/* ************************************************************************ * File: act.movement.c Part of CircleMUD * * Usage: movement commands, door handling, & sleep/rest/etc state * * * * All rights reserved. See license.doc for complete information. * * * * Copyright (C) 1993, 94 by the Trustees of the Johns Hopkins University * * CircleMUD is based on DikuMUD, Copyright (C) 1990, 1991. * ************************************************************************ */ #include <stdio.h> #include <string.h> #include "structs.h" #include "utils.h" #include "comm.h" #include "interpreter.h" #include "handler.h" #include "db.h" #include "spells.h" #include "house.h" /* external vars */ extern struct room_data *world; extern struct char_data *character_list; extern struct descriptor_data *descriptor_list; extern struct index_data *obj_index; extern int rev_dir[]; extern char *dirs[]; extern int movement_loss[]; /* external functs */ int special(struct char_data *ch, int cmd, char *arg); void death_cry(struct char_data *ch); int find_eq_pos(struct char_data * ch, struct obj_data * obj, char *arg); void mprog_greet_trigger(struct char_data * ch); void mprog_entry_trigger(struct char_data * mob); /* simple function to determine if char can walk on water */ int has_boat(struct char_data *ch) { struct obj_data *obj; int i; if (IS_AFFECTED(ch, AFF_WATERWALK)) return 1; /* non-wearable boats in inventory will do it */ for (obj = ch->carrying; obj; obj = obj->next_content) if (GET_OBJ_TYPE(obj) == ITEM_BOAT && (find_eq_pos(ch, obj, NULL) < 0)) return 1; /* and any boat you're wearing will do it too */ for (i = 0; i < NUM_WEARS; i++) if (GET_EQ(ch, i) && GET_OBJ_TYPE(GET_EQ(ch, i)) == ITEM_BOAT) return 1; return 0; } int can_fly(struct char_data *ch) { struct obj_data *obj; int i; if (IS_AFFECTED(ch, AFF_FLYING)) return 1; /* non-wearable flying object in inventory will do it */ for (obj = ch->carrying; obj; obj = obj->next_content) if (GET_OBJ_TYPE(obj) == ITEM_FLIGHT && (find_eq_pos(ch, obj, NULL) < 0)) return 1; /* and any flight object you're wearing will do it too */ for (i = 0; i < NUM_WEARS; i++) if (GET_EQ(ch, i) && GET_OBJ_TYPE(GET_EQ(ch, i)) == ITEM_FLIGHT) return 1; return 0; } int can_lava(struct char_data *ch) { /* struct obj_data *obj; int i; */ if (IS_AFFECTED(ch, AFF_PROT_FIRE || AFF_WATERWALK)) return 1; return 0; } int can_under(struct char_data *ch) { if (IS_AFFECTED(ch, AFF_WATERBREATH)) return 1; return 0; } /* do_simple_move assumes * 1. That there is no master and no followers. * 2. That the direction exists. * * Returns : * 1 : If succes. * 0 : If fail */ int do_simple_move(struct char_data *ch, int dir, int need_specials_check) { int was_in, need_movement; int special(struct char_data *ch, int cmd, char *arg); /* * Check for special routines (North is 1 in command list, but 0 here) Note * -- only check if following; this avoids 'double spec-proc' bug */ if (need_specials_check && special(ch, dir + 1, "")) return 0; /* charmed? */ if (IS_AFFECTED(ch, AFF_CHARM) && ch->master && ch->in_room == ch->master->in_room) { send_to_char("The thought of leaving your master makes you weep.