#include "copyright.h" #include "db.h" #include "config.h" #include "interface.h" #include "match.h" #include "externs.h" void moveto(dbref what, dbref where) { dbref loc; /* remove what from old loc */ if((loc = db[what].location) != NOTHING) { db[loc].contents = remove_first(db[loc].contents, what); } /* test for special cases */ switch(where) { case NOTHING: db[what].location = NOTHING; return; /* NOTHING doesn't have contents */ case HOME: where = db[what].exits; /* home */ break; } /* now put what in where */ PUSH(what, db[where].contents); db[what].location = where; } static void send_contents(dbref loc, dbref dest) { dbref first; dbref rest; first = db[loc].contents; db[loc].contents = NOTHING; /* blast locations of everything in list */ DOLIST(rest, first) { db[rest].location = NOTHING; } while(first != NOTHING) { rest = db[first].next; if(Typeof(first) != TYPE_THING) { moveto(first, loc); } else { moveto(first, (db[first].flags & STICKY) ? HOME : dest); } first = rest; } db[loc].contents = reverse(db[loc].contents); } void maybe_dropto(dbref loc, dbref dropto) { dbref thing; if(loc == dropto) return; /* bizarre special case */ /* check for players */ DOLIST(thing, db[loc].contents) { if(Typeof(thing) == TYPE_PLAYER) return; } /* no players, send everything to the dropto */ send_contents(loc, dropto); } void enter_room(dbref player, dbref loc) { dbref old; dbref dropto; char buf[BUFFER_LEN]; /* check for room == HOME */ if(loc == HOME) loc = db[player].exits; /* home */ /* get old location */ old = db[player].location; /* check for self-loop */ /* self-loops don't do move or other player notification */ /* but you still get autolook and penny check */ if(loc != old) { if(old != NOTHING) { /* notify others unless DARK */ if(!Dark(old) && !Dark(player)) { sprintf(buf, "%s has left.", db[player].name); notify_except(db[old].contents, player, buf); } } /* go there */ moveto(player, loc); /* if old location has STICKY dropto, send stuff through it */ if(old != NOTHING && (dropto = db[old].location) != NOTHING && (db[old].flags & STICKY)) { maybe_dropto(old, dropto); } /* tell other folks in new location if not DARK */ if(!Dark(loc) && !Dark(player)) { sprintf(buf, "%s has arrived.", db[player].name); notify_except(db[loc].contents, player, buf); } } /* autolook */ look_room(player, loc); /* check for pennies */ if(!controls(player, loc) && db[player].pennies <= MAX_PENNIES && random() % PENNY_RATE == 0) { notify(player, "You found a penny!"); db[player].pennies++; } } void send_home(dbref thing) { switch(Typeof(thing)) { case TYPE_PLAYER: /* send his possessions home first! */ /* that way he sees them when he arrives */ send_contents(thing, HOME); enter_room(thing, db[thing].exits); /* home */ break; case TYPE_THING: moveto(thing, db[thing].exits); /* home */ break; default: /* no effect */ break; } } int can_move(dbref player, const char *direction) { if(!string_compare(direction, "home")) return 1; /* otherwise match on exits */ init_match(player, direction, TYPE_EXIT); match_exit(); return(last_match_result() != NOTHING); } void do_move(dbref player, const char *direction) { dbref exit; dbref loc; char buf[BUFFER_LEN]; if(!string_compare(direction, "home")) { /* send him home */ /* but steal all his possessions */ if((loc = db[player].location) != NOTHING) { /* tell everybody else */ sprintf(buf, "%s goes home.", db[player].name); notify_except(db[loc].contents, player, buf); } /* give the player the messages */ notify(player, "There's no place like home..."); notify(player, "There's no place like home..."); notify(player, "There's no place like home..."); notify(player, "You wake up back home, without your possessions."); send_home(player); } else { /* find the exit */ init_match_check_keys(player, direction, TYPE_EXIT); match_exit(); switch(exit = match_result()) { case NOTHING: notify(player, "You can't go that way."); break; case AMBIGUOUS: notify(player, "I don't know which way you mean!"); break; default: /* we got one */ /* check to see if we got through */ if(can_doit(player, exit, "You can't go that way.")) { enter_room(player, db[exit].location); } break; } } } void do_get(dbref player, const char *what) { dbref loc; dbref thing; init_match_check_keys(player, what, TYPE_THING); match_neighbor(); match_exit(); if(Wizard(player)) match_absolute(); /* the wizard has long fingers */ if((thing = noisy_match_result()) != NOTHING) { if(db[thing].location == player) { notify(player, "You already have that!"); return; } switch(Typeof(thing)) { case TYPE_THING: if(can_doit(player, thing, "You can't pick that up.")) { moveto(thing, player); notify(player, "Taken."); } break; case TYPE_EXIT: if(!controls(player, thing)) { notify(player, "You can't pick that up."); } else if(db[thing].location != NOTHING) { notify(player, "You can't pick up a linked exit."); #ifdef RESTRICTED_BUILDING } else if(!Builder(player)) { notify(player, "Only authorized builders may pick up exits."); #endif /* RESTRICTED_BUILDING */ } else { /* take it out of location */ if((loc = getloc(player)) == NOTHING) return; if(!member(thing, db[loc].exits)) { notify(player, "You can't pick up an exit from another room."); return; } db[loc].exits = remove_first(db[loc].exits, thing); PUSH(thing, db[player].contents); db[thing].location = player; notify(player, "Exit taken."); } break; default: notify(player, "You can't take that!"); break; } } } void do_drop(dbref player, const char *name) { dbref loc; dbref thing; char buf[BUFFER_LEN]; int reward; if((loc = getloc(player)) == NOTHING) return; init_match(player, name, TYPE_THING); match_possession(); switch(thing = match_result()) { case NOTHING: notify(player, "You don't have that!"); break; case AMBIGUOUS: notify(player, "I don't know which you mean!"); break; default: if(db[thing].location != player && !(Typeof(thing) == TYPE_EXIT) && db[thing].location == NOTHING) { /* Should not ever happen. */ notify(player, "You can't drop that."); } else if(Typeof(thing) == TYPE_EXIT) { /* special behavior for exits */ if(!controls(player, loc)) { notify(player, "You can't put an exit down here."); return; } /* else we can put it down */ moveto(thing, NOTHING); /* take it out of the pack */ PUSH(thing, db[loc].exits); notify(player, "Exit dropped."); } else if(db[loc].flags & TEMPLE) { /* sacrifice time */ send_home(thing); sprintf(buf, "%s is consumed in a burst of flame!", db[thing].name); notify(player, buf); #ifndef TINKER sprintf(buf, "%s sacrifices %s.", db[player].name, db[thing].name); #else TINKER sprintf(buf, "%s donates %s.", db[player].name, db[thing].name); #endif TINKER notify_except(db[loc].contents, player, buf); /* check for reward */ if(!controls(player, thing)) { reward = db[thing].pennies; if(reward < 1 || db[player].pennies > MAX_PENNIES) { reward = 1; } else if(reward > MAX_OBJECT_ENDOWMENT) { reward = MAX_OBJECT_ENDOWMENT; } db[player].pennies += reward; sprintf(buf, "You have received %d %s for your donation.", reward, reward == 1 ? "penny" : "pennies"); notify(player, buf); } } else if(db[thing].flags & STICKY) { send_home(thing); notify(player, "Dropped."); } else if(db[loc].location != NOTHING && !(db[loc].flags & STICKY)) { /* location has immediate dropto */ moveto(thing, db[loc].location); notify(player, "Dropped."); } else if((db[thing].flags & DARK) && !can_link_to(player,Typeof(thing),loc)) { notify(player, "You cannot drop that DARK object here."); } else { moveto(thing, loc); notify(player, "Dropped."); sprintf(buf, "%s dropped %s.", db[player].name, db[thing].name); notify_except(db[loc].contents, player, buf); } break; } }