/*************************************************************************** * 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 1993-1998 Russ Taylor * * ROM has been brought to you by the ROM consortium * * Russ Taylor (rtaylor@hypercube.org) * * Gabrielle Taylor (gtaylor@hypercube.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 * ***************************************************************************/ #if defined(macintosh) #include <types.h> #include <time.h> #else #include <sys/types.h> #include <sys/time.h> #endif #include <stdio.h> #include <ctype.h> #include <string.h> #include <stdlib.h> #include "include.h" char * const dir_name [] = { "north", "east", "south", "west", "up", "down" }; int find_path(ROOM_INDEX_DATA *from, ROOM_INDEX_DATA *to, int max_depth); extern char * const dir_name[]; const sh_int rev_dir [] = { 2, 3, 0, 1, 5, 4 }; const sh_int movement_loss [SECT_MAX] = { 1, 2, 2, 3, 4, 6, 4, 1, 6, 10, 6, 2 }; char * const rev_move [] = { "the south", "the west", "the north", "the east", "below", "above" }; /* * Local functions. */ int find_door args( ( CHAR_DATA *ch, char *arg ) ); bool has_key args( ( CHAR_DATA *ch, int key ) ); void blood_trail args( ( CHAR_DATA *ch, int direction ) ); void aggr_update args( ( void ) ); DECLARE_DO_FUN( do_look ); void move_char( CHAR_DATA *ch, int door, bool follow ) { CHAR_DATA *fch; CHAR_DATA *fch_next; ROOM_INDEX_DATA *in_room; ROOM_INDEX_DATA *to_room; EXIT_DATA *pexit; char buf[MAX_STRING_LENGTH]; if ( door < 0 || door > 5 ) { bug( "Do_move: bad door %d.", door ); return; } if ( !IS_NPC(ch) && (p_exit_trigger( ch, door, PRG_MPROG ) || p_exit_trigger( ch, door, PRG_OPROG ) || p_exit_trigger( ch, door, PRG_RPROG )) ) return; in_room = ch->in_room; if( !IS_NPC(ch) && in_room->exit[door] && in_room->exit[door]->to_shaft && !in_room->exit[door]->u1.to_room && !ch->pcdata->in_mine && door != DIR_UP) { put_char_mine( ch, in_room->exit[door] ); return; } if(!IS_NPC(ch) && IN_MINE(ch) && ch->pcdata->in_shaft == ch->pcdata->in_mine->shaft_first && ch->pcdata->in_shaft->exit[door] && ch->pcdata->in_shaft->exit[door]->u1.to_room ) { char_from_mine(ch); return; } if(!IS_NPC(ch) && IN_MINE(ch) ) { move_char_mine(ch, door); return; } if ( ( pexit = in_room->exit[door] ) == NULL || ( to_room = pexit->u1.to_room ) == NULL || !can_see_room(ch,pexit->u1.to_room)) { send_to_char( "Alas, you cannot go that way.\n\r", ch ); sound( "yocant.wav", ch ); return; } if( pexit->u1.to_room != NULL && pexit->to_shaft != NULL ) { logf2("BUG: Move_char with both shaft and room. %s\n\r",in_room->name ); return; } weather_move( ch, to_room, pexit ); if ((to_room->sector_type != SECT_INSIDE ) && (to_room->room_flags != ROOM_INDOORS) && !IS_NPC( ch ) ) weather_check( ch ); if ( IS_SET(to_room->room_flags, ROOM_RENTED)) { if ( !IS_IMMORTAL(ch)) { send_to_char( "You can't go in there.\n\r", ch ); return; } } if (IS_SET(pexit->exit_info, EX_CLOSED) && (!IS_AFFECTED(ch, AFF_PASS_DOOR) || IS_SET(pexit->exit_info,EX_NOPASS)) && !IS_TRUSTED(ch,ANGEL)) { act( "The $d is closed.", ch, NULL, pexit->keyword, TO_CHAR ); return; } if ( IS_AFFECTED(ch, AFF_CHARM) && ch->master != NULL && in_room == ch->master->in_room ) { send_to_char( "What? And leave your beloved master?\n\r", ch ); return; } if ( !is_room_owner(ch,to_room) && room_is_private( to_room ) ) { send_to_char( "That room is private right now.\n\r", ch ); return; } if ( MOUNTED(ch) ) { if (MOUNTED(ch)->position < POS_FIGHTING) { send_to_char("Your mount must be standing.\n\r", ch); return; } if (!mount_success(ch, MOUNTED(ch), FALSE)) { send_to_char("Your mount stubbornly refuses to go that way.\n\r", ch); return; } } if ( !IS_NPC(ch) ) { int move; /*for ( iClass = 0; iClass < MAX_CLASS; iClass++ ) { for ( iGuild = 0; iGuild < MAX_GUILD; iGuild ++) { if ( is_class( ch, iClass ) && to_room->vnum == class_table[iClass].guild[iGuild] ) { send_to_char( "You aren't allowed in there.\n\r", ch ); return; } } }*/ if ( in_room->sector_type == SECT_AIR || to_room->sector_type == SECT_AIR ) { if ( MOUNTED(ch) ) { if( !IS_AFFECTED(MOUNTED(ch), AFF_FLYING) ) { send_to_char( "Your mount can't fly.\n\r", ch ); return; } } else { if ( !IS_AFFECTED(ch, AFF_FLYING) && !IS_IMMORTAL(ch)) { send_to_char( "You can't fly.\n\r", ch ); return; } } } if ( (in_room->sector_type == SECT_WATER_NOSWIM || to_room->sector_type == SECT_WATER_NOSWIM ) && (MOUNTED(ch) && IS_AFFECTED(MOUNTED(ch), AFF_FLYING) )) { sprintf( buf,"You can't take your mount there.\n\r"); send_to_char(buf, ch); return; } if (( in_room->sector_type == SECT_WATER_NOSWIM || to_room->sector_type == SECT_WATER_NOSWIM ) && !IS_AFFECTED(ch,AFF_FLYING)) { OBJ_DATA *obj; bool found; /* * Look for a boat. */ found = FALSE; if (IS_IMMORTAL(ch)) found = TRUE; for ( obj = ch->carrying; obj != NULL; obj = obj->next_content ) { if ( obj->item_type == ITEM_BOAT ) { found = TRUE; break; } } if ( !found ) { send_to_char( "You need a boat to go there.\n\r", ch ); return; } } move = movement_loss[UMIN(SECT_MAX-1, in_room->sector_type)] + movement_loss[UMIN(SECT_MAX-1, to_room->sector_type)] ; move /= 2; /* i.e. the average */ if ( !MOUNTED(ch) ) { /* conditional effects */ if (IS_AFFECTED(ch,AFF_FLYING) || IS_AFFECTED(ch,AFF_HASTE)) move /= 2; if (IS_AFFECTED(ch,AFF_SLOW)) move *= 2; if ( ch->move < move ) { send_to_char( "You are too exhausted.\n\r", ch ); sound( "exhaust.wav", ch ); return; } } else { if (IS_AFFECTED( MOUNTED(ch), AFF_FLYING) || IS_AFFECTED( MOUNTED(ch), AFF_HASTE)) move /= 2; if (IS_AFFECTED( MOUNTED(ch), AFF_SLOW)) move *= 2; if ( MOUNTED(ch)->move < move ) { send_to_char( "Your mount is too exhausted.\n\r", ch ); return; } } WAIT_STATE( ch, 1 ); if (!MOUNTED(ch)) ch->move -= move; else MOUNTED(ch)->move -= move; } if (RIDDEN(ch)) { CHAR_DATA *rch; rch = RIDDEN(ch); if (!mount_success(rch, ch, FALSE)) { act( "Your mount escapes your control, and leaves $T.", rch, NULL, dir_name[door], TO_CHAR ); if (RIDDEN(ch)) ch = RIDDEN(ch); } else { send_to_char("You steady your mount.