\r\n", ch); act("$n bursts into tears.", FALSE, ch, 0, 0, TO_ROOM); return 0; } if (ROOM_FLAGGED(ch->in_room, ROOM_GODROOM) || ROOM_FLAGGED(EXIT(ch, dir)->to_room , ROOM_GODROOM)) { if (GET_LEVEL(ch) < LVL_IMMORT) { send_to_char("A strange force prevents you from entering there.\r\n", ch); return 0; } } /* if this room or the one we're going to needs flight, check for flight */ if ((SECT(EXIT(ch, dir)->to_room) == SECT_FLYING) && GET_LEVEL(ch) < LVL_IMMORT) { if (!can_fly(ch)) { send_to_char("You need to be able to fly to go there.\r\n", ch); return 0; } } /* if this room or the one we're going to is inside, check for flight */ if (((SECT(ch->in_room) == SECT_INSIDE) || (SECT(EXIT(ch, dir)->to_room) == SECT_INSIDE)) && GET_LEVEL(ch) < LVL_IMMORT) { if (can_fly(ch)) { send_to_char("You can only fly around outside.\r\n", ch); return 0; } } /* if this room or the one we're going to needs flight/boat, check for flight/boat */ if (((SECT(ch->in_room) == SECT_WATER_NOSWIM) || (SECT(EXIT(ch, dir)->to_room) == SECT_WATER_NOSWIM)) && GET_LEVEL(ch) < LVL_IMMORT) { if (!can_fly(ch) && !has_boat(ch)) { send_to_char("You need a boat to go there.\r\n", ch); return 0; } } /* if this room or the one we're going to needs boat/underwater, check for boat/underwater */ if (((SECT(ch->in_room) == SECT_UNDERWATER) || (SECT(EXIT(ch, dir)->to_room) == SECT_UNDERWATER)) && GET_LEVEL(ch) < LVL_IMMORT) { if (!has_boat(ch)) { send_to_char("You need a boat to go there.\r\n", ch); return 0; } if (!can_under(ch)) { send_to_char("You better know how to breath underwater...\r\n", ch); } } /* if this room or the one we're going to needs flight/lava, check for flight/lava*/ if ((SECT(ch->in_room) == SECT_LAVA) && GET_LEVEL(ch) < LVL_IMMORT) { if (!can_lava(ch)) SET_BIT(AFF2_FLAGS(ch), AFF2_BURNING); } /* move points needed is avg. move loss for src and destination sect type */ need_movement = (movement_loss[SECT(ch->in_room)] + movement_loss[SECT(EXIT(ch, dir)->to_room)]) >> 1; if (GET_MOVE(ch) < need_movement && !IS_NPC(ch)) { if (need_specials_check && ch->master) send_to_char("You are too exhausted to follow.\r\n", ch); else send_to_char("You are too exhausted.\r\n", ch); return 0; } if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_ATRIUM)) { if (!House_can_enter(ch, world[EXIT(ch, dir)->to_room].number)) { send_to_char("That's private property -- no trespassing!\r\n", ch); return 0; } } if (!IS_IMMORT(ch) && IS_SET(ROOM_FLAGS(EXIT(ch, dir)->to_room), ROOM_TUNNEL) && world[EXIT(ch, dir)->to_room].people != NULL) { send_to_char("There isn't enough room there for more than one person!\r\n", ch); return 0; } if (!IS_IMMORT(ch) && IS_SET(ROOM_FLAGS(EXIT(ch, dir)->to_room), ROOM_PRIVATE) && world[EXIT(ch, dir)->to_room].people != NULL && (world[EXIT(ch, dir)->to_room].people)->next_in_room != NULL) { send_to_char("There isn't enough room there for more than two people!