/*************************************************************************** * Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, * * Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. * * * * Merc Diku Mud improvments 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 * * benefitting. We hope that you share your changes too. What goes * * around, comes around. * ***************************************************************************/ /*************************************************************************** * ROM 2.4 is copyright 1993-1996 Russ Taylor * * ROM has been brought to you by the ROM consortium * * Russ Taylor (rtaylor@efn.org) * * Gabrielle Taylor * * 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 * ***************************************************************************/ #if defined(macintosh) #include <types.h> #include <time.h> #else #include <sys/types.h> #include <sys/time.h> #endif #include <stdio.h> #include <string.h> #include <stdlib.h> #include "merc.h" #include "utils.h" /* command procedures needed */ DECLARE_DO_FUN(do_look); DECLARE_DO_FUN(do_stand); /* random room generation procedure */ ROOM_INDEX_DATA *get_random_room(CHAR_DATA * ch) { ROOM_INDEX_DATA *room; for (;;) { room = get_room_index(number_range(0, 65535)); if (room != NULL) if (can_see_room(ch, room) && !room_is_private(room) && !IS_SET(room->room_flags, ROOM_PRIVATE) && !IS_SET(room->room_flags, ROOM_SOLITARY) && !IS_SET(room->room_flags, ROOM_SAFE) && (IS_NPC(ch) || IS_SET(ch->act, ACT_AGGRESSIVE) || !IS_SET(room->room_flags, ROOM_LAW))) break; } return room; } /* RT Enter portals */ void do_enter(CHAR_DATA * ch, char *argument) { ROOM_INDEX_DATA *location; if (ch->fighting != NULL) return; /* nifty portal stuff */ if (argument[0] != '\0') { ROOM_INDEX_DATA *old_room; OBJ_DATA *portal; CHAR_DATA *fch, *fch_next; old_room = ch->in_room; portal = get_obj_list(ch, argument, ch->in_room->contents); if (portal == NULL) { send_to_char("You don't see that here.\n\r", ch); return; } if (portal->item_type != ITEM_PORTAL || (IS_SET(portal->value[1], EX_CLOSED) && !IS_TRUSTED(ch, ANGEL))) { send_to_char("You can't seem to find a way in.\n\r", ch); return; } if (!IS_IMMORTAL(ch) && ( IS_SET(old_room->room_flags, ROOM_NO_RECALL) || (( IS_AFFECTED(ch, AFF_CURSE)) && (IS_SET(portal->value[2], GATE_NOCURSE))))) { send_to_char("You are cursed and cannot leave.\n\r", ch); return; } if (IS_SET(portal->value[2], GATE_RANDOM) || portal->value[3] == -1) { location = get_random_room(ch); portal->value[3] = location->vnum; /* for record keeping :) */ } else if (IS_SET(portal->value[2], GATE_BUGGY) && (number_percent() < 5)) location = get_random_room(ch); else location = get_room_index(portal->value[3]); if (location == NULL || location == old_room || !can_see_room(ch, location) || (room_is_private(location) && !IS_TRUSTED(ch, IMPLEMENTOR))) { act("$p doesn't seem to go anywhere.", ch, portal, NULL, TO_CHAR); return; } if (IS_NPC(ch) && IS_SET(ch->act, ACT_AGGRESSIVE) && IS_SET(location->room_flags, ROOM_LAW)) { send_to_char("You are aggressive and can't enter.\n\r", ch); return; } act("$n steps into $p.", ch, portal, NULL, TO_ROOM); if (IS_SET(portal->value[2], GATE_NORMAL_EXIT)) act("You enter $p.", ch, portal, NULL, TO_CHAR); else act("You walk through $p and find yourself somewhere else...", ch, portal, NULL, TO_CHAR); char_from_room(ch); char_to_room(ch, location); if (IS_SET(portal->value[2], GATE_GOWITH)) { /* take the gate along */ obj_from_room(portal); obj_to_room(portal, location); } if (IS_SET(portal->value[2], GATE_NORMAL_EXIT)) act("$n has arrived.", ch, portal, NULL, TO_ROOM); else act("$n has arrived through $p.", ch, portal, NULL, TO_ROOM); do_look(ch, "auto"); /* charges */ if (portal->value[0] > 0) { portal->value[0]--; if (portal->value[0] == 0) portal->value[0] = -1; } /* protect against circular follows */ if (old_room == location) return; for (fch = old_room->people; fch != NULL; fch = fch_next) { fch_next = fch->next_in_room; if (portal == NULL || portal->value[0] == -1) /* no following through dead portals */ continue; if (fch->master == ch && IS_AFFECTED(fch, AFF_CHARM) && fch->position < POS_STANDING) do_stand(fch, ""); if (fch->master == ch && fch->position == POS_STANDING) { if (IS_SET(ch->in_room->room_flags, ROOM_LAW) && (IS_NPC(fch) && IS_SET(fch->act, ACT_AGGRESSIVE))) { act("You can't bring $N into the city.", ch, NULL, fch, TO_CHAR); act("You aren't allowed in the city.", fch, NULL, NULL, TO_CHAR); continue; } act("You follow $N.", fch, NULL, ch, TO_CHAR); do_enter(fch, argument); } } if (portal != NULL && portal->value[0] == -1) { act("$p fades out of existence.", ch, portal, NULL, TO_CHAR); if (ch->in_room == old_room) act("$p fades out of existence.", ch, portal, NULL, TO_ROOM); else if (old_room->people != NULL) { act("$p fades out of existence.", old_room->people, portal, NULL, TO_CHAR); act("$p fades out of existence.", old_room->people, portal, NULL, TO_ROOM); } extract_obj(portal); } /* * If someone is following the char, these triggers get activated * for the followers before the char, but it's safer this way... */ if (IS_NPC(ch) && HAS_TRIGGER(ch, TRIG_ENTRY)) mp_percent_trigger(ch, NULL, NULL, NULL, TRIG_ENTRY); if (!IS_NPC(ch)) mp_greet_trigger(ch); return; } send_to_char("Nope, can't do it.\n\r", ch); return; }