\n\r", rch); return; } } if ( !IS_AFFECTED(ch, AFF_SNEAK) && ch->invis_level < LEVEL_HERO) { if (MOUNTED(ch)) { if( !IS_AFFECTED(MOUNTED(ch), AFF_FLYING) ) sprintf(buf, "$n leaves $T, riding on %s.", MOUNTED(ch)->short_descr); else sprintf(buf, "$n soars $T, on %s.", MOUNTED(ch)->short_descr); act( buf, ch, NULL, dir_name[door], TO_ROOM ); } else { if ( is_affected( ch, skill_lookup("doorbash") ) ) act("$n goes crashing through the door $T.",ch,0,dir_name[door],TO_ROOM); else act( "$n leaves $T.", ch, NULL, dir_name[door], TO_ROOM ); if (ch->hit < (ch->max_hit / 2)) blood_trail( ch, door ); } } char_from_room( ch ); char_to_room( ch, to_room ); if ( !IS_AFFECTED(ch, AFF_SNEAK) && ch->invis_level < LEVEL_HERO) { if (is_affected(ch,skill_lookup("doorbash"))) act("The $T door bursts open and $n comes crashing in!",ch,0,dir_name[door],TO_ROOM); if(!MOUNTED(ch)) { act( "$n has arrived.", ch, NULL, NULL, TO_ROOM ); } else { if ( !IS_AFFECTED(MOUNTED(ch), AFF_FLYING) ) act( "$n has arrived, riding on $N.", ch, NULL, MOUNTED(ch), TO_ROOM ); else act( "$n soars in, riding on $N.", ch, NULL, MOUNTED(ch), TO_ROOM ); } } if (MOUNTED(ch)) { char_from_room( MOUNTED(ch) ); char_to_room( MOUNTED(ch), to_room ); } do_function(ch, &do_look, "auto" ); if (in_room == to_room) /* no circular follows */ return; for ( fch = in_room->people; fch != NULL; fch = fch_next ) { fch_next = fch->next_in_room; 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 && can_see_room(fch,to_room)) { 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 ); move_char( fch, door, TRUE ); } } if ( IS_NPC( ch ) && HAS_TRIGGER_MOB( ch, TRIG_ENTRY ) ) p_percent_trigger( ch, NULL, NULL, NULL, NULL, NULL, TRIG_ENTRY ); if ( !IS_NPC( ch ) ) { p_greet_trigger( ch, PRG_MPROG ); p_greet_trigger( ch, PRG_OPROG ); p_greet_trigger( ch, PRG_RPROG ); } } void do_north( CHAR_DATA *ch, char *argument ) { move_char( ch, DIR_NORTH, FALSE ); return; } void do_east( CHAR_DATA *ch, char *argument ) { move_char( ch, DIR_EAST, FALSE ); return; } void do_south( CHAR_DATA *ch, char *argument ) { move_char( ch, DIR_SOUTH, FALSE ); return; } void do_west( CHAR_DATA *ch, char *argument ) { move_char( ch, DIR_WEST, FALSE ); return; } void do_up( CHAR_DATA *ch, char *argument ) { move_char( ch, DIR_UP, FALSE ); return; } void do_down( CHAR_DATA *ch, char *argument ) { move_char( ch, DIR_DOWN, FALSE ); return; } int find_door( CHAR_DATA *ch, char *arg ) { EXIT_DATA *pexit; int door; 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 { for ( door = 0; door <= 5; door++ ) { if ( ( pexit = ch->in_room->exit[door] ) != NULL && IS_SET(pexit->exit_info, EX_ISDOOR) && pexit->keyword != NULL && is_name( arg, pexit->keyword ) ) return door; } act( "I see no $T here.", ch, NULL, arg, TO_CHAR ); return -1; } if ( ( pexit = ch->in_room->exit[door] ) == NULL ) { act( "I see no door $T here.", ch, NULL, arg, TO_CHAR ); return -1; } if ( !IS_SET(pexit->exit_info, EX_ISDOOR) ) { send_to_char( "You can't do that.\n\r", ch ); return -1; } return door; } void do_open( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; int door; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Open what?\n\r", ch ); return; } if ( ( obj = get_obj_here( ch, NULL, arg ) ) != NULL ) { /* open portal */ if (obj->item_type == ITEM_PORTAL) { if (!IS_SET(obj->value[1], EX_ISDOOR)) { send_to_char("You can't do that.\n\r",ch); return; } if (!IS_SET(obj->value[1], EX_CLOSED)) { send_to_char("It's already open.\n\r",ch); return; } if (IS_SET(obj->value[1], EX_LOCKED)) { send_to_char("It's locked.\n\r",ch); return; } REMOVE_BIT(obj->value[1], EX_CLOSED); act("You open $p.",ch,obj,NULL,TO_CHAR); act("$n opens $p.",ch,obj,NULL,TO_ROOM); return; } /* 'open 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 already open.\n\r", ch ); return; } if ( !IS_SET(obj->value[1], CONT_CLOSEABLE) ) { send_to_char( "You can't do that.\n\r", ch ); return; } if ( IS_SET(obj->value[1], CONT_LOCKED) ) { send_to_char( "It's locked.\n\r", ch ); return; } REMOVE_BIT(obj->value[1], CONT_CLOSED); act("You open $p.",ch,obj,NULL,TO_CHAR); act( "$n opens $p.", ch, obj, NULL, TO_ROOM ); return; } if ( ( door = find_door( ch, arg ) ) >= 0 ) { /* 'open door' */ ROOM_INDEX_DATA *to_room; EXIT_DATA *pexit; EXIT_DATA *pexit_rev; pexit = ch->in_room->exit[door]; if ( !IS_SET(pexit->exit_info, EX_CLOSED) ) { send_to_char( "It's already open.\n\r", ch ); return; } if ( IS_SET(pexit->exit_info, EX_LOCKED) ) { send_to_char( "It's locked.\n\r", ch ); return; } REMOVE_BIT(pexit->exit_info, EX_CLOSED); act( "$n opens the $d.", ch, NULL, pexit->keyword, TO_ROOM ); sound( "dooropen.wav", ch ); printf_to_char(ch, "You open the %s.\n\r", pexit->keyword ); /* open the other side */ if ( ( to_room = pexit->u1.to_room ) != NULL && ( pexit_rev = to_room->exit[rev_dir[door]] ) != NULL && pexit_rev->u1.to_room == ch->in_room ) { CHAR_DATA *rch; REMOVE_BIT( pexit_rev->exit_info, EX_CLOSED ); for ( rch = to_room->people; rch != NULL; rch = rch->next_in_room ) act( "The $d opens.", rch, NULL, pexit_rev->keyword, TO_CHAR ); } } return; } void do_close( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; int door; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Close what?\n\r", ch ); return; } if ( ( obj = get_obj_here( ch, NULL, arg ) ) != NULL ) { /* portal stuff */ if (obj->item_type == ITEM_PORTAL) { if (!IS_SET(obj->value[1],EX_ISDOOR) || IS_SET(obj->value[1],EX_NOCLOSE)) { send_to_char("You can't do that.\n\r",ch); return; } if (IS_SET(obj->value[1],EX_CLOSED)) { send_to_char("It's already closed.\n\r",ch); return; } SET_BIT(obj->value[1],EX_CLOSED); act("You close $p.",ch,obj,NULL,TO_CHAR); act("$n closes $p.",ch,obj,NULL,TO_ROOM); return; } /* 'close 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 already closed.\n\r", ch ); return; } if ( !IS_SET(obj->value[1], CONT_CLOSEABLE) ) { send_to_char( "You can't do that.\n\r", ch ); return; } SET_BIT(obj->value[1], CONT_CLOSED); act("You close $p.",ch,obj,NULL,TO_CHAR); act( "$n closes $p.", ch, obj, NULL, TO_ROOM ); return; } if ( ( door = find_door( ch, arg ) ) >= 0 ) { /* 'close door' */ ROOM_INDEX_DATA *to_room; EXIT_DATA *pexit; EXIT_DATA *pexit_rev; pexit = ch->in_room->exit[door]; if ( IS_SET(pexit->exit_info, EX_CLOSED) ) { send_to_char( "It's already closed.\n\r", ch ); return; } SET_BIT(pexit->exit_info, EX_CLOSED); act( "$n closes the $d.", ch, NULL, pexit->keyword, TO_ROOM ); printf_to_char(ch, "You close the %s.\n\r", pexit->keyword ); sound( "doorclose.wav", ch ); /* close the other side */ if ( ( to_room = pexit->u1.to_room ) != NULL && ( pexit_rev = to_room->exit[rev_dir[door]] ) != 0 && pexit_rev->u1.to_room == ch->in_room ) { CHAR_DATA *rch; SET_BIT( pexit_rev->exit_info, EX_CLOSED ); for ( rch = to_room->people; rch != NULL; rch = rch->next_in_room ) act( "The $d closes.", rch, NULL, pexit_rev->keyword, TO_CHAR ); } } return; } bool has_key( CHAR_DATA *ch, int key ) { OBJ_DATA *obj; for ( obj = ch->carrying; obj != NULL; obj = obj->next_content ) { if ( obj->pIndexData->vnum == key ) return TRUE; } return FALSE; } void do_lock( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; int door; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Lock what?\n\r", ch ); return; } if (MOUNTED(ch)) { send_to_char("You can't reach the lock from your mount.\n\r", ch); return; } if ( ( obj = get_obj_here( ch, NULL, arg ) ) != NULL ) { /* portal stuff */ if (obj->item_type == ITEM_PORTAL) { if (!IS_SET(obj->value[1],EX_ISDOOR) || IS_SET(obj->value[1],EX_NOCLOSE)) { send_to_char("You can't do that.\n\r",ch); return; } if (!IS_SET(obj->value[1],EX_CLOSED)) { send_to_char("It's not closed.\n\r",ch); return; } if (obj->value[4] < 0 || IS_SET(obj->value[1],EX_NOLOCK)) { send_to_char("It can't be locked.