\r\n", ch); return 0; } if (GET_LEVEL(ch) < LVL_IMMORT && !IS_NPC(ch)) { GET_MOVE(ch) -= need_movement; } /* if this room or the one we're going to needs flight, check for flight */ if ((SECT(ch->in_room) == SECT_FLYING) && GET_LEVEL(ch) < LVL_IMMORT) { if (!can_fly(ch)) { send_to_char("You have plummeted to the ground.\r\n", ch); log_death_trap(ch); death_cry(ch); extract_char(ch); return 0; } } if (!IS_AFFECTED(ch, AFF_SNEAK)) { sprintf(buf2, "$n leaves %s.", dirs[dir]); act(buf2, TRUE, ch, 0, 0, TO_ROOM); } was_in = ch->in_room; char_from_room(ch); char_to_room(ch, world[was_in].dir_option[dir]->to_room); if (!IS_AFFECTED(ch, AFF_SNEAK)) act("$n has arrived.", TRUE, ch, 0, 0, TO_ROOM); if (ch->desc != NULL) look_at_room(ch, 0); if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DEATH) && GET_LEVEL(ch) < LVL_IMMORT) { log_death_trap(ch); death_cry(ch); extract_char(ch); return 0; } mprog_entry_trigger(ch); mprog_greet_trigger(ch); return 1; } int perform_move(struct char_data *ch, int dir, int need_specials_check) { int was_in; struct follow_type *k, *next; if (ch == NULL || dir < 0 || dir >= NUM_OF_DIRS) return 0; else if (!EXIT(ch, dir) || EXIT(ch, dir)->to_room == NOWHERE) send_to_char("Alas, you cannot go that way...\r\n", ch); else if (IS_SET(EXIT(ch, dir)->exit_info, EX_CLOSED) && !AFF3_FLAGGED(ch, AFF3_PASSDOOR)) { if (EXIT(ch, dir)->keyword) { sprintf(buf2, "The %s seems to be closed.\r\n", fname(EXIT(ch, dir)->keyword)); send_to_char(buf2, ch); } else send_to_char("It seems to be closed.\r\n", ch); } else { if (!ch->followers) return (do_simple_move(ch, dir, need_specials_check)); was_in = ch->in_room; if (!do_simple_move(ch, dir, need_specials_check)) return 0; for (k = ch->followers; k; k = next) { next = k->next; if ((was_in == k->follower->in_room) && (GET_POS(k->follower) >= POS_STANDING)) { act("You follow $N.\r\n", FALSE, k->follower, 0, ch, TO_CHAR); if (perform_move(k->follower, dir, 1)) act("$n follows you.\r\n", FALSE, k->follower, 0, ch, TO_VICT); } } return 1; } return 0; } ACMD(do_move) { /* * This is basically a mapping of cmd numbers to perform_move indices. * It cannot be done in perform_move because perform_move is called * by other functions which do not require the remapping. */ perform_move(ch, cmd - 1, 0); } int find_door(struct char_data *ch, char *type, char *dir, char *cmdname) { int door; if (*dir) { /* a direction was specified */ if ((door = search_block(dir, dirs, FALSE)) == -1) { /* Partial Match */ send_to_char("That's not a direction.\r\n", ch); return -1; } if (EXIT(ch, door)) if (EXIT(ch, door)->keyword) if (isname(type, EXIT(ch, door)->keyword)) return door; else { sprintf(buf2, "I see no %s there.\r\n", type); send_to_char(buf2, ch); return -1; } else return door; else { send_to_char("I really don't see how you can close anything there.\r\n", ch); return -1; } } else { /* try to locate the keyword */ if (!*type) { sprintf(buf2, "What is it you want to %s?\r\n", cmdname); send_to_char(buf2, ch); return -1; } for (door = 0; door < NUM_OF_DIRS; door++) if (EXIT(ch, door)) if (EXIT(ch, door)->keyword) if (isname(type, EXIT(ch, door)->keyword)) return door; sprintf(buf2, "There doesn't seem to be %s %s here.