch ); if( char_died( ch ) ) return retcode; mprog_greet_trigger( ch ); if( char_died( ch ) ) return retcode; oprog_greet_trigger( ch ); if( char_died( ch ) ) return retcode; if( !will_fall( ch, fall ) && fall > 0 ) { if( !IS_AFFECTED( ch, AFF_FLOATING ) || ( ch->mount && !IS_AFFECTED( ch->mount, AFF_FLOATING ) ) ) { set_char_color( AT_HURT, ch ); send_to_char( "OUCH! You hit the ground!\n\r", ch ); WAIT_STATE( ch, 20 ); retcode = damage( ch, ch, 20 * fall, TYPE_UNDEFINED ); } else { set_char_color( AT_MAGIC, ch ); send_to_char( "You lightly float down to the ground.\n\r", ch ); } } return retcode; } void do_north( CHAR_DATA *ch, char *argument ) { move_char( ch, get_exit(ch->in_room, DIR_NORTH), 0, DIR_NORTH ); return; } void do_east( CHAR_DATA *ch, char *argument ) { move_char( ch, get_exit(ch->in_room, DIR_EAST), 0, DIR_EAST ); return; } void do_south( CHAR_DATA *ch, char *argument ) { move_char( ch, get_exit(ch->in_room, DIR_SOUTH), 0, DIR_SOUTH ); return; } void do_west( CHAR_DATA *ch, char *argument ) { move_char( ch, get_exit(ch->in_room, DIR_WEST), 0, DIR_WEST ); return; } void do_up( CHAR_DATA *ch, char *argument ) { move_char( ch, get_exit(ch->in_room, DIR_UP), 0, DIR_UP ); return; } void do_down( CHAR_DATA *ch, char *argument ) { move_char( ch, get_exit(ch->in_room, DIR_DOWN), 0, DIR_DOWN ); return; } void do_northeast( CHAR_DATA *ch, char *argument ) { move_char( ch, get_exit(ch->in_room, DIR_NORTHEAST), 0, DIR_NORTHEAST ); return; } void do_northwest( CHAR_DATA *ch, char *argument ) { move_char( ch, get_exit(ch->in_room, DIR_NORTHWEST), 0, DIR_NORTHWEST ); return; } void do_southeast( CHAR_DATA *ch, char *argument ) { move_char( ch, get_exit(ch->in_room, DIR_SOUTHEAST), 0, DIR_SOUTHEAST ); return; } void do_southwest( CHAR_DATA *ch, char *argument ) { move_char( ch, get_exit(ch->in_room, DIR_SOUTHWEST), 0, DIR_SOUTHWEST ); return; } EXIT_DATA *find_door( CHAR_DATA *ch, char *arg, bool quiet ) { EXIT_DATA *pexit; int door; if (arg == NULL || !str_cmp(arg,"")) return NULL; pexit = NULL; 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 if ( !str_cmp( arg, "ne" ) || !str_cmp( arg, "northeast" ) ) door = 6; else if ( !str_cmp( arg, "nw" ) || !str_cmp( arg, "northwest" ) ) door = 7; else if ( !str_cmp( arg, "se" ) || !str_cmp( arg, "southeast" ) ) door = 8; else if ( !str_cmp( arg, "sw" ) || !str_cmp( arg, "southwest" ) ) door = 9; else { for ( pexit = ch->in_room->first_exit; pexit; pexit = pexit->next ) { if ( (quiet || IS_SET(pexit->exit_info, EX_ISDOOR)) && pexit->keyword && nifty_is_name( arg, pexit->keyword ) ) return pexit; } if ( !quiet ) act( AT_PLAIN, "You see no $T here.", ch, NULL, arg, TO_CHAR ); return NULL; } if ( (pexit = get_exit( ch->in_room, door )) == NULL ) { if ( !quiet) act( AT_PLAIN, "You see no $T here.", ch, NULL, arg, TO_CHAR ); return NULL; } if ( quiet ) return pexit; if ( IS_SET(pexit->exit_info, EX_SECRET) ) { act( AT_PLAIN, "You see no $T here.", ch, NULL, arg, TO_CHAR ); return NULL; } if ( !IS_SET(pexit->exit_info, EX_ISDOOR) ) { send_to_char( "You can't do that.\n\r", ch ); return NULL; } return pexit; } void set_bexit_flag( EXIT_DATA *pexit, int flag ) { EXIT_DATA *pexit_rev; SET_BIT(pexit->exit_info, flag); if ( (pexit_rev = pexit->rexit) != NULL && pexit_rev != pexit ) SET_BIT( pexit_rev->exit_info, flag ); } void remove_bexit_flag( EXIT_DATA *pexit, int flag ) { EXIT_DATA *pexit_rev; REMOVE_BIT(pexit->exit_info, flag); if ( (pexit_rev = pexit->rexit) != NULL && pexit_rev != pexit ) REMOVE_BIT( pexit_rev->exit_info, flag ); } void toggle_bexit_flag( EXIT_DATA *pexit, int flag ) { EXIT_DATA *pexit_rev; TOGGLE_BIT(pexit->exit_info, flag); if ( (pexit_rev = pexit->rexit) != NULL && pexit_rev != pexit ) TOGGLE_BIT( pexit_rev->exit_info, flag ); } void do_open( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; EXIT_DATA *pexit; int door; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Open what?\n\r", ch ); return; } if ( ( pexit = find_door( ch, arg, TRUE ) ) != NULL ) { /* 'open door' */ EXIT_DATA *pexit_rev; if ( IS_SET(pexit->exit_info, EX_SECRET) && pexit->keyword && !nifty_is_name( arg, pexit->keyword ) ) { ch_printf( ch, "You see no %s here.\n\r", arg ); return; } if ( !IS_SET(pexit->exit_info, EX_ISDOOR) ) { send_to_char( "You can't do that.\n\r", ch ); return; } if ( !IS_SET(pexit->exit_info, EX_CLOSED) ) { send_to_char( "It's already open.\n\r", ch ); return; } if ( IS_SET(pexit->exit_info, EX_LOCKED) &&IS_SET(pexit->exit_info, EX_BOLTED)) { send_to_char( "The bolts locked.\n\r", ch ); return; } if ( IS_SET(pexit->exit_info, EX_BOLTED) ) { send_to_char( "It's bolted.\n\r", ch ); return; } if ( IS_SET(pexit->exit_info, EX_LOCKED) ) { send_to_char( "It's locked.\n\r", ch ); return; } if ( !IS_SET(pexit->exit_info, EX_SECRET) || (pexit->keyword && nifty_is_name( arg, pexit->keyword )) ) { act( AT_ACTION, "$n opens the $d.", ch, NULL, pexit->keyword, TO_ROOM ); act( AT_ACTION, "You open the $d.", ch, NULL, pexit->keyword, TO_CHAR ); if ( (pexit_rev = pexit->rexit) != NULL && pexit_rev->to_room == ch->in_room ) { CHAR_DATA *rch; for ( rch = pexit->to_room->first_person; rch; rch = rch->next_in_room ) act( AT_ACTION, "The $d opens.", rch, NULL, pexit_rev->keyword, TO_CHAR ); } remove_bexit_flag( pexit, EX_CLOSED ); if ( (door=pexit->vdir) >= 0 && door < 10 ) check_room_for_traps( ch, trap_door[door]); return; } } if ( ( obj = get_obj_here( ch, arg ) ) != NULL ) { /* 'open object' */ if ( obj->item_type != ITEM_CONTAINER ) { ch_printf( ch, "%s is not a container.\n\r", capitalize( obj->short_descr ) ); return; } if ( !IS_SET(obj->value[1], CONT_CLOSED) ) { ch_printf( ch, "%s is already open.\n\r", capitalize( obj->short_descr ) ); return; } if ( !IS_SET(obj->value[1], CONT_CLOSEABLE) ) { ch_printf( ch, "%s cannot be opened or closed.\n\r", capitalize( obj->short_descr ) ); return; } if ( IS_SET(obj->value[1], CONT_LOCKED) ) { ch_printf( ch, "%s is locked.\n\r", capitalize( obj->short_descr ) ); return; } REMOVE_BIT(obj->value[1], CONT_CLOSED); act( AT_ACTION, "You open $p.", ch, obj, NULL, TO_CHAR ); act( AT_ACTION, "$n opens $p.", ch, obj, NULL, TO_ROOM ); check_for_trap( ch, obj, TRAP_OPEN ); return; } ch_printf( ch, "You see no %s here.