\n\r",ch); return; } if (!has_key(ch,obj->value[4])) { send_to_char("You lack the key.\n\r",ch); return; } if (IS_SET(obj->value[1],EX_LOCKED)) { send_to_char("It's already locked.\n\r",ch); return; } SET_BIT(obj->value[1],EX_LOCKED); act("You lock $p.",ch,obj,NULL,TO_CHAR); act("$n locks $p.",ch,obj,NULL,TO_ROOM); return; } /* '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 ( !has_key( ch, obj->value[2] ) ) { 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); act("You lock $p.",ch,obj,NULL,TO_CHAR); act( "$n locks $p.", ch, obj, NULL, TO_ROOM ); return; } if ( ( door = find_door( ch, arg ) ) >= 0 ) { /* 'lock door' */ ROOM_INDEX_DATA *to_room; EXIT_DATA *pexit; EXIT_DATA *pexit_rev; pexit = ch->in_room->exit[door]; if ( !IS_SET(pexit->exit_info, EX_CLOSED) ) { send_to_char( "It's not closed.\n\r", ch ); return; } if ( pexit->key < 0 ) { send_to_char( "It can't be locked.\n\r", ch ); return; } if ( !has_key( ch, pexit->key) ) { send_to_char( "You lack the key.\n\r", ch ); return; } if ( IS_SET(pexit->exit_info, EX_LOCKED) ) { send_to_char( "It's already locked.\n\r", ch ); return; } SET_BIT(pexit->exit_info, EX_LOCKED); send_to_char( "*Click*\n\r", ch ); act( "$n locks the $d.", ch, NULL, pexit->keyword, TO_ROOM ); /* lock the other side */ if ( ( to_room = pexit->u1.to_room ) != NULL && ( pexit_rev = to_room->exit[rev_dir[door]] ) != 0 && pexit_rev->u1.to_room == ch->in_room ) { SET_BIT( pexit_rev->exit_info, EX_LOCKED ); } } return; } void do_unlock( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; int door; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Unlock what?\n\r", ch ); return; } if (MOUNTED(ch)) { send_to_char("You can't reach the lock from your mount.\n\r", ch); return; } if ( ( obj = get_obj_here( ch, NULL, arg ) ) != NULL ) { /* portal stuff */ if (obj->item_type == ITEM_PORTAL) { if (!IS_SET(obj->value[1],EX_ISDOOR)) { send_to_char("You can't do that.\n\r",ch); return; } if (!IS_SET(obj->value[1],EX_CLOSED)) { send_to_char("It's not closed.\n\r",ch); return; } if (obj->value[4] < 0) { send_to_char("It can't be unlocked.\n\r",ch); return; } if (!has_key(ch,obj->value[4])) { send_to_char("You lack the key.\n\r",ch); return; } if (!IS_SET(obj->value[1],EX_LOCKED)) { send_to_char("It's already unlocked.\n\r",ch); return; } REMOVE_BIT(obj->value[1],EX_LOCKED); act("You unlock $p.",ch,obj,NULL,TO_CHAR); act("$n unlocks $p.",ch,obj,NULL,TO_ROOM); return; } /* '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 ( !has_key( ch, obj->value[2] ) ) { 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); act("You unlock $p.",ch,obj,NULL,TO_CHAR); act( "$n unlocks $p.", ch, obj, NULL, TO_ROOM ); return; } if ( ( door = find_door( ch, arg ) ) >= 0 ) { /* 'unlock door' */ ROOM_INDEX_DATA *to_room; EXIT_DATA *pexit; EXIT_DATA *pexit_rev; pexit = ch->in_room->exit[door]; if ( !IS_SET(pexit->exit_info, EX_CLOSED) ) { send_to_char( "It's not closed.\n\r", ch ); return; } if ( pexit->key < 0 ) { send_to_char( "It can't be unlocked.\n\r", ch ); return; } if ( !has_key( ch, pexit->key) ) { send_to_char( "You lack the key.\n\r", ch ); return; } if ( !IS_SET(pexit->exit_info, EX_LOCKED) ) { send_to_char( "It's already unlocked.\n\r", ch ); return; } REMOVE_BIT(pexit->exit_info, EX_LOCKED); send_to_char( "*Click*\n\r", ch ); act( "$n unlocks the $d.", ch, NULL, pexit->keyword, TO_ROOM ); /* unlock the other side */ if ( ( to_room = pexit->u1.to_room ) != NULL && ( pexit_rev = to_room->exit[rev_dir[door]] ) != NULL && pexit_rev->u1.to_room == ch->in_room ) { REMOVE_BIT( pexit_rev->exit_info, EX_LOCKED ); } } return; } void do_pick( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *gch; OBJ_DATA *obj; int door; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Pick what?\n\r", ch ); return; } if (MOUNTED(ch)) { send_to_char("You can't pick locks while mounted.\n\r", ch); return; } WAIT_STATE( ch, skill_table[skill_lookup("pick lock")].beats ); /* look for guards */ for ( gch = ch->in_room->people; gch; gch = gch->next_in_room ) { if ( IS_NPC(gch) && IS_AWAKE(gch) && ch->level + 5 < gch->level ) { act( "$N is standing too close to the lock.", ch, NULL, gch, TO_CHAR ); return; } } if ( !IS_NPC(ch) && number_percent( ) > get_skill(ch,skill_lookup("pick lock"))) { send_to_char( "You failed.\n\r", ch); check_improve(ch,skill_lookup("pick lock"),FALSE,2); return; } if ( ( obj = get_obj_here( ch, NULL, arg ) ) != NULL ) { /* portal stuff */ if (obj->item_type == ITEM_PORTAL) { if (!IS_SET(obj->value[1],EX_ISDOOR)) { send_to_char("You can't do that.\n\r",ch); return; } if (!IS_SET(obj->value[1],EX_CLOSED)) { send_to_char("It's not closed.\n\r",ch); return; } if (obj->value[4] < 0) { send_to_char("It can't be unlocked.\n\r",ch); return; } if (IS_SET(obj->value[1],EX_PICKPROOF)) { send_to_char("You failed.\n\r",ch); return; } REMOVE_BIT(obj->value[1],EX_LOCKED); act("You pick the lock on $p.",ch,obj,NULL,TO_CHAR); act("$n picks the lock on $p.",ch,obj,NULL,TO_ROOM); check_improve(ch,skill_lookup("pick lock"),TRUE,2); return; } /* 'pick 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 ( !IS_SET(obj->value[1], CONT_LOCKED) ) { send_to_char( "It's already unlocked.\n\r", ch ); return; } if ( IS_SET(obj->value[1], CONT_PICKPROOF) ) { send_to_char( "You failed.\n\r", ch ); return; } REMOVE_BIT(obj->value[1], CONT_LOCKED); act("You pick the lock on $p.",ch,obj,NULL,TO_CHAR); act("$n picks the lock on $p.",ch,obj,NULL,TO_ROOM); check_improve(ch,skill_lookup("pick lock"),TRUE,2); return; } if ( ( door = find_door( ch, arg ) ) >= 0 ) { /* 'pick door' */ ROOM_INDEX_DATA *to_room; EXIT_DATA *pexit; EXIT_DATA *pexit_rev; pexit = ch->in_room->exit[door]; if ( !IS_SET(pexit->exit_info, EX_CLOSED) && !IS_IMMORTAL(ch)) { send_to_char( "It's not closed.\n\r", ch ); return; } if ( pexit->key < 0 && !IS_IMMORTAL(ch)) { send_to_char( "It can't be picked.\n\r", ch ); return; } if ( !IS_SET(pexit->exit_info, EX_LOCKED) ) { send_to_char( "It's already unlocked.\n\r", ch ); return; } if ( IS_SET(pexit->exit_info, EX_PICKPROOF) && !IS_IMMORTAL(ch)) { send_to_char( "You failed.\n\r", ch ); return; } REMOVE_BIT(pexit->exit_info, EX_LOCKED); send_to_char( "*Click*\n\r", ch ); act( "$n picks the $d.", ch, NULL, pexit->keyword, TO_ROOM ); check_improve(ch,skill_lookup("pick lock"),TRUE,2); /* pick the other side */ if ( ( to_room = pexit->u1.to_room ) != NULL && ( pexit_rev = to_room->exit[rev_dir[door]] ) != NULL && pexit_rev->u1.to_room == ch->in_room ) { REMOVE_BIT( pexit_rev->exit_info, EX_LOCKED ); } } return; } void do_stand( CHAR_DATA *ch, char *argument ) { OBJ_DATA *obj = NULL; if (argument[0] != '\0') { if (ch->position == POS_FIGHTING) { send_to_char("Maybe you should finish fighting first?\n\r",ch); return; } obj = get_obj_list(ch,argument,ch->in_room->contents); if (obj == NULL) { send_to_char("You don't see that here.