\r\n", AN(type), type); send_to_char(buf2, ch); return -1; } } int has_key(struct char_data *ch, int key) { struct obj_data *o; for (o = ch->carrying; o; o = o->next_content) if (GET_OBJ_VNUM(o) == key) return 1; if (GET_EQ(ch, WEAR_HOLD)) if (GET_OBJ_VNUM(GET_EQ(ch, WEAR_HOLD)) == key) return 1; return 0; } #define NEED_OPEN 1 #define NEED_CLOSED 2 #define NEED_UNLOCKED 4 #define NEED_LOCKED 8 char *cmd_door[] = { "open", "close", "unlock", "lock", "pick" }; const int flags_door[] = { NEED_CLOSED | NEED_UNLOCKED, NEED_OPEN, NEED_CLOSED | NEED_LOCKED, NEED_CLOSED | NEED_UNLOCKED, NEED_CLOSED | NEED_LOCKED }; #define OPEN_DOOR(room, obj, door) ((obj) ?\ (TOGGLE_BIT(GET_OBJ_VAL(obj, 1), CONT_CLOSED)) :\ (TOGGLE_BIT(EXITN(room, door)->exit_info, EX_CLOSED))) #define LOCK_DOOR(room, obj, door) ((obj) ?\ (TOGGLE_BIT(GET_OBJ_VAL(obj, 1), CONT_LOCKED)) :\ (TOGGLE_BIT(EXITN(room, door)->exit_info, EX_LOCKED))) void do_doorcmd(struct char_data *ch, struct obj_data *obj, int door, int scmd) { int other_room; struct room_direction_data *back = 0; sprintf(buf, "$n %ss ", cmd_door[scmd]); if (!obj && ((other_room = EXIT(ch, door)->to_room) != NOWHERE)) if ((back = world[other_room].dir_option[rev_dir[door]])) if (back->to_room != ch->in_room) back = 0; switch (scmd) { case SCMD_OPEN: case SCMD_CLOSE: OPEN_DOOR(ch->in_room, obj, door); if (back) OPEN_DOOR(other_room, obj, rev_dir[door]); send_to_char(OK, ch); break; case SCMD_UNLOCK: case SCMD_LOCK: LOCK_DOOR(ch->in_room, obj, door); if (back) LOCK_DOOR(other_room, obj, rev_dir[door]); send_to_char("*Click*\r\n", ch); break; case SCMD_PICK: LOCK_DOOR(ch->in_room, obj, door); if (back) LOCK_DOOR(other_room, obj, rev_dir[door]); send_to_char("The lock quickly yields to your skills.\r\n", ch); strcpy(buf, "$n skillfully picks the lock on "); break; } /* Notify the room */ sprintf(buf + strlen(buf), "%s%s.", ((obj) ? "" : "the "), (obj) ? "$p" : (EXIT(ch, door)->keyword ? "$F" : "door")); if (!(obj) || (obj->in_room != NOWHERE)) act(buf, FALSE, ch, obj, obj ? 0 : EXIT(ch, door)->keyword, TO_ROOM); /* Notify the other room */ if (((scmd == SCMD_OPEN) || (scmd == SCMD_CLOSE)) && (back)) { sprintf(buf, "The %s is %s%s from the other side.\r\n", (back->keyword ? fname(back->keyword) : "door"), cmd_door[scmd], (scmd == SCMD_CLOSE) ? "d" : "ed"); send_to_room(buf, EXIT(ch, door)->to_room); } } int ok_pick(struct char_data *ch, int keynum, int pickproof, int scmd) { int percent; percent = number(1, 101); if (scmd == SCMD_PICK) { if (keynum < 0) send_to_char("Odd - you can't seem to find a keyhole.\r\n", ch); else if (pickproof) send_to_char("You attempt to pick it, to no avail.\r\n", ch); else if (percent > GET_SKILL(ch, SKILL_PICK_LOCK)) send_to_char("You failed to pick the lock.