\n\r", arg ); return; } void do_close( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; EXIT_DATA *pexit; int door; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Close what?\n\r", ch ); return; } if ( ( pexit = find_door( ch, arg, TRUE ) ) != NULL ) { /* 'close door' */ EXIT_DATA *pexit_rev; if ( !IS_SET(pexit->exit_info, EX_ISDOOR) ) { send_to_char( "You can't do that.\n\r", ch ); return; } if ( IS_SET(pexit->exit_info, EX_CLOSED) ) { send_to_char( "It's already closed.\n\r", ch ); return; } act( AT_ACTION, "$n closes the $d.", ch, NULL, pexit->keyword, TO_ROOM ); act( AT_ACTION, "You close the $d.", ch, NULL, pexit->keyword, TO_CHAR ); /* close the other side */ if ( ( pexit_rev = pexit->rexit ) != NULL && pexit_rev->to_room == ch->in_room ) { CHAR_DATA *rch; SET_BIT( pexit_rev->exit_info, EX_CLOSED ); for ( rch = pexit->to_room->first_person; rch; rch = rch->next_in_room ) act( AT_ACTION, "The $d closes.", rch, NULL, pexit_rev->keyword, TO_CHAR ); } set_bexit_flag( pexit, EX_CLOSED ); if ( (door=pexit->vdir) >= 0 && door < 10 ) check_room_for_traps( ch, trap_door[door]); return; } if ( ( obj = get_obj_here( ch, arg ) ) != NULL ) { /* 'close object' */ if ( obj->item_type != ITEM_CONTAINER ) { ch_printf( ch, "%s is not a container.\n\r", capitalize( obj->short_descr ) ); return; } if ( IS_SET(obj->value[1], CONT_CLOSED) ) { ch_printf( ch, "%s is already closed.\n\r", capitalize( obj->short_descr ) ); return; } if ( !IS_SET(obj->value[1], CONT_CLOSEABLE) ) { ch_printf( ch, "%s cannot be opened or closed.\n\r", capitalize( obj->short_descr ) ); return; } SET_BIT(obj->value[1], CONT_CLOSED); act( AT_ACTION, "You close $p.", ch, obj, NULL, TO_CHAR ); act( AT_ACTION, "$n closes $p.", ch, obj, NULL, TO_ROOM ); check_for_trap( ch, obj, TRAP_CLOSE ); return; } ch_printf( ch, "You see no %s here.\n\r", arg ); return; } /* * Keyring support added by Thoric * Idea suggested by Onyx <MtRicmer@worldnet.att.net> of Eldarion * * New: returns pointer to key/NULL instead of TRUE/FALSE * * If you want a feature like having immortals always have a key... you'll * need to code in a generic key, and make sure extract_obj doesn't extract it */ OBJ_DATA *has_key( CHAR_DATA *ch, int key ) { OBJ_DATA *obj, *obj2; for ( obj = ch->first_carrying; obj; obj = obj->next_content ) { if ( obj->pIndexData->vnum == key || (obj->item_type == ITEM_KEY && obj->value[0] == key) ) return obj; else if ( obj->item_type == ITEM_KEYRING ) for ( obj2 = obj->first_content; obj2; obj2 = obj2->next_content ) if ( obj2->pIndexData->vnum == key || obj2->value[0] == key ) return obj2; } return NULL; } void do_lock( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj, *key; EXIT_DATA *pexit; int count; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Lock what?\n\r", ch ); return; } if ( ( pexit = find_door( ch, arg, TRUE ) ) != NULL ) { /* 'lock door' */ if ( !IS_SET(pexit->exit_info, EX_ISDOOR) ) { send_to_char( "You can't do that.\n\r", ch ); return; } if ( !IS_SET(pexit->exit_info, EX_CLOSED) ) { send_to_char( "It's not closed.\n\r", ch ); return; } if ( pexit->key < 0 ) { send_to_char( "It can't be locked.\n\r", ch ); return; } if ( (key=has_key(ch, pexit->key)) == NULL ) { send_to_char( "You lack the key.\n\r", ch ); return; } if ( IS_SET(pexit->exit_info, EX_LOCKED) ) { send_to_char( "It's already locked.\n\r", ch ); return; } if ( !IS_SET(pexit->exit_info, EX_SECRET) || (pexit->keyword && nifty_is_name( arg, pexit->keyword )) ) { send_to_char( "*Click*\n\r", ch ); send_mip_sound( ch, "lock.wav" ); count = key->count; key->count = 1; act( AT_ACTION, "$n locks the $d with $p.", ch, key, pexit->keyword, TO_ROOM ); key->count = count; set_bexit_flag( pexit, EX_LOCKED ); return; } } if ( ( obj = get_obj_here( ch, arg ) ) != NULL ) { /* 'lock object' */ if ( obj->item_type != ITEM_CONTAINER ) { send_to_char( "That's not a container.\n\r", ch ); return; } if ( !IS_SET(obj->value[1], CONT_CLOSED) ) { send_to_char( "It's not closed.\n\r", ch ); return; } if ( obj->value[2] < 0 ) { send_to_char( "It can't be locked.\n\r", ch ); return; } if ( (key=has_key(ch, obj->value[2])) == NULL ) { send_to_char( "You lack the key.\n\r", ch ); return; } if ( IS_SET(obj->value[1], CONT_LOCKED) ) { send_to_char( "It's already locked.\n\r", ch ); return; } SET_BIT(obj->value[1], CONT_LOCKED); send_to_char( "*Click*\n\r", ch ); count = key->count; key->count = 1; act( AT_ACTION, "$n locks $p with $P.", ch, obj, key, TO_ROOM ); key->count = count; return; } ch_printf( ch, "You see no %s here.\n\r", arg ); return; } void do_unlock( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj, *key; EXIT_DATA *pexit; int count; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Unlock what?\n\r", ch ); return; } if ( ( pexit = find_door( ch, arg, TRUE ) ) != NULL ) { /* 'unlock door' */ if ( !IS_SET(pexit->exit_info, EX_ISDOOR) ) { send_to_char( "You can't do that.\n\r", ch ); return; } if ( !IS_SET(pexit->exit_info, EX_CLOSED) ) { send_to_char( "It's not closed.\n\r", ch ); return; } if ( pexit->key < 0 ) { send_to_char( "It can't be unlocked.\n\r", ch ); return; } if ( (key=has_key(ch, pexit->key)) == NULL ) { send_to_char( "You lack the key.\n\r", ch ); return; } if ( !IS_SET(pexit->exit_info, EX_LOCKED) ) { send_to_char( "It's already unlocked.\n\r", ch ); return; } if ( !IS_SET(pexit->exit_info, EX_SECRET) || (pexit->keyword && nifty_is_name( arg, pexit->keyword )) ) { send_to_char( "*Click*\n\r", ch ); send_mip_sound( ch, "lock.wav" ); count = key->count; key->count = 1; act( AT_ACTION, "$n unlocks the $d with $p.", ch, key, pexit->keyword, TO_ROOM ); key->count = count; if ( IS_SET(pexit->exit_info, EX_EATKEY) ) { separate_obj(key); extract_obj(key); } remove_bexit_flag( pexit, EX_LOCKED ); return; } } if ( ( obj = get_obj_here( ch, arg ) ) != NULL ) { /* 'unlock object' */ if ( obj->item_type != ITEM_CONTAINER ) { send_to_char( "That's not a container.\n\r", ch ); return; } if ( !IS_SET(obj->value[1], CONT_CLOSED) ) { send_to_char( "It's not closed.\n\r", ch ); return; } if ( obj->value[2] < 0 ) { send_to_char( "It can't be unlocked.