\n\r",ch); return; } if (obj->item_type != ITEM_FURNITURE || (!IS_SET(obj->value[2],STAND_AT) && !IS_SET(obj->value[2],STAND_ON) && !IS_SET(obj->value[2],STAND_IN))) { send_to_char("You can't seem to find a place to stand.\n\r",ch); return; } if (ch->on != obj && count_users(obj) >= obj->value[0]) { act_new("There's no room to stand on $p.", ch,obj,NULL,TO_CHAR,POS_DEAD); return; } ch->on = obj; if ( HAS_TRIGGER_OBJ( obj, TRIG_SIT ) ) p_percent_trigger( NULL, obj, NULL, ch, NULL, NULL, TRIG_SIT ); } switch ( ch->position ) { case POS_SLEEPING: if ( IS_AFFECTED(ch, AFF_SLEEP) ) { send_to_char( "You can't wake up!\n\r", ch ); return; } if (obj == NULL) { send_to_char( "You wake and stand up.\n\r", ch ); act( "$n wakes and stands up.", ch, NULL, NULL, TO_ROOM ); ch->on = NULL; } else if (IS_SET(obj->value[2],STAND_AT)) { act_new("You wake and stand at $p.",ch,obj,NULL,TO_CHAR,POS_DEAD); act("$n wakes and stands at $p.",ch,obj,NULL,TO_ROOM); } else if (IS_SET(obj->value[2],STAND_ON)) { act_new("You wake and stand on $p.",ch,obj,NULL,TO_CHAR,POS_DEAD); act("$n wakes and stands on $p.",ch,obj,NULL,TO_ROOM); } else { act_new("You wake and stand in $p.",ch,obj,NULL,TO_CHAR,POS_DEAD); act("$n wakes and stands in $p.",ch,obj,NULL,TO_ROOM); } ch->position = POS_STANDING; do_function(ch, &do_look, "auto"); break; case POS_RESTING: case POS_SITTING: if (obj == NULL) { send_to_char( "You stand up.\n\r", ch ); act( "$n stands up.", ch, NULL, NULL, TO_ROOM ); ch->on = NULL; } else if (IS_SET(obj->value[2],STAND_AT)) { act("You stand at $p.",ch,obj,NULL,TO_CHAR); act("$n stands at $p.",ch,obj,NULL,TO_ROOM); } else if (IS_SET(obj->value[2],STAND_ON)) { act("You stand on $p.",ch,obj,NULL,TO_CHAR); act("$n stands on $p.",ch,obj,NULL,TO_ROOM); } else { act("You stand in $p.",ch,obj,NULL,TO_CHAR); act("$n stands on $p.",ch,obj,NULL,TO_ROOM); } ch->position = POS_STANDING; break; case POS_STANDING: send_to_char( "You are already standing.\n\r", ch ); break; case POS_FIGHTING: send_to_char( "You are already fighting!\n\r", ch ); break; } return; } void do_rest( CHAR_DATA *ch, char *argument ) { OBJ_DATA *obj = NULL; if (MOUNTED(ch)) { send_to_char("You can't rest while mounted.\n\r", ch); return; } if (RIDDEN(ch)) { send_to_char("You can't rest while being ridden.\n\r", ch); return; } if (ch->position == POS_FIGHTING) { send_to_char("You are already fighting!\n\r",ch); return; } /* okay, now that we know we can rest, find an object to rest on */ if (argument[0] != '\0') { obj = get_obj_list(ch,argument,ch->in_room->contents); if (obj == NULL) { send_to_char("You don't see that here.\n\r",ch); return; } } else obj = ch->on; if (obj != NULL) { if (obj->item_type != ITEM_FURNITURE || (!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 (obj != NULL && ch->on != obj && count_users(obj) >= obj->value[0]) { act_new("There's no more room on $p.",ch,obj,NULL,TO_CHAR,POS_DEAD); return; } ch->on = obj; if ( HAS_TRIGGER_OBJ( obj, TRIG_SIT ) ) p_percent_trigger( NULL, obj, NULL, ch, NULL, NULL, TRIG_SIT ); } switch ( ch->position ) { case POS_SLEEPING: if (IS_AFFECTED(ch,AFF_SLEEP)) { send_to_char("You can't wake up!\n\r",ch); return; } if (obj == NULL) { send_to_char( "You wake up and start resting.\n\r", ch ); act ("$n wakes up and starts resting.",ch,NULL,NULL,TO_ROOM); } else if (IS_SET(obj->value[2],REST_AT)) { act_new("You wake up and rest at $p.", ch,obj,NULL,TO_CHAR,POS_SLEEPING); act("$n wakes up and rests at $p.",ch,obj,NULL,TO_ROOM); } else if (IS_SET(obj->value[2],REST_ON)) { act_new("You wake up and rest on $p.", ch,obj,NULL,TO_CHAR,POS_SLEEPING); act("$n wakes up and rests on $p.",ch,obj,NULL,TO_ROOM); } else { act_new("You wake up and rest in $p.", ch,obj,NULL,TO_CHAR,POS_SLEEPING); act("$n wakes up and rests in $p.",ch,obj,NULL,TO_ROOM); } ch->position = POS_RESTING; break; case POS_RESTING: send_to_char( "You are already resting.\n\r", ch ); break; case POS_STANDING: if (obj == NULL) { send_to_char( "You rest.\n\r", ch ); act( "$n sits down and rests.", ch, NULL, NULL, TO_ROOM ); } else if (IS_SET(obj->value[2],REST_AT)) { act("You sit down at $p and rest.",ch,obj,NULL,TO_CHAR); act("$n sits down at $p and rests.",ch,obj,NULL,TO_ROOM); } else if (IS_SET(obj->value[2],REST_ON)) { act("You sit on $p and rest.",ch,obj,NULL,TO_CHAR); act("$n sits on $p and rests.",ch,obj,NULL,TO_ROOM); } else { act("You rest in $p.",ch,obj,NULL,TO_CHAR); act("$n rests in $p.",ch,obj,NULL,TO_ROOM); } ch->position = POS_RESTING; break; case POS_SITTING: if (obj == NULL) { send_to_char("You rest.\n\r",ch); act("$n rests.",ch,NULL,NULL,TO_ROOM); } else if (IS_SET(obj->value[2],REST_AT)) { act("You rest at $p.",ch,obj,NULL,TO_CHAR); act("$n rests at $p.",ch,obj,NULL,TO_ROOM); } else if (IS_SET(obj->value[2],REST_ON)) { act("You rest on $p.",ch,obj,NULL,TO_CHAR); act("$n rests on $p.",ch,obj,NULL,TO_ROOM); } else { act("You rest in $p.",ch,obj,NULL,TO_CHAR); act("$n rests in $p.",ch,obj,NULL,TO_ROOM); } ch->position = POS_RESTING; break; } return; } void do_sit (CHAR_DATA *ch, char *argument ) { OBJ_DATA *obj = NULL; if (MOUNTED(ch)) { send_to_char("You can't sit while mounted.\n\r", ch); return; } if (RIDDEN(ch)) { send_to_char("You can't sit while being ridden.\n\r", ch); return; } if (ch->position == POS_FIGHTING) { send_to_char("Maybe you should finish this fight 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->contents); if (obj == NULL) { send_to_char("You don't see that here.\n\r",ch); return; } } else obj = ch->on; if (obj != NULL) { if (obj->item_type != ITEM_FURNITURE || (!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 (obj != NULL && ch->on != obj && count_users(obj) >= obj->value[0]) { act_new("There's no more room on $p.",ch,obj,NULL,TO_CHAR,POS_DEAD); return; } ch->on = obj; if ( HAS_TRIGGER_OBJ( obj, TRIG_SIT ) ) p_percent_trigger( NULL, obj, NULL, ch, NULL, NULL, TRIG_SIT ); } if (MOUNTED(ch)) { send_to_char("You can't sleep while mounted.\n\r", ch); return; } if (RIDDEN(ch)) { send_to_char("You can't sleep while being ridden.\n\r", ch); return; } switch (ch->position) { case POS_SLEEPING: if (IS_AFFECTED(ch,AFF_SLEEP)) { send_to_char("You can't wake up!\n\r",ch); return; } if (obj == NULL) { send_to_char( "You wake and sit up.\n\r", ch ); act( "$n wakes and sits up.", ch, NULL, NULL, TO_ROOM ); } else if (IS_SET(obj->value[2],SIT_AT)) { act_new("You wake and sit at $p.",ch,obj,NULL,TO_CHAR,POS_DEAD); act("$n wakes and sits at $p.",ch,obj,NULL,TO_ROOM); } else if (IS_SET(obj->value[2],SIT_ON)) { act_new("You wake and sit on $p.",ch,obj,NULL,TO_CHAR,POS_DEAD); act("$n wakes and sits at $p.",ch,obj,NULL,TO_ROOM); } else { act_new("You wake and sit in $p.",ch,obj,NULL,TO_CHAR,POS_DEAD); act("$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("You sit at $p.",ch,obj,NULL,TO_CHAR); act("$n sits at $p.",ch,obj,NULL,TO_ROOM); } else if (IS_SET(obj->value[2],SIT_ON)) { act("You sit on $p.",ch,obj,NULL,TO_CHAR); act("$n sits on $p.",ch,obj,NULL,TO_ROOM); } ch->position = POS_SITTING; break; case POS_SITTING: send_to_char("You are already sitting down.