\r\n", ch); else return (1); return (0); } return (1); } #define DOOR_IS_OPENABLE(ch, obj, door) ((obj) ? \ ((GET_OBJ_TYPE(obj) == ITEM_CONTAINER) && \ (IS_SET(GET_OBJ_VAL(obj, 1), CONT_CLOSEABLE))) :\ (IS_SET(EXIT(ch, door)->exit_info, EX_ISDOOR))) #define DOOR_IS_OPEN(ch, obj, door) ((obj) ? \ (!IS_SET(GET_OBJ_VAL(obj, 1), CONT_CLOSED)) :\ (!IS_SET(EXIT(ch, door)->exit_info, EX_CLOSED))) #define DOOR_IS_UNLOCKED(ch, obj, door) ((obj) ? \ (!IS_SET(GET_OBJ_VAL(obj, 1), CONT_LOCKED)) :\ (!IS_SET(EXIT(ch, door)->exit_info, EX_LOCKED))) #define DOOR_IS_PICKPROOF(ch, obj, door) ((obj) ? \ (IS_SET(GET_OBJ_VAL(obj, 1), CONT_PICKPROOF)) : \ (IS_SET(EXIT(ch, door)->exit_info, EX_PICKPROOF))) #define DOOR_IS_CLOSED(ch, obj, door) (!(DOOR_IS_OPEN(ch, obj, door))) #define DOOR_IS_LOCKED(ch, obj, door) (!(DOOR_IS_UNLOCKED(ch, obj, door))) #define DOOR_KEY(ch, obj, door) ((obj) ? (GET_OBJ_VAL(obj, 2)) : \ (EXIT(ch, door)->key)) #define DOOR_LOCK(ch, obj, door) ((obj) ? (GET_OBJ_VAL(obj, 1)) : \ (EXIT(ch, door)->exit_info)) ACMD(do_gen_door) { int door, keynum; char type[MAX_INPUT_LENGTH], dir[MAX_INPUT_LENGTH]; struct obj_data *obj = NULL; struct char_data *victim = NULL; skip_spaces(&argument); if (!*argument) { sprintf(buf, "%s what?\r\n", cmd_door[subcmd]); send_to_char(CAP(buf), ch); return; } two_arguments(argument, type, dir); if (!generic_find(type, FIND_OBJ_INV | FIND_OBJ_ROOM, ch, &victim, &obj)) door = find_door(ch, type, dir, cmd_door[subcmd]); if ((obj) || (door >= 0)) { keynum = DOOR_KEY(ch, obj, door); if (!(DOOR_IS_OPENABLE(ch, obj, door))) act("You can't $F that!", FALSE, ch, 0, cmd_door[subcmd], TO_CHAR); else if (!DOOR_IS_OPEN(ch, obj, door) && IS_SET(flags_door[subcmd], NEED_OPEN)) send_to_char("But it's already closed!\r\n", ch); else if (!DOOR_IS_CLOSED(ch, obj, door) && IS_SET(flags_door[subcmd], NEED_CLOSED)) send_to_char("But it's currently open!\r\n", ch); else if (!(DOOR_IS_LOCKED(ch, obj, door)) && IS_SET(flags_door[subcmd], NEED_LOCKED)) send_to_char("Oh.. it wasn't locked, after all..\r\n", ch); else if (!(DOOR_IS_UNLOCKED(ch, obj, door)) && IS_SET(flags_door[subcmd], NEED_UNLOCKED)) send_to_char("It seems to be locked.\r\n", ch); else if (!has_key(ch, keynum) && (GET_LEVEL(ch) < LVL_GOD) && ((subcmd == SCMD_LOCK) || (subcmd == SCMD_UNLOCK))) send_to_char("You don't seem to have the proper key.\r\n", ch); else if (ok_pick(ch, keynum, DOOR_IS_PICKPROOF(ch, obj, door), subcmd)) do_doorcmd(ch, obj, door, subcmd); } return; } ACMD(do_enter) { int door; one_argument(argument, buf); if (*buf) { /* an argument was supplied, search for door * keyword */ for (door = 0; door < NUM_OF_DIRS; door++) if (EXIT(ch, door)) if (EXIT(ch, door)->keyword) if (!str_cmp(EXIT(ch, door)->keyword, buf)) { perform_move(ch, door, 1); return; } sprintf(buf2, "There is no %s here.\r\n", buf); send_to_char(buf2, ch); } else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_INDOORS)) send_to_char("You are already indoors.\r\n", ch); else { /* try to locate an entrance */ for (door = 0; door < NUM_OF_DIRS; door++) if (EXIT(ch, door)) if (EXIT(ch, door)->to_room != NOWHERE) if ((!IS_SET(EXIT(ch, door)->exit_info, EX_CLOSED) || AFF3_FLAGGED(ch, AFF3_PASSDOOR))&& IS_SET(ROOM_FLAGS(EXIT(ch, door)->to_room), ROOM_INDOORS)) { perform_move(ch, door, 1); return; } send_to_char("You can't seem to find anything to enter.