\n\r", ch ); return; } if ( (key=has_key(ch, obj->value[2])) == NULL ) { send_to_char( "You lack the key.\n\r", ch ); return; } if ( !IS_SET(obj->value[1], CONT_LOCKED) ) { send_to_char( "It's already unlocked.\n\r", ch ); return; } REMOVE_BIT(obj->value[1], CONT_LOCKED); send_to_char( "*Click*\n\r", ch ); count = key->count; key->count = 1; act( AT_ACTION, "$n unlocks $p with $P.", ch, obj, key, TO_ROOM ); key->count = count; if ( IS_SET(obj->value[1], CONT_EATKEY) ) { separate_obj(key); extract_obj(key); } return; } ch_printf( ch, "You see no %s here.\n\r", arg ); return; } void do_bashdoor( CHAR_DATA *ch, char *argument ) { CHAR_DATA *gch; EXIT_DATA *pexit; char arg [ MAX_INPUT_LENGTH ]; if ( !IS_NPC( ch ) && ch->level < skill_table[gsn_bashdoor]->skill_level[ch->class] ) { send_to_char( "You're not enough of a warrior to bash doors!\n\r", ch ); return; } one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Bash what?\n\r", ch ); return; } if ( ch->fighting ) { send_to_char( "You can't break off your fight.\n\r", ch ); return; } if ( ( pexit = find_door( ch, arg, FALSE ) ) != NULL ) { ROOM_INDEX_DATA *to_room; EXIT_DATA *pexit_rev; int schance; char *keyword; if ( !IS_SET( pexit->exit_info, EX_CLOSED ) ) { send_to_char( "Calm down. It is already open.\n\r", ch ); return; } WAIT_STATE( ch, skill_table[gsn_bashdoor]->beats ); if ( IS_SET( pexit->exit_info, EX_SECRET ) ) keyword = "wall"; else keyword = pexit->keyword; if ( !IS_NPC(ch) ) schance = LEARNED(ch, gsn_bashdoor) / 2; else schance = 90; if ( IS_SET( pexit->exit_info, EX_LOCKED ) ) schance /= 3; if ( !IS_SET( pexit->exit_info, EX_BASHPROOF ) && ch->move >= 15 && number_percent( ) < ( schance + 4 * ( get_curr_str( ch ) - 19 ) ) ) { REMOVE_BIT( pexit->exit_info, EX_CLOSED ); if ( IS_SET( pexit->exit_info, EX_LOCKED ) ) REMOVE_BIT( pexit->exit_info, EX_LOCKED ); SET_BIT( pexit->exit_info, EX_BASHED ); act(AT_SKILL, "Crash! You bashed open the $d!", ch, NULL, keyword, TO_CHAR ); act(AT_SKILL, "$n bashes open the $d!", ch, NULL, keyword, TO_ROOM ); learn_from_success(ch, gsn_bashdoor); if ( (to_room = pexit->to_room) != NULL && (pexit_rev = pexit->rexit) != NULL && pexit_rev->to_room == ch->in_room ) { CHAR_DATA *rch; REMOVE_BIT( pexit_rev->exit_info, EX_CLOSED ); if ( IS_SET( pexit_rev->exit_info, EX_LOCKED ) ) REMOVE_BIT( pexit_rev->exit_info, EX_LOCKED ); SET_BIT( pexit_rev->exit_info, EX_BASHED ); for ( rch = to_room->first_person; rch; rch = rch->next_in_room ) { act(AT_SKILL, "The $d crashes open!", rch, NULL, pexit_rev->keyword, TO_CHAR ); } } damage( ch, ch, ( ch->max_hit / 20 ), gsn_bashdoor ); } else { act(AT_SKILL, "WHAAAAM!!! You bash against the $d, but it doesn't budge.", ch, NULL, keyword, TO_CHAR ); act(AT_SKILL, "WHAAAAM!!! $n bashes against the $d, but it holds strong.", ch, NULL, keyword, TO_ROOM ); damage( ch, ch, ( ch->max_hit / 20 ) + 10, gsn_bashdoor ); learn_from_failure(ch, gsn_bashdoor); } } else { act(AT_SKILL, "WHAAAAM!!! You bash against the wall, but it doesn't budge.", ch, NULL, NULL, TO_CHAR ); act(AT_SKILL, "WHAAAAM!!! $n bashes against the wall, but it holds strong.", ch, NULL, NULL, TO_ROOM ); damage( ch, ch, ( ch->max_hit / 20 ) + 10, gsn_bashdoor ); learn_from_failure(ch, gsn_bashdoor); } if ( !char_died( ch ) ) for ( gch = ch->in_room->first_person; gch; gch = gch->next_in_room ) { if ( IS_AWAKE( gch ) && !gch->fighting && ( IS_NPC( gch ) && !IS_AFFECTED( gch, AFF_CHARM ) ) && ( ch->level - gch->level <= 4 ) && number_bits( 2 ) == 0 ) multi_hit( gch, ch, TYPE_UNDEFINED ); } return; } /* Orginal furniture taken from Russ Walsh's Rot copyright 1996-1997 Furniture 1.0 is provided by Xerves Allows you to stand/sit/rest/sleep on/at/in objects -- Xerves */ void do_stand( CHAR_DATA *ch, char *argument ) { OBJ_DATA *obj = NULL; int aon = 0; if (ch->position == POS_FIGHTING || ch->position == POS_BERSERK || ch->position == POS_EVASIVE || ch->position == POS_DEFENSIVE || ch->position == POS_AGGRESSIVE) { send_to_char("Maybe you should finish this fight first?\n\r",ch); return; } if (ch->position == POS_MOUNTED) { send_to_char("You are already sitting - on your mount.\n\r",ch); return; } /* okay, now that we know we can sit, find an object to sit on */ if (argument[0] != '\0') { obj = get_obj_list(ch,argument,ch->in_room->first_content); if (obj == NULL) { send_to_char("You don't see that here.\n\r",ch); return; } if (obj->item_type != ITEM_FURNITURE) { send_to_char("It has to be furniture silly.\n\r", ch); return; } if (!IS_SET(obj->value[2],STAND_ON) && !IS_SET(obj->value[2],STAND_IN) && !IS_SET(obj->value[2],STAND_AT)) { send_to_char("You can't stand on that.\n\r",ch); return; } if (ch->on == obj) aon = 1; else ch->on = obj; } switch ( ch->position ) { case POS_SLEEPING: if ( IS_AFFECTED(ch, AFF_SLEEP) ) { send_to_char( "You can't wake up!\n\r", ch ); return; } if (obj == NULL) { send_to_char( "You wake and stand up.\n\r", ch ); act( AT_ACTION, "$n wakes and stands up.", ch, NULL, NULL, TO_ROOM ); ch->on = NULL; } else if (IS_SET(obj->value[2],STAND_AT)) { act( AT_ACTION, "You wake and stand at $p.",ch,obj,NULL,TO_CHAR); act( AT_ACTION, "$n wakes and stands at $p.",ch,obj,NULL,TO_ROOM); } else if (IS_SET(obj->value[2],STAND_ON)) { act( AT_ACTION, "You wake and stand on $p.",ch,obj,NULL,TO_CHAR); act( AT_ACTION, "$n wakes and stands on $p.",ch,obj,NULL,TO_ROOM); } else { act( AT_ACTION, "You wake and stand in $p.",ch,obj,NULL,TO_CHAR); act( AT_ACTION, "$n wakes and stands in $p.",ch,obj,NULL,TO_ROOM); } ch->position = POS_STANDING; do_look(ch,"auto"); break; case POS_RESTING: case POS_SITTING: if (obj == NULL) { send_to_char( "You stand up.