\n\r",ch); break; case POS_STANDING: if (obj == NULL) { send_to_char("You sit down.\n\r",ch); act("$n sits down on the ground.",ch,NULL,NULL,TO_ROOM); } else if (IS_SET(obj->value[2],SIT_AT)) { act("You sit down at $p.",ch,obj,NULL,TO_CHAR); act("$n sits down at $p.",ch,obj,NULL,TO_ROOM); } else if (IS_SET(obj->value[2],SIT_ON)) { act("You sit on $p.",ch,obj,NULL,TO_CHAR); act("$n sits on $p.",ch,obj,NULL,TO_ROOM); } else { act("You sit down in $p.",ch,obj,NULL,TO_CHAR); act("$n sits down in $p.",ch,obj,NULL,TO_ROOM); } ch->position = POS_SITTING; break; } return; } void do_sleep( CHAR_DATA *ch, char *argument ) { OBJ_DATA *obj = NULL; switch ( ch->position ) { case POS_SLEEPING: send_to_char( "You are already sleeping.\n\r", ch ); break; case POS_RESTING: case POS_SITTING: case POS_STANDING: if (argument[0] == '\0' && ch->on == NULL) { send_to_char( "You go to sleep.\n\r", ch ); sound( "sleep.wav", ch ); act( "$n goes to sleep.", ch, NULL, NULL, TO_ROOM ); ch->position = POS_SLEEPING; } else /* find an object and sleep on it */ { if (argument[0] == '\0') obj = ch->on; else obj = get_obj_list( ch, argument, ch->in_room->contents ); if (obj == NULL) { send_to_char("You don't see that here.\n\r",ch); return; } if (obj->item_type != ITEM_FURNITURE || (!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 && count_users(obj) >= obj->value[0]) { act_new("There is no room on $p for you.", ch,obj,NULL,TO_CHAR,POS_DEAD); return; } ch->on = obj; if ( HAS_TRIGGER_OBJ( obj, TRIG_SIT ) ) p_percent_trigger( NULL, obj, NULL, ch, NULL, NULL, TRIG_SIT ); if (IS_SET(obj->value[2],SLEEP_AT)) { act("You go to sleep at $p.",ch,obj,NULL,TO_CHAR); sound( "sleep.wav", ch ); act("$n goes to sleep at $p.",ch,obj,NULL,TO_ROOM); } else if (IS_SET(obj->value[2],SLEEP_ON)) { act("You go to sleep on $p.",ch,obj,NULL,TO_CHAR); act("$n goes to sleep on $p.",ch,obj,NULL,TO_ROOM); } else { act("You go to sleep in $p.",ch,obj,NULL,TO_CHAR); sound( "sleep.wav", ch ); act("$n goes to sleep in $p.",ch,obj,NULL,TO_ROOM); } ch->position = POS_SLEEPING; } break; case POS_FIGHTING: send_to_char( "You are already fighting!\n\r", ch ); break; } return; } void do_wake( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; one_argument( argument, arg ); if ( arg[0] == '\0' ) { do_function(ch, &do_stand, ""); return; } if ( !IS_AWAKE(ch) ) { send_to_char( "You are asleep yourself!\n\r", ch ); return; } if ( ( victim = get_char_room( ch, NULL, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( IS_AWAKE(victim) ) { act( "$N is already awake.", ch, NULL, victim, TO_CHAR ); return; } if ( IS_AFFECTED(victim, AFF_SLEEP) ) { act( "You can't wake $M!", ch, NULL, victim, TO_CHAR ); return; } act_new( "$n wakes you.", ch, NULL, victim, TO_VICT,POS_SLEEPING ); do_function(ch, &do_stand, ""); return; } void do_sneak( CHAR_DATA *ch, char *argument ) { AFFECT_DATA af; if ( !IS_NPC(ch) && !can_use_skpell( ch, skill_lookup("sneak") ) ) { send_to_char( "You are too clumsy to sneak.\n\r", ch ); return; } if (MOUNTED(ch)) { send_to_char("You can't sneak while riding.\n\r", ch); return; } if (IS_AFFECTED(ch,AFF_SNEAK)) { affect_strip( ch, skill_lookup("sneak") ); REMOVE_BIT( ch->affected_by, AFF_SNEAK); send_to_char( "You no longer move silently.\n\r", ch ); return; } if ( number_percent( ) < get_skill(ch,skill_lookup("sneak"))) { check_improve(ch,skill_lookup("sneak"),TRUE,3); af.where = TO_AFFECTS; af.type = skill_lookup("sneak"); af.level = ch->level; af.duration = ch->level; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_SNEAK; affect_to_char( ch, &af ); send_to_char( "You begin to move silently.\n\r", ch ); } else { check_improve(ch,skill_lookup("sneak"),FALSE,3); send_to_char( "You fail to move silently.\n\r", ch ); } return; } void do_hide( CHAR_DATA *ch, char *argument ) { if (MOUNTED(ch)) { send_to_char("You can't hide while riding.\n\r", ch); return; } send_to_char( "You attempt to hide.\n\r", ch ); if ( IS_AFFECTED(ch, AFF_HIDE) ) REMOVE_BIT(ch->affected_by, AFF_HIDE); if ( number_percent( ) < get_skill(ch,skill_lookup("hide"))) { SET_BIT(ch->affected_by, AFF_HIDE); check_improve(ch,skill_lookup("hide"),TRUE,3); } else check_improve(ch,skill_lookup("hide"),FALSE,3); return; } /* * Contributed by Alander. */ void do_visible( CHAR_DATA *ch, char *argument ) { affect_strip ( ch, skill_lookup("invis") ); affect_strip ( ch, skill_lookup("mass invis") ); affect_strip ( ch, skill_lookup("sneak") ); REMOVE_BIT ( ch->affected_by, AFF_HIDE ); REMOVE_BIT ( ch->affected_by, AFF_INVISIBLE ); REMOVE_BIT ( ch->affected_by, AFF_SNEAK ); send_to_char( "Ok.\n\r", ch ); return; } void do_recall( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; CHAR_DATA *victim; ROOM_INDEX_DATA *location; if (IS_NPC(ch) && !IS_SET(ch->act,ACT_PET) && !ch->mount ) { send_to_char("Only players can recall.\n\r",ch); return; } if( IN_MINE(ch) ) { send_to_char("You can't recall from a mine!\n\r",ch); return; } if (IS_SET(ch->in_room->room_flags, ROOM_ARENA)) { send_to_char("You can't recall while in the arena!\n\r", ch); return; } act( "$n prays for transportation!", ch, 0, 0, TO_ROOM ); if ( ( location = get_room_index( hometown_table[ch->hometown].recall )) == NULL ) { send_to_char( "You are completely lost.\n\r", ch ); return; } if ( ch->in_room == location ) return; if ( IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL) || IS_AFFECTED(ch, AFF_CURSE)) { act( "ShadowStorm has forsaken you.\n\r", ch, NULL, 0, TO_CHAR ); return; } if ( ( victim = ch->fighting ) != NULL ) { int lose,skill; skill = get_skill(ch,skill_lookup("recall")); if ( number_percent() < 80 * skill / 100 ) { check_improve(ch,skill_lookup("recall"),FALSE,6); WAIT_STATE( ch, 4 ); sprintf( buf, "You failed!.\n\r"); send_to_char( buf, ch ); return; } lose = (ch->desc != NULL) ? 25 : 50; gain_exp( ch, 0 - lose ); check_improve(ch,skill_lookup("recall"),TRUE,4); sprintf( buf, "You recall from combat! You lose %d exps.\n\r", lose ); send_to_char( buf, ch ); stop_fighting( ch, TRUE ); } ch->move *= .80; act( "$n disappears.", ch, NULL, NULL, TO_ROOM ); sound( "recall.wav", ch ); char_from_room( ch ); char_to_room( ch, location ); act( "$n appears in the room.", ch, NULL, NULL, TO_ROOM ); do_function(ch, &do_look, "auto" ); if (ch->pet != NULL) { char_from_room( ch->pet ); char_to_room( ch->pet, ch->in_room ); do_function(ch->pet, &do_look, "auto" ); return; } if (ch->mount != NULL) { char_from_room( ch->mount ); char_to_room( ch->mount, ch->in_room ); do_function(ch->mount, &do_look, "auto" ); return; } return; } void do_train( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; CHAR_DATA *mob; sh_int stat = - 1; char *pOutput = NULL; int cost, number; char arg[MSL]; char arg2[MSL]; argument = one_argument( argument, arg ); argument = one_argument( argument, arg2 ); if ( IS_NPC(ch) ) return; /* * Check for trainer. */ for ( mob = ch->in_room->people; mob; mob = mob->next_in_room ) { if ( IS_NPC(mob) && IS_SET(mob->act, ACT_TRAIN) ) break; } if ( mob == NULL ) { send_to_char( "You can't do that here.