\r\n", ch); } } ACMD(do_leave) { int door; if (!IS_SET(ROOM_FLAGS(ch->in_room), ROOM_INDOORS)) send_to_char("You are outside.. where do you want to go?\r\n", ch); else { for (door = 0; door < NUM_OF_DIRS; door++) if (EXIT(ch, door)) if (EXIT(ch, door)->to_room != NOWHERE) if ( (!IS_SET(EXIT(ch, door)->exit_info, EX_CLOSED) || AFF3_FLAGGED(ch, AFF3_PASSDOOR)) && !IS_SET(ROOM_FLAGS(EXIT(ch, door)->to_room), ROOM_INDOORS)) { perform_move(ch, door, 1); return; } send_to_char("I see no obvious exits to the outside.\r\n", ch); } } ACMD(do_stand) { switch (GET_POS(ch)) { case POS_STANDING: act("You are already standing.", FALSE, ch, 0, 0, TO_CHAR); break; case POS_SITTING: act("You stand up.", FALSE, ch, 0, 0, TO_CHAR); act("$n clambers to $s feet.", TRUE, ch, 0, 0, TO_ROOM); GET_POS(ch) = POS_STANDING; break; case POS_RESTING: act("You stop resting, and stand up.", FALSE, ch, 0, 0, TO_CHAR); act("$n stops resting, and clambers on $s feet.", TRUE, ch, 0, 0, TO_ROOM); GET_POS(ch) = POS_STANDING; break; case POS_SLEEPING: act("You have to wake up first!", FALSE, ch, 0, 0, TO_CHAR); break; case POS_FIGHTING: act("Do you not consider fighting as standing?", FALSE, ch, 0, 0, TO_CHAR); break; default: act("You stop floating around, and put your feet on the ground.", FALSE, ch, 0, 0, TO_CHAR); act("$n stops floating around, and puts $s feet on the ground.", TRUE, ch, 0, 0, TO_ROOM); GET_POS(ch) = POS_STANDING; break; } } ACMD(do_sit) { switch (GET_POS(ch)) { case POS_STANDING: act("You sit down.", FALSE, ch, 0, 0, TO_CHAR); act("$n sits down.", FALSE, ch, 0, 0, TO_ROOM); GET_POS(ch) = POS_SITTING; break; case POS_SITTING: send_to_char("You're sitting already.\r\n", ch); break; case POS_RESTING: act("You stop resting, and sit up.", FALSE, ch, 0, 0, TO_CHAR); act("$n stops resting.", TRUE, ch, 0, 0, TO_ROOM); GET_POS(ch) = POS_SITTING; break; case POS_SLEEPING: act("You have to wake up first.", FALSE, ch, 0, 0, TO_CHAR); break; case POS_FIGHTING: act("Sit down while fighting? are you MAD?", FALSE, ch, 0, 0, TO_CHAR); break; default: act("You stop floating around, and sit down.", FALSE, ch, 0, 0, TO_CHAR); act("$n stops floating around, and sits down.", TRUE, ch, 0, 0, TO_ROOM); GET_POS(ch) = POS_SITTING; break; } } ACMD(do_rest) { switch (GET_POS(ch)) { case POS_STANDING: act("You sit down and rest your tired bones.", FALSE, ch, 0, 0, TO_CHAR); act("$n sits down and rests.", TRUE, ch, 0, 0, TO_ROOM); GET_POS(ch) = POS_RESTING; break; case POS_SITTING: act("You rest your tired bones.", FALSE, ch, 0, 0, TO_CHAR); act("$n rests.", TRUE, ch, 0, 0, TO_ROOM); GET_POS(ch) = POS_RESTING; break; case POS_RESTING: act("You are already resting.", FALSE, ch, 0, 0, TO_CHAR); break; case POS_SLEEPING: act("You have to wake up first.", FALSE, ch, 0, 0, TO_CHAR); break; case POS_FIGHTING: act("Rest while fighting? Are you MAD?", FALSE, ch, 0, 0, TO_CHAR); break; default: act("You stop floating around, and stop to rest your tired bones.", FALSE, ch, 0, 0, TO_CHAR); act("$n stops floating around, and rests.", FALSE, ch, 0, 0, TO_ROOM); GET_POS(ch) = POS_SITTING; break; } } ACMD(do_sleep) { switch (GET_POS(ch)) { case POS_STANDING: case POS_SITTING: case POS_RESTING: send_to_char("You go to sleep.