\n\r", ch ); act( AT_ACTION, "$n stands up.", ch, NULL, NULL, TO_ROOM ); ch->on = NULL; } else if (IS_SET(obj->value[2],STAND_AT)) { act( AT_ACTION, "You stand at $p.",ch,obj,NULL,TO_CHAR); act( AT_ACTION, "$n stands at $p.",ch,obj,NULL,TO_ROOM); } else if (IS_SET(obj->value[2],STAND_ON)) { act( AT_ACTION, "You stand on $p.",ch,obj,NULL,TO_CHAR); act( AT_ACTION, "$n stands on $p.",ch,obj,NULL,TO_ROOM); } else { act( AT_ACTION, "You stand in $p.",ch,obj,NULL,TO_CHAR); act( AT_ACTION, "$n stands on $p.",ch,obj,NULL,TO_ROOM); } ch->position = POS_STANDING; break; case POS_STANDING: if (obj != NULL && aon != 1 ) { if (IS_SET(obj->value[2],STAND_AT)) { act( AT_ACTION, "You stand at $p.",ch,obj,NULL,TO_CHAR); act( AT_ACTION, "$n stands at $p.",ch,obj,NULL,TO_ROOM); } else if (IS_SET(obj->value[2],STAND_ON)) { act( AT_ACTION, "You stand on $p.",ch,obj,NULL,TO_CHAR); act( AT_ACTION, "$n stands on $p.",ch,obj,NULL,TO_ROOM); } else { act( AT_ACTION, "You stand in $p.",ch,obj,NULL,TO_CHAR); act( AT_ACTION, "$n stands on $p.",ch,obj,NULL,TO_ROOM); } } else if (aon == 1) { act( AT_ACTION, "You are already using $p for furniture.", ch, obj, NULL, TO_CHAR); } else if (ch->on != NULL && obj == NULL) { act( AT_ACTION, "You hop off of $p and stand on the ground.", ch, ch->on, NULL, TO_CHAR); act( AT_ACTION, "$n hops off of $p and stands on the ground.", ch, ch->on, NULL, TO_ROOM ); ch->on = NULL; } else send_to_char( "You are already standing.\n\r", ch ); break; } return; } void do_sit( CHAR_DATA *ch, char *argument ) { OBJ_DATA *obj = NULL; int aon = 0; if (ch->position == POS_FIGHTING || ch->position == POS_BERSERK || ch->position == POS_EVASIVE || ch->position == POS_DEFENSIVE || ch->position == POS_AGGRESSIVE) { send_to_char("Maybe you should finish this fight first?\n\r",ch); return; } if (ch->position == POS_MOUNTED) { send_to_char("You are already sitting - on your mount.\n\r",ch); return; } /* okay, now that we know we can sit, find an object to sit on */ if (argument[0] != '\0') { obj = get_obj_list(ch,argument,ch->in_room->first_content); if (obj == NULL) { send_to_char("You don't see that here.\n\r",ch); return; } if (obj->item_type != ITEM_FURNITURE) { send_to_char("It has to be furniture silly.\n\r", ch); return; } if (!IS_SET(obj->value[2],SIT_ON) && !IS_SET(obj->value[2],SIT_IN) && !IS_SET(obj->value[2],SIT_AT)) { send_to_char("You can't sit on that.\n\r",ch); return; } if (ch->on == obj) aon = 1; else ch->on = obj; } switch (ch->position) { case POS_SLEEPING: if (obj == NULL) { send_to_char( "You wake and sit up.\n\r", ch ); act( AT_ACTION, "$n wakes and sits up.", ch, NULL, NULL, TO_ROOM ); } else if (IS_SET(obj->value[2],SIT_AT)) { act( AT_ACTION, "You wake up and sit at $p.",ch,obj,NULL,TO_CHAR); act( AT_ACTION, "$n wakes and sits at $p.",ch,obj,NULL,TO_ROOM); } else if (IS_SET(obj->value[2],SIT_ON)) { act( AT_ACTION, "You wake and sit on $p.",ch,obj,NULL,TO_CHAR); act( AT_ACTION, "$n wakes and sits at $p.",ch,obj,NULL,TO_ROOM); } else { act( AT_ACTION, "You wake and sit in $p.",ch,obj,NULL,TO_CHAR); act( AT_ACTION, "$n wakes and sits in $p.",ch,obj,NULL,TO_ROOM); } ch->position = POS_SITTING; break; case POS_RESTING: if (obj == NULL) send_to_char("You stop resting.\n\r",ch); else if (IS_SET(obj->value[2],SIT_AT)) { act( AT_ACTION, "You sit at $p.",ch,obj,NULL,TO_CHAR); act( AT_ACTION, "$n sits at $p.",ch,obj,NULL,TO_ROOM); } else if (IS_SET(obj->value[2],SIT_ON)) { act( AT_ACTION, "You sit on $p.",ch,obj,NULL,TO_CHAR); act( AT_ACTION, "$n sits on $p.",ch,obj,NULL,TO_ROOM); } ch->position = POS_SITTING; break; case POS_SITTING: if (obj != NULL && aon != 1 ) { if (IS_SET(obj->value[2],SIT_AT)) { act( AT_ACTION, "You sit at $p.",ch,obj,NULL,TO_CHAR); act( AT_ACTION, "$n sits at $p.",ch,obj,NULL,TO_ROOM); } else if (IS_SET(obj->value[2],STAND_ON)) { act( AT_ACTION, "You sit on $p.",ch,obj,NULL,TO_CHAR); act( AT_ACTION, "$n sits on $p.",ch,obj,NULL,TO_ROOM); } else { act( AT_ACTION, "You sit in $p.",ch,obj,NULL,TO_CHAR); act( AT_ACTION, "$n sits on $p.",ch,obj,NULL,TO_ROOM); } } else if (aon == 1) { act( AT_ACTION, "You are already using $p for furniture.", ch, obj, NULL, TO_CHAR); } else if (ch->on != NULL && obj == NULL) { act( AT_ACTION, "You hop off of $p and sit on the ground.", ch, ch->on, NULL, TO_CHAR); act( AT_ACTION, "$n hops off of $p and sits on the ground.", ch, ch->on, NULL, TO_ROOM ); ch->on = NULL; } else send_to_char( "You are already sitting.\n\r", ch ); break; case POS_STANDING: if (obj == NULL) { send_to_char("You sit down.\n\r",ch); act( AT_ACTION, "$n sits down on the ground.",ch,NULL,NULL,TO_ROOM); } else if (IS_SET(obj->value[2],SIT_AT)) { act( AT_ACTION, "You sit down at $p.",ch,obj,NULL,TO_CHAR); act( AT_ACTION, "$n sits down at $p.",ch,obj,NULL,TO_ROOM); } else if (IS_SET(obj->value[2],SIT_ON)) { act( AT_ACTION, "You sit on $p.",ch,obj,NULL,TO_CHAR); act( AT_ACTION, "$n sits on $p.",ch,obj,NULL,TO_ROOM); } else { act( AT_ACTION, "You sit down in $p.",ch,obj,NULL,TO_CHAR); act( AT_ACTION, "$n sits down in $p.",ch,obj,NULL,TO_ROOM); } ch->position = POS_SITTING; break; } return; } void do_rest( CHAR_DATA *ch, char *argument ) { OBJ_DATA *obj = NULL; int aon = 0; if (ch->position == POS_FIGHTING || ch->position == POS_BERSERK || ch->position == POS_EVASIVE || ch->position == POS_DEFENSIVE || ch->position == POS_AGGRESSIVE) { send_to_char("Maybe you should finish this fight first?\n\r",ch); return; } if (ch->position == POS_MOUNTED) { send_to_char("You are already sitting - on your mount.\n\r",ch); return; } /* okay, now that we know we can sit, find an object to sit on */ if (argument[0] != '\0') { obj = get_obj_list(ch,argument,ch->in_room->first_content); if (obj == NULL) { send_to_char("You don't see that here.\n\r",ch); return; } if (obj->item_type != ITEM_FURNITURE) { send_to_char("It has to be furniture silly.\n\r", ch); return; } if (!IS_SET(obj->value[2],REST_ON) && !IS_SET(obj->value[2],REST_IN) && !IS_SET(obj->value[2],REST_AT)) { send_to_char("You can't rest on that.\n\r",ch); return; } if (ch->on == obj) aon = 1; else ch->on = obj; } switch ( ch->position ) { case POS_SLEEPING: if (obj == NULL) { send_to_char( "You wake up and start resting.