\n\r", ch ); return; } if ( arg2[0] == '\0' ) { sprintf( buf, "You have %d training sessions.\n\r", ch->train ); send_to_char( buf, ch ); if (is_number( arg ) ) { send_to_char("syntax: for the train command is train [number] type.\n\rThe number is optional\n\r", ch ); return; } strcpy( arg2, arg ); } number = is_number(arg) ? atoi(arg) : 1; if ( number < 2 ) cost = 1; else if ( !str_cmp( arg2, "str" ) || !str_cmp( arg2, "wis" ) || !str_cmp( arg2, "dex" ) || !str_cmp( arg2, "con" ) || !str_cmp( arg2, "int" ) ) cost = number; if ( !str_cmp( arg2, "str" ) ) { if ( is_prime_stat(ch, STAT_STR) ) cost = 1; stat = STAT_STR; pOutput = "strength"; } else if ( !str_cmp( arg2, "int" ) ) { if ( is_prime_stat(ch, STAT_INT) ) cost = 1; stat = STAT_INT; pOutput = "intelligence"; } else if ( !str_cmp( arg2, "wis" ) ) { if ( is_prime_stat(ch, STAT_WIS) ) cost = 1; stat = STAT_WIS; pOutput = "wisdom"; } else if ( !str_cmp( arg2, "dex" ) ) { if ( is_prime_stat(ch, STAT_DEX) ) cost = 1; stat = STAT_DEX; pOutput = "dexterity"; } else if ( !str_cmp( arg2, "con" ) ) { if ( is_prime_stat(ch, STAT_CON) ) cost = 1; stat = STAT_CON; pOutput = "constitution"; } else if ( !str_cmp(arg2, "hp" ) ) { if ( number < 2 ) cost = 1; else cost = number; } else if ( !str_cmp(arg2, "mana" ) ) { if ( number < 2 ) cost = 1; else cost = number; } else if ( !str_cmp(arg2, "move" ) ) { if ( number < 2 ) cost = 1; else cost = number; } else { strcpy( buf, "You can train:" ); if ( ch->perm_stat[STAT_STR] < get_max_train(ch,STAT_STR)) strcat( buf, " str" ); if ( ch->perm_stat[STAT_INT] < get_max_train(ch,STAT_INT)) strcat( buf, " int" ); if ( ch->perm_stat[STAT_WIS] < get_max_train(ch,STAT_WIS)) strcat( buf, " wis" ); if ( ch->perm_stat[STAT_DEX] < get_max_train(ch,STAT_DEX)) strcat( buf, " dex" ); if ( ch->perm_stat[STAT_CON] < get_max_train(ch,STAT_CON)) strcat( buf, " con" ); strcat( buf, " hp mana move"); if ( buf[strlen(buf)-1] != ':' ) { strcat( buf, ".\n\r" ); send_to_char( buf, ch ); } else { /* * This message dedicated to Jordan ... you big stud! */ act( "You have nothing left to train, you $T!", ch, NULL, ch->sex == SEX_MALE ? "big stud" : ch->sex == SEX_FEMALE ? "hot babe" : "wild thing", TO_CHAR ); } return; } if (!str_cmp("hp",arg2)) { if ( cost > ch->train ) { send_to_char( "You don't have enough training sessions.\n\r", ch ); return; } ch->train -= cost; ch->pcdata->perm_hit += 10 * cost; ch->max_hit += 10 * cost; ch->hit += 10 * cost; if ( number < 2 ) { act( "Your durability increases!",ch,NULL,NULL,TO_CHAR); act( "$n's durability increases!",ch,NULL,NULL,TO_ROOM); return; } else { printf_to_char( ch, "Your durability increases %d times!\n\r", cost ); act( "$n's durability increases!\n\r", ch, NULL, NULL, TO_ROOM ); return; } } if (!str_cmp("mana",arg2)) { if ( cost > ch->train ) { send_to_char( "You don't have enough training sessions.\n\r", ch ); return; } ch->train -= cost; ch->pcdata->perm_mana += 10 * cost; ch->max_mana += 10 * cost; ch->mana += 10 * cost; if ( number < 2 ) { act( "Your power increases!",ch,NULL,NULL,TO_CHAR); act( "$n's power increases!",ch,NULL,NULL,TO_ROOM); return; } else { printf_to_char( ch, "Your power increases %d times!", number ); act( "$n's power increases!", ch, NULL, NULL, TO_ROOM ); return; } } if ( !str_cmp( arg2, "move" ) ) { if ( cost >= ch->train ) { send_to_char( "You don't have enough training sessions!\n\r", ch ); return; } ch->train -= cost; ch->pcdata->perm_move += cost * 10; ch->max_move += cost * 10; ch->move += cost * 10; if ( number < 2 ) { act( "Your stamina increases!",ch,NULL,NULL,TO_CHAR); act( "$n's stamina increases!",ch,NULL,NULL,TO_ROOM); return; } else { printf_to_char( ch, "Your power increases %d times!", number ); act( "$n's stamina increases!", ch, NULL, NULL, TO_ROOM ); return; } } if ( ch->perm_stat[stat] >= get_max_train(ch,stat) ) { act( "Your $T is already at maximum.", ch, NULL, pOutput, TO_CHAR ); return; } if ( cost > ch->train ) { send_to_char( "You don't have enough training sessions.\n\r", ch ); return; } ch->train -= cost; ch->perm_stat[stat] += 1; act( "Your $T increases!", ch, NULL, pOutput, TO_CHAR ); act( "$n's $T increases!", ch, NULL, pOutput, TO_ROOM ); return; } void do_push_drag( CHAR_DATA *ch, char *argument, char *verb ) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; ROOM_INDEX_DATA *in_room; ROOM_INDEX_DATA *to_room; CHAR_DATA *victim; EXIT_DATA *pexit; OBJ_DATA *obj; int door; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); victim = get_char_room(ch, NULL, arg1); obj = get_obj_list( ch, arg1, ch->in_room->contents ); if ( arg1[0] == '\0' || arg2[0] == '\0' ) { sprintf( buf, "%s whom or what where?\n\r", capitalize(verb)); send_to_char( buf, ch ); return; } if ( (!victim || !can_see(ch,victim)) && (!obj || !can_see_obj(ch,obj)) ) { sprintf(buf,"%s whom or what where?\n\r", capitalize(verb)); send_to_char( buf, ch ); return; } if ( !str_cmp( arg2, "n" ) || !str_cmp( arg2, "north" ) ) door = 0; else if ( !str_cmp( arg2, "e" ) || !str_cmp( arg2, "east" ) ) door = 1; else if ( !str_cmp( arg2, "s" ) || !str_cmp( arg2, "south" ) ) door = 2; else if ( !str_cmp( arg2, "w" ) || !str_cmp( arg2, "west" ) ) door = 3; else if ( !str_cmp( arg2, "u" ) || !str_cmp( arg2, "up" ) ) door = 4; else if ( !str_cmp( arg2, "d" ) || !str_cmp( arg2, "down" ) ) door = 5; else { sprintf( buf, "Alas, you cannot %s in that direction.\n\r", verb ); send_to_char( buf, ch ); return; } if ( obj ) { in_room = obj->in_room; if ( ( pexit = in_room->exit[door] ) == NULL || ( to_room = pexit->u1.to_room ) == NULL || !can_see_room(ch,pexit->u1.to_room)) { sprintf( buf, "Alas, you cannot %s in that direction.\n\r", verb ); send_to_char( buf, ch ); return; } if ( IS_SET(pexit->exit_info, EX_CLOSED) || IS_SET(pexit->exit_info,EX_NOPASS) ) { act( "You cannot $t it through the $d.", ch, verb, pexit->keyword, TO_CHAR ); act( "$n decides to $t $P around!", ch, verb, obj, TO_ROOM ); return; } act( "You attempt to $T $p out of the room.", ch, obj, verb, TO_CHAR ); act( "$n is attempting to $T $p out of the room.", ch, obj, verb, TO_ROOM ); if ( obj->weight > (2 * can_carry_w (ch)) ) { act( "$p is too heavy to $T.\n\r", ch, obj, verb, TO_CHAR); act( "$n attempts to $T $p, but it is too heavy.\n\r", ch, obj, verb, TO_ROOM); return; } if ( !IS_IMMORTAL(ch) || IS_SET(ch->in_room->room_flags, ROOM_SAFE) || IS_SET(ch->in_room->room_flags, ROOM_PRIVATE) || IS_SET(ch->in_room->room_flags, ROOM_SOLITARY) ) { send_to_char( "It won't budge.\n\r", ch ); return; } if ( ch->move > 10 ) { ch->move -= 10; send_to_char( "You succeed!