\r\n", ch); act("$n lies down and falls asleep.", TRUE, ch, 0, 0, TO_ROOM); GET_POS(ch) = POS_SLEEPING; break; case POS_SLEEPING: send_to_char("You are already sound asleep.\r\n", ch); break; case POS_FIGHTING: send_to_char("Sleep while fighting? Are you MAD?\r\n", ch); break; default: act("You stop floating around, and lie down to sleep.", FALSE, ch, 0, 0, TO_CHAR); act("$n stops floating around, and lie down to sleep.", TRUE, ch, 0, 0, TO_ROOM); GET_POS(ch) = POS_SLEEPING; break; } } ACMD(do_wake) { struct char_data *vict; int self = 0; one_argument(argument, arg); if (*arg) { if (GET_POS(ch) == POS_SLEEPING) send_to_char("You can't wake people up if you're asleep yourself!\r\n", ch); else if ((vict = get_char_room_vis(ch, arg)) == NULL) send_to_char(NOPERSON, ch); else if (vict == ch) self = 1; else if (GET_POS(vict) > POS_SLEEPING) act("$E is already awake.", FALSE, ch, 0, vict, TO_CHAR); else if (IS_AFFECTED(vict, AFF_SLEEP)) act("You can't wake $M up!", FALSE, ch, 0, vict, TO_CHAR); else { act("You wake $M up.", FALSE, ch, 0, vict, TO_CHAR); act("You are awakened by $n.", FALSE, ch, 0, vict, TO_VICT | TO_SLEEP); GET_POS(vict) = POS_SITTING; } if (!self) return; } if (IS_AFFECTED(ch, AFF_SLEEP)) send_to_char("You can't wake up!\r\n", ch); else if (GET_POS(ch) > POS_SLEEPING) send_to_char("You are already awake...\r\n", ch); else { send_to_char("You awaken, and sit up.\r\n", ch); act("$n awakens.", TRUE, ch, 0, 0, TO_ROOM); GET_POS(ch) = POS_SITTING; } } ACMD(do_follow) { struct char_data *leader; void stop_follower(struct char_data *ch); void add_follower(struct char_data *ch, struct char_data *leader); one_argument(argument, buf); if (*buf) { if (!(leader = get_char_room_vis(ch, buf))) { send_to_char(NOPERSON, ch); return; } } else { send_to_char("Whom do you wish to follow?\r\n", ch); return; } if (ch->master == leader) { act("You are already following $M.", FALSE, ch, 0, leader, TO_CHAR); return; } if (GET_LEVEL(leader) > ( 5 + GET_LEVEL(ch) )) { act("You would feel too much like a lacky if you where to follow $M.", FALSE, ch, 0, leader, TO_CHAR); return; } if (GET_LEVEL(leader) < ( GET_LEVEL(ch) - 5)) { act("You would feel foolish following $M.", FALSE, ch, 0, leader, TO_CHAR); return; } if (IS_AFFECTED(ch, AFF_CHARM) && (ch->master)) { act("But you only feel like following $N!", FALSE, ch, 0, ch->master, TO_CHAR); } else { /* Not Charmed follow person */ if (leader == ch) { if (!ch->master) { send_to_char("You are already following yourself.\r\n", ch); return; } stop_follower(ch); } else { if (circle_follow(ch, leader)) { act("Sorry, but following in loops is not allowed.", FALSE, ch, 0, 0, TO_CHAR); return; } if (ch->master) stop_follower(ch); REMOVE_BIT(AFF_FLAGS(ch), AFF_GROUP); add_follower(ch, leader); } } }