\n\r", ch ); act ( AT_ACTION, "$n wakes up and starts resting.",ch,NULL,NULL,TO_ROOM); } else if (IS_SET(obj->value[2],REST_AT)) { act( AT_ACTION, "You wake up and rest at $p.", ch,obj,NULL,TO_CHAR); act( AT_ACTION, "$n wakes up and rests at $p.",ch,obj,NULL,TO_ROOM); } else if (IS_SET(obj->value[2],REST_ON)) { act( AT_ACTION, "You wake up and rest on $p.", ch,obj,NULL,TO_CHAR); act( AT_ACTION, "$n wakes up and rests on $p.",ch,obj,NULL,TO_ROOM); } else { act( AT_ACTION, "You wake up and rest in $p.", ch,obj,NULL,TO_CHAR); act( AT_ACTION, "$n wakes up and rests in $p.",ch,obj,NULL,TO_ROOM); } ch->position = POS_RESTING; break; case POS_RESTING: if (obj != NULL && aon != 1 ) { if (IS_SET(obj->value[2],REST_AT)) { act( AT_ACTION, "You rest at $p.",ch,obj,NULL,TO_CHAR); act( AT_ACTION, "$n rests at $p.",ch,obj,NULL,TO_ROOM); } else if (IS_SET(obj->value[2],REST_ON)) { act( AT_ACTION, "You rest on $p.",ch,obj,NULL,TO_CHAR); act( AT_ACTION, "$n rests on $p.",ch,obj,NULL,TO_ROOM); } else { act( AT_ACTION, "You rest in $p.",ch,obj,NULL,TO_CHAR); act( AT_ACTION, "$n rests on $p.",ch,obj,NULL,TO_ROOM); } } else if (aon == 1) { act( AT_ACTION, "You are already using $p for furniture.", ch, obj, NULL, TO_CHAR); } else if (ch->on != NULL && obj == NULL) { act( AT_ACTION, "You hop off of $p and start resting on the ground.", ch, ch->on, NULL, TO_CHAR); act( AT_ACTION, "$n hops off of $p and starts to rest on the ground.", ch, ch->on, NULL, TO_ROOM ); ch->on = NULL; } else send_to_char( "You are already resting.\n\r", ch ); break; case POS_STANDING: if (obj == NULL) { send_to_char( "You rest.\n\r", ch ); act( AT_ACTION, "$n sits down and rests.", ch, NULL, NULL, TO_ROOM ); } else if (IS_SET(obj->value[2],REST_AT)) { act( AT_ACTION, "You sit down at $p and rest.",ch,obj,NULL,TO_CHAR); act( AT_ACTION, "$n sits down at $p and rests.",ch,obj,NULL,TO_ROOM); } else if (IS_SET(obj->value[2],REST_ON)) { act( AT_ACTION, "You sit on $p and rest.",ch,obj,NULL,TO_CHAR); act( AT_ACTION, "$n sits on $p and rests.",ch,obj,NULL,TO_ROOM); } else { act( AT_ACTION, "You rest in $p.",ch,obj,NULL,TO_CHAR); act( AT_ACTION, "$n rests in $p.",ch,obj,NULL,TO_ROOM); } ch->position = POS_RESTING; break; case POS_SITTING: if (obj == NULL) { send_to_char("You rest.\n\r",ch); act( AT_ACTION, "$n rests.",ch,NULL,NULL,TO_ROOM); } else if (IS_SET(obj->value[2],REST_AT)) { act( AT_ACTION, "You rest at $p.",ch,obj,NULL,TO_CHAR); act( AT_ACTION, "$n rests at $p.",ch,obj,NULL,TO_ROOM); } else if (IS_SET(obj->value[2],REST_ON)) { act( AT_ACTION, "You rest on $p.",ch,obj,NULL,TO_CHAR); act( AT_ACTION, "$n rests on $p.",ch,obj,NULL,TO_ROOM); } else { act( AT_ACTION, "You rest in $p.",ch,obj,NULL,TO_CHAR); act( AT_ACTION, "$n rests in $p.",ch,obj,NULL,TO_ROOM); } ch->position = POS_RESTING; break; } rprog_rest_trigger( ch ); return; } void do_sleep( CHAR_DATA *ch, char *argument ) { OBJ_DATA *obj = NULL; int aon = 0; if (ch->position == POS_FIGHTING || ch->position == POS_BERSERK || ch->position == POS_EVASIVE || ch->position == POS_DEFENSIVE || ch->position == POS_AGGRESSIVE) { send_to_char("Maybe you should finish this fight first?\n\r",ch); return; } if (ch->position == POS_MOUNTED) { send_to_char("If you wish to go to sleep, get off of your mount first.n\r",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->first_content); if (obj == NULL) { send_to_char("You don't see that here.\n\r",ch); return; } if (obj->item_type != ITEM_FURNITURE) { send_to_char("It has to be furniture silly.\n\r", ch); return; } if (!IS_SET(obj->value[2],SLEEP_ON) && !IS_SET(obj->value[2],SLEEP_IN) && !IS_SET(obj->value[2],SLEEP_AT)) { send_to_char("You can't sleep on that.\n\r",ch); return; } if (ch->on == obj) aon = 1; else ch->on = obj; } switch (ch->position) { case POS_SLEEPING: if (obj != NULL && aon != 1 ) { if (IS_SET(obj->value[2],SLEEP_AT)) { act( AT_ACTION, "You sleep at $p.",ch,obj,NULL,TO_CHAR); act( AT_ACTION, "$n sleeps at $p.",ch,obj,NULL,TO_ROOM); } else if (IS_SET(obj->value[2],SLEEP_ON)) { act( AT_ACTION, "You sleep on $p.",ch,obj,NULL,TO_CHAR); act( AT_ACTION, "$n sleeps on $p.",ch,obj,NULL,TO_ROOM); } else { act( AT_ACTION, "You sleep in $p.",ch,obj,NULL,TO_CHAR); act( AT_ACTION, "$n sleeps on $p.",ch,obj,NULL,TO_ROOM); } } else if (aon == 1) { act( AT_ACTION, "You are already using $p for furniture.", ch, obj, NULL, TO_CHAR); } else if (ch->on != NULL && obj == NULL) { act( AT_ACTION, "You hop off of $p and try to sleep on the ground.", ch, ch->on, NULL, TO_CHAR); act( AT_ACTION, "$n hops off of $p and falls quickly asleep on the ground.", ch, ch->on, NULL, TO_ROOM ); ch->on = NULL; } else send_to_char( "You are already sleeping.\n\r", ch ); break; case POS_RESTING: if (obj == NULL) { send_to_char("You lean your head back more and go to sleep.\n\r",ch); act( AT_ACTION, "$n lies back and falls asleep on the ground.",ch,NULL,NULL,TO_ROOM); } else if (IS_SET(obj->value[2],SLEEP_AT)) { act( AT_ACTION, "You sleep at $p.",ch,obj,NULL,TO_CHAR); act( AT_ACTION, "$n sleeps at $p.",ch,obj,NULL,TO_ROOM); } else if (IS_SET(obj->value[2],SLEEP_ON)) { act( AT_ACTION, "You sleep on $p.",ch,obj,NULL,TO_CHAR); act( AT_ACTION, "$n sleeps on $p.",ch,obj,NULL,TO_ROOM); } else { act( AT_ACTION, "You sleep in $p.",ch,obj,NULL,TO_CHAR); act( AT_ACTION, "$n sleeps in $p.",ch,obj,NULL,TO_ROOM); } ch->position = POS_SLEEPING; break; case POS_SITTING: if (obj == NULL) { send_to_char("You lay down and go to sleep.\n\r", ch); act( AT_ACTION, "$n lies back and falls asleep on the ground.",ch,NULL,NULL,TO_ROOM); } else if (IS_SET(obj->value[2],SLEEP_AT)) { act( AT_ACTION, "You sleep at $p.",ch,obj,NULL,TO_CHAR); act( AT_ACTION, "$n sleeps at $p.",ch,obj,NULL,TO_ROOM); } else if (IS_SET(obj->value[2],SLEEP_ON)) { act( AT_ACTION, "You sleep on $p.",ch,obj,NULL,TO_CHAR); act( AT_ACTION, "$n sleeps on $p.",ch,obj,NULL,TO_ROOM); } else { act( AT_ACTION, "You sleep in $p.",ch,obj,NULL,TO_CHAR); act( AT_ACTION, "$n sleeps in $p.",ch,obj,NULL,TO_ROOM); } ch->position = POS_SLEEPING; break; case POS_STANDING: if (obj == NULL) { send_to_char("You drop down and fall asleep on the ground.\n\r",ch); act( AT_ACTION, "$n drops down and falls asleep on the ground.",ch,NULL,NULL,TO_ROOM); } else if (IS_SET(obj->value[2],SLEEP_AT)) { act( AT_ACTION, "You sleep at $p.",ch,obj,NULL,TO_CHAR); act( AT_ACTION, "$n sleeps at $p.",ch,obj,NULL,TO_ROOM); } else if (IS_SET(obj->value[2],SLEEP_ON)) { act( AT_ACTION, "You sleep on $p.",ch,obj,NULL,TO_CHAR); act( AT_ACTION, "$n sleeps on $p.",ch,obj,NULL,TO_ROOM); } else { act( AT_ACTION, "You sleep down in $p.",ch,obj,NULL,TO_CHAR); act( AT_ACTION, "$n sleeps down in $p.",ch,obj,NULL,TO_ROOM); } ch->position = POS_SLEEPING; break; } rprog_sleep_trigger( ch ); return; } void do_wake( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; one_argument( argument, arg ); if ( arg[0] == '\0' ) { do_stand( ch, argument ); return; } if ( !IS_AWAKE(ch) ) { send_to_char( "You are asleep yourself!