\n\r", ch ); act( "$n succeeds!", ch, NULL, NULL, TO_ROOM ); if (!str_cmp( verb, "drag" )) { act( "$n drags $p $T!", ch, obj, dir_name[door], TO_ROOM ); char_from_room( ch ); char_to_room( ch, pexit->u1.to_room ); do_look( ch, "auto" ); obj_from_room( obj ); obj->carried_by = ch; obj_to_room( obj, to_room ); act( "$n drags $p into the room.", ch, obj, dir_name[door], TO_ROOM ); } else if (!str_cmp( verb, "push" )) { act( "$p {Wflies{x $T!", ch, obj, dir_name[door], TO_ROOM ); act( "$p {Wflies{x $T!", ch, obj, dir_name[door], TO_CHAR ); char_from_room( ch ); char_to_room( ch, pexit->u1.to_room ); act( "You notice movement from nearby to the $T.", ch, NULL, rev_move[door], TO_ROOM ); act( "$p {Wflies{x into the room!", ch, obj, dir_name[door], TO_ROOM ); char_from_room( ch ); char_to_room( ch, in_room ); obj_from_room( obj ); obj->carried_by = ch; obj_to_room( obj, to_room ); } } else { sprintf( buf, "You are too tired to %s anything around!\n\r", verb ); send_to_char( buf, ch ); } } else { if ( ch == victim ) { act( "You $t yourself about the room and look very silly.", ch, verb, NULL, TO_CHAR ); act( "$n decides to be silly and $t $mself about the room.", ch, verb, NULL, TO_ROOM ); return; } in_room = victim->in_room; if ( ( pexit = in_room->exit[door] ) == NULL || ( to_room = pexit->u1.to_room ) == NULL || !can_see_room(victim,pexit->u1.to_room)) { sprintf( buf, "Alas, you cannot %s them that way.\n\r", verb ); send_to_char( buf, ch ); return; } if (IS_SET(pexit->exit_info, EX_CLOSED) && (!IS_AFFECTED(victim, AFF_PASS_DOOR) || IS_SET(pexit->exit_info,EX_NOPASS))) { act( "You try to $t them through the $d.", ch, verb, pexit->keyword, TO_CHAR ); act( "$n decides to $t you around!", ch, verb, victim, TO_VICT ); act( "$n decides to $t $N around!", ch, verb, victim, TO_NOTVICT ); return; } act( "You attempt to $t $N out of the room.", ch, verb, victim, TO_CHAR ); act( "$n is attempting to $t you out of the room!", ch, verb, victim, TO_VICT ); act( "$n is attempting to $t $N out of the room.", ch, verb, victim, TO_NOTVICT ); if ( !IS_IMMORTAL(ch) || (IS_NPC(victim) && (IS_SET(victim->act,ACT_TRAIN) || IS_SET(victim->act,ACT_PRACTICE) || IS_SET(victim->act,ACT_IS_HEALER) || IS_SET(victim->act,ACT_IS_CHANGER) || IS_SET(victim->imm_flags,IMM_SUMMON) || victim->pIndexData->pShop )) || victim->in_room == NULL || IS_SET(victim->in_room->room_flags, ROOM_SAFE) || IS_SET(victim->in_room->room_flags, ROOM_PRIVATE) || IS_SET(victim->in_room->room_flags, ROOM_SOLITARY) || (!str_cmp( verb, "push" ) && victim->position != POS_STANDING) || is_safe(ch,victim) || (number_percent() > 90) || (victim->max_hit > (ch->max_hit + (get_curr_stat(ch,STAT_STR)*20))) ) { send_to_char( "They won't budge.\n\r", ch ); return; } if ( ch->move > 10 ) { ch->move -= 10; send_to_char( "You succeed!\n\r", ch ); act( "$n succeeds!", ch, NULL, NULL, TO_ROOM ); if (!str_cmp( verb, "drag" )) { move_char( ch, door, FALSE ); act( "$n is dragged $T!", victim, NULL, dir_name[door], TO_ROOM ); act( "You are dragged $T!\n\r", victim, NULL, dir_name[door], TO_CHAR ); char_from_room( victim ); char_to_room( victim, pexit->u1.to_room ); do_look( victim, "auto" ); act( "$N drags $n into the room.", victim, NULL, ch, TO_NOTVICT ); } else if (!str_cmp( verb, "push" )) { act( "$n {Wflies{x $T!", victim, NULL, dir_name[door], TO_ROOM ); act( "You {Wfly{x $T!\n\r", victim, NULL, dir_name[door], TO_CHAR ); char_from_room( victim ); char_to_room( victim, pexit->u1.to_room ); do_look( victim, "auto" ); act( "You notice movement from nearby to the $T.", victim, NULL, rev_move[door], TO_ROOM ); act( "$n {Wflies{x into the room!", victim, NULL, NULL, TO_ROOM ); } } else { sprintf( buf, "You are too tired to %s anybody around!\n\r", verb ); send_to_char( buf, ch ); } } return; } void do_push( CHAR_DATA *ch, char *argument ) { do_push_drag( ch, argument, "push" ); return; } void do_drag( CHAR_DATA *ch, char *argument ) { do_push_drag( ch, argument, "drag" ); return; } void do_rental( CHAR_DATA *ch, char *argument ) { int cost = 10; if ( IS_SET(ch->in_room->room_flags, ROOM_RENTAL) ) { if ( IS_NPC(ch)) return; if ( IS_SET(ch->act, PLR_TENNANT)) { send_to_char("You haven't checked out from last time, yet!\n\r", ch); return; } if ( ch->gold < cost ) { send_to_char("You need at least 10 gold to rent a room!\n\r", ch ); return; } send_to_char("You rent the room.\n\r", ch); REMOVE_BIT(ch->in_room->room_flags, ROOM_RENTAL); SET_BIT(ch->in_room->room_flags, ROOM_PRIVATE); SET_BIT(ch->in_room->room_flags, ROOM_RENTED); SET_BIT(ch->act, PLR_TENNANT); ch->gold -= cost; return; } else { send_to_char("You can't rent this room.\n\r", ch); return; } } void do_checkout( CHAR_DATA *ch, char *argument ) { if ( IS_SET(ch->in_room->room_flags, ROOM_RENTED) ) { if ( IS_NPC(ch)) return; if ( IS_SET(ch->act, PLR_TENNANT) && ch->pcdata->rentroom == ch->in_room->vnum) { send_to_char("You check out of the room.\n\r", ch); REMOVE_BIT(ch->act, PLR_TENNANT); REMOVE_BIT(ch->in_room->room_flags, ROOM_RENTED); SET_BIT(ch->in_room->room_flags, ROOM_RENTAL); ch->pcdata->rentroom = 0; return; } else { send_to_char("This is not your room.\n\r", ch); return; } } } int find_path(ROOM_INDEX_DATA *from, ROOM_INDEX_DATA *to, int max_depth) { int bitvector[PATH_MAX_VNUM/BITS_PER_INT]; ROOM_INDEX_DATA *rlist; ROOM_INDEX_DATA *track_room_list; int i, depth; bzero(bitvector, sizeof(bitvector)); PATH_SET_FLAG(bitvector, from->vnum); track_room_list = from; track_room_list->next_track = NULL; for (depth = 0; depth < max_depth; depth++) { rlist = track_room_list; track_room_list = NULL; for (; rlist; rlist = rlist->next_track) { for (i = 0; i < PATH_MAX_DIR; i++) { if (!rlist->exit[i] || !rlist->exit[i]->u1.to_room || PATH_IS_FLAG(bitvector, rlist->exit[i]->u1.to_room->vnum)) continue; PATH_SET_FLAG(bitvector, rlist->exit[i]->u1.to_room->vnum); rlist->exit[i]->u1.to_room->track_came_from = rlist; if (rlist->exit[i]->u1.to_room == to) { if (rlist == from) return i; // if you need access to the entire path, this is the place to get it. // basically it's back-tracking how it got to the destination. // Also a good place to hinder track based on sector, weather, etc. while (rlist->track_came_from != from) rlist = rlist->track_came_from; for (i = 0; i < PATH_MAX_DIR; i++) if (from->exit[i] && from->exit[i]->u1.to_room == rlist) return i; return -1; } else { rlist->exit[i]->u1.to_room->next_track = track_room_list; track_room_list = rlist->exit[i]->u1.to_room; } } } } return -1; } void do_track( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; char arg[MAX_STRING_LENGTH]; CHAR_DATA *victim; int direction; bool fArea; int skill = 100; skill /= 4; skill += ch->level/5; one_argument( argument, arg ); if (IS_NPC(ch) || !can_use_skpell( ch, skill_lookup("hunt")) ) { send_to_char("Who do you want to track?\n\r",ch); return; } if( arg[0] == '\0' ) { send_to_char( "Whom are you trying to hunt?