/***************************************************************************
* Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, *
* Michael Seifert, Hans Henrik Strfeldt, 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 1993-1998 Russ Taylor *
* ROM has been brought to you by the ROM consortium *
* Russ Taylor (rtaylor@hypercube.org) *
* Gabrielle Taylor (gtaylor@efn.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 *
***************************************************************************/
/* QuickMUD - The Lazy Man's ROM - $Id: act_enter.c,v 1.2 2000/12/01 10:48:33 ring0 Exp $ */
#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 "interp.h"
/* random room generation procedure */
ROOM_INDEX_DATA *get_random_room (CHAR_DATA * ch)
{
ROOM_INDEX_DATA *room;
for (;;)
{
room = get_room_index (number_range (0, 65535));
if (room != NULL)
if (can_see_room (ch, room)
&& !room_is_private (room)
&& !IS_SET (room->room_flags, ROOM_PRIVATE)
&& !IS_SET (room->room_flags, ROOM_SOLITARY)
&& !IS_SET (room->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_TRUSTED (ch, ANGEL)
&& !IS_SET (portal->value[2], GATE_NOCURSE)
&& (IS_AFFECTED (ch, AFF_CURSE)
|| IS_SET (old_room->room_flags, ROOM_NO_RECALL)))
{
send_to_char ("Something prevents you from leaving...\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 ("$p doesn't seem to go anywhere.", ch, portal, NULL,
TO_CHAR);
return;
}
if (IS_NPC (ch) && IS_SET (ch->act, ACT_AGGRESSIVE)
&& IS_SET (location->room_flags, ROOM_LAW))
{
send_to_char ("Something prevents you from leaving...\n\r", ch);
return;
}
act ("$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_function (ch, &do_look, "auto");
/* charges */
if (portal->value[0] > 0)
{
portal->value[0]--;
if (portal->value[0] == 0)
portal->value[0] = -1;
}
/* protect against circular follows */
if (old_room == location)
return;
for (fch = old_room->people; fch != NULL; fch = fch_next)
{
fch_next = fch->next_in_room;
if (portal == NULL || portal->value[0] == -1)
/* no following through dead portals */
continue;
if (fch->master == ch && IS_AFFECTED (fch, AFF_CHARM)
&& fch->position < POS_STANDING)
do_function (fch, &do_stand, "");
if (fch->master == ch && fch->position == POS_STANDING)
{
if (IS_SET (ch->in_room->room_flags, ROOM_LAW)
&& (IS_NPC (fch) && IS_SET (fch->act, ACT_AGGRESSIVE)))
{
act ("You can't bring $N into the city.",
ch, NULL, fch, TO_CHAR);
act ("You aren't allowed in the city.",
fch, NULL, NULL, TO_CHAR);
continue;
}
act ("You follow $N.", fch, NULL, ch, TO_CHAR);
do_function (fch, &do_enter, argument);
}
}
if (portal != NULL && portal->value[0] == -1)
{
act ("$p fades out of existence.", ch, portal, NULL, TO_CHAR);
if (ch->in_room == old_room)
act ("$p fades out of existence.", ch, portal, NULL, TO_ROOM);
else if (old_room->people != NULL)
{
act ("$p fades out of existence.",
old_room->people, portal, NULL, TO_CHAR);
act ("$p fades out of existence.",
old_room->people, portal, NULL, TO_ROOM);
}
extract_obj (portal);
}
/*
* If someone is following the char, these triggers get activated
* for the followers before the char, but it's safer this way...
*/
if (IS_NPC (ch) && HAS_TRIGGER (ch, TRIG_ENTRY))
mp_percent_trigger (ch, NULL, NULL, NULL, TRIG_ENTRY);
if (!IS_NPC (ch))
mp_greet_trigger (ch);
return;
}
send_to_char ("Nope, can't do it.\n\r", ch);
return;
}