\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( IS_AWAKE(victim) ) { act( AT_PLAIN, "$N is already awake.", ch, NULL, victim, TO_CHAR ); return; } if ( IS_AFFECTED(victim, AFF_SLEEP) || victim->position < POS_SLEEPING ) { act( AT_PLAIN, "You can't seem to wake $M!", ch, NULL, victim, TO_CHAR ); return; } act( AT_ACTION, "You wake $M.", ch, NULL, victim, TO_CHAR ); victim->position = POS_STANDING; act( AT_ACTION, "$n wakes you.", ch, NULL, victim, TO_VICT ); if (IS_SET(victim->tattoo,TATTOO_WOLF)) { xSET_BIT (victim->affected_by, AFF_SNEAK ); } if (IS_SET(victim->tattoo,TATTOO_PANTHER)) { xSET_BIT (victim->affected_by, AFF_HIDE ); } if (IS_SET(victim->tattoo,TATTOO_BEAR)) { SET_BIT (victim->immune, RIS_SLEEP ); SET_BIT (victim->resistant, RIS_NONMAGIC ); } if (IS_SET(victim->tattoo,TATTOO_DRAGON)) { xSET_BIT (victim->affected_by, AFF_FLYING ); SET_BIT (victim->resistant, RIS_MAGIC); } if (IS_SET(victim->tattoo,TATTOO_MOON)) { xSET_BIT (victim->affected_by, AFF_TRUESIGHT ); SET_BIT (victim->resistant, RIS_DRAIN ); } return; } /* * teleport a character to another room */ void teleportch( CHAR_DATA *ch, ROOM_INDEX_DATA *room, bool show ) { char buf[MAX_STRING_LENGTH]; if ( room_is_private( room ) ) return; act( AT_ACTION, "$n disappears suddenly!", ch, NULL, NULL, TO_ROOM ); char_from_room( ch ); char_to_room( ch, room ); act( AT_ACTION, "$n arrives suddenly!", ch, NULL, NULL, TO_ROOM ); if ( show ) do_look( ch, "auto" ); //do_look if ( xIS_SET( ch->in_room->room_flags, ROOM_DEATH ) && !IS_IMMORTAL( ch ) ) { act( AT_DEAD, "$n falls prey to a terrible death!", ch, NULL, NULL, TO_ROOM ); set_char_color( AT_DEAD, ch ); send_to_char( "Oopsie... you're dead!\n\r", ch ); sprintf(buf, "%s hit a DEATH TRAP in room %d!", ch->name, ch->in_room->vnum ); log_string( buf ); to_channel( buf, CHANNEL_MONITOR, "Monitor", LEVEL_IMMORTAL ); extract_char( ch, FALSE ); } } void teleport( CHAR_DATA *ch, int room, int flags ) { CHAR_DATA *nch, *nch_next; ROOM_INDEX_DATA *start = ch->in_room, *dest; bool show; dest = get_room_index( room ); if ( !dest ) { bug( "teleport: bad room vnum %d", room ); return; } if ( IS_SET( flags, TELE_SHOWDESC ) ) show = TRUE; else show = FALSE; if ( !IS_SET( flags, TELE_TRANSALL ) ) { teleportch( ch, dest, show ); return; } /* teleport everybody in the room */ for ( nch = start->first_person; nch; nch = nch_next ) { nch_next = nch->next_in_room; teleportch( nch, dest, show ); } /* teleport the objects on the ground too */ if ( IS_SET( flags, TELE_TRANSALLPLUS ) ) { OBJ_DATA *obj, *obj_next; for ( obj = start->first_content; obj; obj = obj_next ) { obj_next = obj->next_content; obj_from_room(obj); obj_to_room(obj, dest, ch); } } } /* * "Climb" in a certain direction. -Thoric */ void do_climb( CHAR_DATA *ch, char *argument ) { EXIT_DATA *pexit; bool found; found = FALSE; if ( argument[0] == '\0' ) { for ( pexit = ch->in_room->first_exit; pexit; pexit = pexit->next ) if ( IS_SET( pexit->exit_info, EX_xCLIMB ) ) { move_char( ch, pexit, 0, pexit->vdir ); return; } send_to_char( "You cannot climb here.\n\r", ch ); return; } if ( (pexit = find_door( ch, argument, TRUE )) != NULL && IS_SET( pexit->exit_info, EX_xCLIMB )) { move_char( ch, pexit, 0, pexit->vdir ); return; } send_to_char( "You cannot climb there.\n\r", ch ); return; } /* * "enter" something (moves through an exit) -Thoric */ void do_enter( CHAR_DATA *ch, char *argument ) { EXIT_DATA *pexit; bool found; found = FALSE; if ( argument[0] == '\0' ) { for ( pexit = ch->in_room->first_exit; pexit; pexit = pexit->next ) if ( IS_SET( pexit->exit_info, EX_xENTER ) ) { move_char( ch, pexit, 0, DIR_SOMEWHERE ); return; } if ( ch->in_room->sector_type != SECT_INSIDE && xIS_OUTSIDE(ch) ) for ( pexit = ch->in_room->first_exit; pexit; pexit = pexit->next ) if ( pexit->to_room && (pexit->to_room->sector_type == SECT_INSIDE || xIS_SET(pexit->to_room->room_flags, ROOM_INDOORS)) ) { move_char( ch, pexit, 0, DIR_SOMEWHERE ); return; } send_to_char( "You cannot find an entrance here.\n\r", ch ); return; } if ( (pexit = find_door( ch, argument, TRUE )) != NULL && IS_SET( pexit->exit_info, EX_xENTER )) { move_char( ch, pexit, 0, DIR_SOMEWHERE ); return; } send_to_char( "You cannot enter that.\n\r", ch ); return; } /* * Leave through an exit. -Thoric */ void do_leave( CHAR_DATA *ch, char *argument ) { EXIT_DATA *pexit; bool found; found = FALSE; if ( argument[0] == '\0' ) { for ( pexit = ch->in_room->first_exit; pexit; pexit = pexit->next ) if ( IS_SET( pexit->exit_info, EX_xLEAVE ) ) { move_char( ch, pexit, 0, DIR_SOMEWHERE ); return; } if ( ch->in_room->sector_type == SECT_INSIDE || !xIS_OUTSIDE(ch) ) for ( pexit = ch->in_room->first_exit; pexit; pexit = pexit->next ) if ( pexit->to_room && pexit->to_room->sector_type != SECT_INSIDE && !xIS_SET(pexit->to_room->room_flags, ROOM_INDOORS) ) { move_char( ch, pexit, 0, DIR_SOMEWHERE ); return; } send_to_char( "You cannot find an exit here.\n\r", ch ); return; } if ( (pexit = find_door( ch, argument, TRUE )) != NULL && IS_SET( pexit->exit_info, EX_xLEAVE )) { move_char( ch, pexit, 0, DIR_SOMEWHERE ); return; } send_to_char( "You cannot leave that way.\n\r", ch ); return; } /* * Check to see if an exit in the room is pulling (or pushing) players around. * Some types may cause damage. -Thoric * * People kept requesting currents (like SillyMUD has), so I went all out * and added the ability for an exit to have a "pull" or a "push" force * and to handle different types much beyond a simple water current. * * This check is called by violence_update(). I'm not sure if this is the * best way to do it, or if it should be handled by a special queue. * * Future additions to this code may include equipment being blown away in * the wind (mostly headwear), and people being hit by flying objects * * TODO: * handle more pulltypes * give "entrance" messages for players and objects * proper handling of player resistance to push/pulling */ ch_ret pullcheck( CHAR_DATA *ch, int pulse ) { ROOM_INDEX_DATA *room; EXIT_DATA *xtmp, *xit = NULL; OBJ_DATA *obj, *obj_next; bool move = FALSE, moveobj = TRUE, showroom = TRUE; int pullfact, pull; int resistance; char *tochar = NULL, *toroom = NULL, *objmsg = NULL; char *destrm = NULL, *destob = NULL, *dtxt = "somewhere"; if ( (room=ch->in_room) == NULL ) { bug( "pullcheck: %s not in a room?!?", ch->name ); return rNONE; } /* Find the exit with the strongest force (if any) */ for ( xtmp = room->first_exit; xtmp; xtmp = xtmp->next ) if ( xtmp->pull && xtmp->to_room && (!xit || abs(xtmp->pull) > abs(xit->pull)) ) xit = xtmp; if ( !xit ) return rNONE; pull = xit->pull; /* strength also determines frequency */ pullfact = URANGE(1, 20-(abs(pull)/5), 20); /* strongest pull not ready yet... check for one that is */ if ( (pulse % pullfact) != 0 ) { for ( xit = room->first_exit; xit; xit = xit->next ) if ( xit->pull && xit->to_room ) { pull = xit->pull; pullfact = URANGE(1, 20-(abs(pull)/5), 20); if ( (pulse % pullfact) != 0 ) break; } if ( !xit ) return rNONE; } /* negative pull = push... get the reverse exit if any */ if ( pull < 0 ) if ( (xit=get_exit(room, rev_dir[xit->vdir])) == NULL ) return rNONE; dtxt = rev_exit(xit->vdir); /* * First determine if the player should be moved or not * Check various flags, spells, the players position and strength vs. * the pull, etc... any kind of checks you like. */ switch(xit->pulltype) { case PULL_CURRENT: case PULL_WHIRLPOOL: switch(room->sector_type) { /* allow whirlpool to be in any sector type */ default: if ( xit->pulltype == PULL_CURRENT ) break; case SECT_WATER_SWIM: case SECT_WATER_NOSWIM: if ( (ch->mount && !IS_FLOATING(ch->mount)) || (!ch->mount && !IS_FLOATING(ch)) ) move = TRUE; break; case SECT_UNDERWATER: case SECT_OCEANFLOOR: move = TRUE; break; } break; case PULL_GEYSER: case PULL_WAVE: move = TRUE; break; case PULL_WIND: case PULL_STORM: /* if not flying... check weight, position & strength */ move = TRUE; break; case PULL_COLDWIND: /* if not flying... check weight, position & strength */ /* also check for damage due to bitter cold */ move = TRUE; break; case PULL_HOTAIR: /* if not flying... check weight, position & strength */ /* also check for damage due to heat */ move = TRUE; break; /* light breeze -- very limited moving power */ case PULL_BREEZE: move = FALSE; break; /* * exits with these pulltypes should also be blocked from movement * ie: a secret locked pickproof door with the name "_sinkhole_", etc */ case PULL_EARTHQUAKE: case PULL_SINKHOLE: case PULL_QUICKSAND: case PULL_LANDSLIDE: case PULL_SLIP: case PULL_LAVA: if ( (ch->mount && !IS_FLOATING(ch->mount)) || (!ch->mount && !IS_FLOATING(ch)) ) move = TRUE; break; /* as if player moved in that direction him/herself */ case PULL_UNDEFINED: return move_char(ch, xit, 0, xit->vdir); /* all other cases ALWAYS move */ default: move = TRUE; break; } /* assign some nice text messages */ switch(xit->pulltype) { case PULL_MYSTERIOUS: /* no messages to anyone */ showroom = FALSE; break; case PULL_WHIRLPOOL: case PULL_VACUUM: tochar = "You are sucked $T!"; toroom = "$n is sucked $T!"; destrm = "$n is sucked in from $T!"; objmsg = "$p is sucked $T."; destob = "$p is sucked in from $T!"; break; case PULL_CURRENT: case PULL_LAVA: tochar = "You drift $T."; toroom = "$n drifts $T."; destrm = "$n drifts in from $T."; objmsg = "$p drifts $T."; destob = "$p drifts in from $T."; break; case PULL_BREEZE: tochar = "You drift $T."; toroom = "$n drifts $T."; destrm = "$n drifts in from $T."; objmsg = "$p drifts $T in the breeze."; destob = "$p drifts in from $T."; break; case PULL_GEYSER: case PULL_WAVE: tochar = "You are pushed $T!"; toroom = "$n is pushed $T!"; destrm = "$n is pushed in from $T!"; destob = "$p floats in from $T."; break; case PULL_EARTHQUAKE: tochar = "The earth opens up and you fall $T!"; toroom = "The earth opens up and $n falls $T!"; destrm = "$n falls from $T!"; objmsg = "$p falls $T."; destob = "$p falls from $T."; break; case PULL_SINKHOLE: tochar = "The ground suddenly gives way and you fall $T!"; toroom = "The ground suddenly gives way beneath $n!"; destrm = "$n falls from $T!"; objmsg = "$p falls $T."; destob = "$p falls from $T."; break; case PULL_QUICKSAND: tochar = "You begin to sink $T into the quicksand!"; toroom = "$n begins to sink $T into the quicksand!"; destrm = "$n sinks in from $T."; objmsg = "$p begins to sink $T into the quicksand."; destob = "$p sinks in from $T."; break; case PULL_LANDSLIDE: tochar = "The ground starts to slide $T, taking you with it!"; toroom = "The ground starts to slide $T, taking $n with it!"; destrm = "$n slides in from $T."; objmsg = "$p slides $T."; destob = "$p slides in from $T."; break; case PULL_SLIP: tochar = "You lose your footing!"; toroom = "$n loses $s footing!"; destrm = "$n slides in from $T."; objmsg = "$p slides $T."; destob = "$p slides in from $T."; break; case PULL_VORTEX: tochar = "You are sucked into a swirling vortex of colors!"; toroom = "$n is sucked into a swirling vortex of colors!"; toroom = "$n appears from a swirling vortex of colors!"; objmsg = "$p is sucked into a swirling vortex of colors!"; objmsg = "$p appears from a swirling vortex of colors!"; break; case PULL_HOTAIR: tochar = "A blast of hot air blows you $T!"; toroom = "$n is blown $T by a blast of hot air!"; destrm = "$n is blown in from $T by a blast of hot air!"; objmsg = "$p is blown $T."; destob = "$p is blown in from $T."; break; case PULL_COLDWIND: tochar = "A bitter cold wind forces you $T!"; toroom = "$n is forced $T by a bitter cold wind!"; destrm = "$n is forced in from $T by a bitter cold wind!"; objmsg = "$p is blown $T."; destob = "$p is blown in from $T."; break; case PULL_WIND: tochar = "A strong wind pushes you $T!"; toroom = "$n is blown $T by a strong wind!"; destrm = "$n is blown in from $T by a strong wind!"; objmsg = "$p is blown $T."; destob = "$p is blown in from $T."; break; case PULL_STORM: tochar = "The raging storm drives you $T!"; toroom = "$n is driven $T by the raging storm!"; destrm = "$n is driven in from $T by a raging storm!"; objmsg = "$p is blown $T."; destob = "$p is blown in from $T."; break; default: if ( pull > 0 ) { tochar = "You are pulled $T!"; toroom = "$n is pulled $T."; destrm = "$n is pulled in from $T."; objmsg = "$p is pulled $T."; objmsg = "$p is pulled in from $T."; } else { tochar = "You are pushed $T!"; toroom = "$n is pushed $T."; destrm = "$n is pushed in from $T."; objmsg = "$p is pushed $T."; objmsg = "$p is pushed in from $T."; } break; } /* Do the moving */ if ( move ) { /* display an appropriate exit message */ if ( tochar ) { act(AT_PLAIN, tochar, ch, NULL, dir_name[xit->vdir], TO_CHAR ); send_to_char("\n\r", ch); } if ( toroom ) act(AT_PLAIN, toroom, ch, NULL, dir_name[xit->vdir], TO_ROOM ); /* display an appropriate entrance message */ if ( destrm && xit->to_room->first_person ) { act(AT_PLAIN, destrm, xit->to_room->first_person, NULL, dtxt, TO_CHAR ); act(AT_PLAIN, destrm, xit->to_room->first_person, NULL, dtxt, TO_ROOM ); } /* move the char */ if ( xit->pulltype == PULL_SLIP ) return move_char(ch, xit, 1, xit->vdir); char_from_room(ch); char_to_room(ch, xit->to_room); if ( showroom ) // do_mapper (ch, "7"); do_look(ch, "auto"); /* move the mount too */ if ( ch->mount ) { char_from_room(ch->mount); char_to_room(ch->mount, xit->to_room); if ( showroom ) do_look( ch->mount, "auto" ); //do_look } } /* move objects in the room */ if ( moveobj ) { for ( obj = room->first_content; obj; obj = obj_next ) { obj_next = obj->next_content; if ( IS_OBJ_STAT(obj, ITEM_BURIED) || !CAN_WEAR(obj, ITEM_TAKE) ) continue; resistance = get_obj_weight(obj); if ( IS_OBJ_STAT(obj, ITEM_METAL) ) resistance = (resistance * 6) / 5; switch(obj->item_type) { case ITEM_SCROLL: case ITEM_NOTE: case ITEM_TRASH: resistance >>= 2; break; case ITEM_SCRAPS: case ITEM_CONTAINER: resistance >>= 1; break; case ITEM_PEN: case ITEM_WAND: resistance = (resistance * 5) / 6; break; case ITEM_CORPSE_PC: case ITEM_CORPSE_NPC: case ITEM_FOUNTAIN: resistance <<= 2; break; } /* is the pull greater than the resistance of the object? */ if ( (abs(pull) * 10) > resistance ) { if ( objmsg && room->first_person ) { act(AT_PLAIN, objmsg, room->first_person, obj, dir_name[xit->vdir], TO_CHAR); act(AT_PLAIN, objmsg, room->first_person, obj, dir_name[xit->vdir], TO_ROOM); } if ( destob && xit->to_room->first_person ) { act(AT_PLAIN, destob, xit->to_room->first_person, obj, dtxt, TO_CHAR); act(AT_PLAIN, destob, xit->to_room->first_person, obj, dtxt, TO_ROOM); } obj_from_room(obj); obj_to_room(obj, xit->to_room, ch); } } } return rNONE; } /* * This function bolts a door. Written by Blackmane */ void do_bolt (CHAR_DATA * ch, char *argument) { char arg[MAX_INPUT_LENGTH]; EXIT_DATA *pexit; one_argument (argument, arg); if (arg[0] == '\0') { send_to_char ("Bolt what?\n\r", ch); return; } if ((pexit = find_door (ch, arg, TRUE)) != NULL) { if (!IS_SET (pexit->exit_info, EX_ISDOOR)) { send_to_char ("You can't do that.\n\r", ch); return; } if (!IS_SET (pexit->exit_info, EX_CLOSED)) { send_to_char ("It's not closed.\n\r", ch); return; } if (!IS_SET (pexit->exit_info, EX_ISBOLT)) { send_to_char ("You don't see a bolt.\n\r", ch); return; } if (IS_SET (pexit->exit_info, EX_BOLTED)) { send_to_char ("It's already bolted.\n\r", ch); return; } if (!IS_SET (pexit->exit_info, EX_SECRET) || (pexit->keyword && nifty_is_name (arg, pexit->keyword))) { send_to_char ("*Clunk*\n\r", ch); act (AT_ACTION,"$n bolts the $d.", ch, NULL, pexit->keyword, TO_ROOM); set_bexit_flag (pexit, EX_BOLTED); return; } } ch_printf (ch, "You see no %s here.\n\r", arg); return; } /* * This function unbolts a door. Written by Blackmane */ void do_unbolt (CHAR_DATA * ch, char *argument) { char arg[MAX_INPUT_LENGTH]; EXIT_DATA *pexit; one_argument (argument, arg); if (arg[0] == '\0') { send_to_char ("Unbolt what?\n\r", ch); return; } if ((pexit = find_door (ch, arg, TRUE)) != NULL) { if (!IS_SET (pexit->exit_info, EX_ISDOOR)) { send_to_char ("You can't do that.\n\r", ch); return; } if (!IS_SET (pexit->exit_info, EX_CLOSED)) { send_to_char ("It's not closed.\n\r", ch); return; } if (!IS_SET (pexit->exit_info, EX_ISBOLT)) { send_to_char ("You don't see a bolt.\n\r", ch); return; } if (!IS_SET (pexit->exit_info, EX_BOLTED)) { send_to_char ("It's already unbolted.\n\r", ch); return; } if (!IS_SET (pexit->exit_info, EX_SECRET) || (pexit->keyword && nifty_is_name (arg, pexit->keyword))) { send_to_char ("*Clunk*\n\r", ch); act (AT_ACTION,"$n unbolts the $d.",ch,NULL,pexit->keyword,TO_ROOM); remove_bexit_flag (pexit, EX_BOLTED); return; } } ch_printf (ch, "You see no %s here.\n\r", arg); return; } #define MSL MAX_STRING_LENGTH #define MIL MAX_INPUT_LENGTH #define false FALSE #define true TRUE #ifndef NULLSTR #define NULLSTR(str) (!str || str[0] == '\0') #endif void do_speedwalk( CHAR_DATA *ch, char *argument ) { char buf[MSL]; char arg[MIL]; char *direction; bool found = false; if ( !ch->desc || NULLSTR( argument )) { send_to_char("You must include directions. Read `=Chelp speedwalk`x for more information.", ch); return; } buf[0] = '\0'; while ( *argument != '\0' ) { argument = one_argument( argument, arg ); strcat( buf, arg ); } send_to_char("You start to walk...", ch); for ( direction = buf + strlen(buf)-1; direction >= buf; direction-- ) { if ( !isdigit( *direction)) { switch ( *direction ) { case 'N': case 'n': move_char( ch, get_exit(ch->in_room, DIR_NORTH), 0, DIR_NORTH ); break; case 'E': case 'e': move_char( ch, get_exit(ch->in_room, DIR_EAST), 0, DIR_EAST ); break; case 'S': case 's': move_char( ch, get_exit(ch->in_room, DIR_SOUTH), 0, DIR_SOUTH); break; case 'W': case 'w': move_char( ch, get_exit(ch->in_room, DIR_WEST), 0, DIR_WEST ); break; case 'U': case 'u': move_char( ch, get_exit(ch->in_room, DIR_UP), 0, DIR_UP ); break; case 'D': case 'd': move_char( ch, get_exit(ch->in_room, DIR_DOWN), 0, DIR_DOWN ); break; //unsuported directions for now case 'r': // Northwest case 't': // Northeast case 'g': // Southeast case 'f': // Southwest found = true; break; case 'o': break; default: send_to_char("Invalid direction!", ch); return; } } } return; }