\n\r", ch ); return; } /* only imps can hunt to different areas */ fArea = ( get_trust(ch) < MAX_LEVEL ); if( fArea ) victim = get_char_area( ch, arg ); else victim = get_char_world( ch, arg ); if( victim == NULL ) { send_to_char("No-one around by that name.\n\r", ch ); return; } if( ch->in_room == victim->in_room ) { act( "$N is here!", ch, NULL, victim, TO_CHAR ); return; } /* * Deduct some movement. */ if( ch->move > 2 ) ch->move -= 3; else { send_to_char( "You're too exhausted to hunt anyone!\n\r", ch ); return; } act( "$n carefully sniffs the air.", ch, NULL, NULL, TO_ROOM ); WAIT_STATE( ch, skill_table[skill_lookup("hunt")].beats ); direction = find_path(ch->in_room, victim->in_room, skill); if( direction == -1 ) { act( "You couldn't find a path to $N from here.", ch, NULL, victim, TO_CHAR ); return; } if( direction < 0 || direction > 5 ) { send_to_char( "Hmm... Something seems to be wrong.\n\r", ch ); return; } /* * Give a random direction if the player misses the die roll. */ if( ( IS_NPC (ch) && number_percent () > 75) /* NPC @ 25% */ || (!IS_NPC (ch) && number_percent () > /* PC @ norm */ ch->pcdata->learned[skill_lookup("hunt")] ) ) { do { direction = number_door(); } while( ( ch->in_room->exit[direction] == NULL ) || ( ch->in_room->exit[direction]->u1.to_room == NULL) ); } /* * Display the results of the search. */ sprintf( buf, "$N is %s from here.", dir_name[direction] ); act( buf, ch, NULL, victim, TO_CHAR ); check_improve(ch,skill_lookup("hunt"),TRUE,1); return; } void blood_trail ( CHAR_DATA *ch, int direction ) { OBJ_DATA *trail; OBJ_DATA *obj; char buf[MAX_STRING_LENGTH]; if(!ch || !ch->in_room) return; trail = create_object(get_obj_index(OBJ_VNUM_BLOOD_TRAIL), 0); trail->timer = number_range( 8, 15 ); obj = get_obj_list(ch, "btrail", ch->in_room->contents); if ( obj ) obj_from_room( obj ); sprintf(buf, trail->short_descr, dir_name[direction]); free_string(trail->short_descr); trail->short_descr = str_dup(buf); sprintf(buf, trail->description, dir_name[direction]); free_string(trail->description); trail->description = str_dup(buf); trail->carried_by = ch; obj_to_room(trail, ch->in_room); return; } void do_wpoint( CHAR_DATA *ch, char *argument ) { char buf[MSL]; char arg[MSL]; int a; ROOM_INDEX_DATA *location; if( ch->in_room == NULL ) { return; } if ( IS_NPC( ch ) ) { send_to_char( "Mobs don't need way points!\n\r", ch ); return; } if( IN_MINE(ch) ) { send_to_char("You can't set a wpoint in a mine!\n\r",ch); return; } argument = one_argument( argument, arg ); if (!IS_SET(ch->in_room->room_flags,ROOM_WAYPOINT) ) { send_to_char("You are not at a waypoint!\n\r", ch ); return; } if( arg[0] == '\0' ) { send_to_char( " {CLocation name{x\n\r" , ch ); send_to_char( " {G==========================={x\n\r" , ch ); for( a = 0; a < MAX_WAYPOINT; a++ ) { location = get_room_index( ch->wpoint[a] ); sprintf( buf, " %2d: %s\n\r", a, ( location == NULL ? "(No way point set yet)" : location->name ) ); send_to_char( buf, ch ); location = NULL; } return; } if( !str_cmp( "set", arg ) ) { argument = one_argument( argument, arg ); if( arg[0] == '\0' ) { send_to_char("Syntx: wpoint set (number)\n\r", ch ); return; } a = atoi(arg); if( a < 0 || a >= MAX_WAYPOINT ) { printf_to_char( ch, "Please choose a number between 1 and %d.\n\r", MAX_WAYPOINT ); return; } else { ch->wpoint[a] = ch->in_room->vnum; send_to_char("You memorize your current location.\n\r", ch ); return; } } if( !str_cmp( "recall", arg ) ) { argument = one_argument( argument, arg ); if( arg[0] == '\0' ) { send_to_char("To visit another waypoint type wpoint recall (number).\n\r", ch ); return; } a = atoi( arg ); if( a < 0 || a >= MAX_WAYPOINT ) { printf_to_char(ch, "Please choose a number between 1 and %d.\n\r", MAX_WAYPOINT ); return; } else { location = get_room_index( ch->wpoint[a] ); if ( ch->in_room == location ) { send_to_char( "You are already there!\n\r", ch ); return; } if( IS_SET( ch->in_room->room_flags, ROOM_NO_RECALL ) ) { send_to_char("The room glows for a moment, then fades.\n\r", ch); return; } if( location == NULL ) { send_to_char("You remember no such location.\n\r", ch ); ch->wpoint[a] = 0; return; } if (!IS_SET(ch->in_room->room_flags,ROOM_WAYPOINT) ) { send_to_char("You are not at a waypoint!\n\r", ch ); return; } act("$n disappears in a blinding flash of light!",ch,NULL,NULL,TO_ROOM); char_from_room( ch ); char_to_room( ch, location ); act("$n appears suddenly from a puff of smoke!",ch,NULL,NULL,TO_ROOM); do_function( ch, &do_look, "auto" ); return; if (ch->pet != NULL) { char_from_room( ch->pet ); char_to_room( ch->pet, ch->in_room ); do_function(ch->pet, &do_look, "auto" ); return; } if (ch->mount != NULL) { char_from_room( ch->mount ); char_to_room( ch->mount, ch->in_room ); do_function(ch->mount, &do_look, "auto" ); return; } } } return; } void do_familiar (CHAR_DATA *ch, char *argument) { MOB_INDEX_DATA *pMobIndex; CHAR_DATA *mount; int i, chance; if ((chance = get_skill(ch,skill_lookup("familiar"))) == 0 || (!IS_NPC(ch) && !can_use_skpell(ch, skill_lookup("familiar")))) { send_to_char("You can't summon a familiar you don't know how.\n\r",ch); return; } if ( ch->pet != NULL ) { send_to_char("You already have a pet.\n\r",ch); return; } if(ch->position == POS_FIGHTING) { send_to_char("You can't summon a familiar while your fighting!\n\r",ch); return; } if ( ( pMobIndex = get_mob_index(MOB_VNUM_FAMILIAR) ) == NULL ) { send_to_char( "The familiar mob doesn't exist.\n\r", ch ); return; } if(ch->in_room->sector_type == SECT_INSIDE || ch->in_room->sector_type == SECT_WATER_SWIM || ch->in_room->sector_type == SECT_WATER_NOSWIM || ch->in_room->sector_type == SECT_AIR ) { send_to_char("You are feeling too sick to concentrate.\n\r",ch); return; } mount = create_mobile( pMobIndex ); mount->level = number_fuzzy(ch->level / 2); mount->mana = mount->max_mana = number_fuzzy(ch->max_mana / 2); mount->hit = mount->max_hit = number_fuzzy(ch->max_hit / 2); mount->move = mount->max_move = number_fuzzy(ch->max_move / 2); for(i = 0; i < 4; i++) mount->armor[i] = number_fuzzy(ch->armor[i] - 20); mount->hitroll = number_fuzzy(ch->level / 10); mount->damroll = number_fuzzy(ch->level / 10); /* free up the old mob names */ free_string(mount->description); free_string(mount->name); free_string(mount->short_descr); free_string(mount->long_descr); /* terrain */ switch(ch->in_room->sector_type) { case(SECT_CITY): /* rat */ case(SECT_FIELD): mount->description = str_dup( "You see a large furry rat." ); mount->short_descr = str_dup("large rat"); mount->long_descr = str_dup("A large rodent is here looking for something to eat."); mount->name = str_dup("familiar rat"); mount->dam_type = 22; /* scratch */ break; case(SECT_FOREST): /* falcon */ case(SECT_HILLS): mount->description = str_dup("You see a large falcon."); mount->short_descr = str_dup("large falcon"); mount->long_descr = str_dup("A large falcon screams here.\n\r"); mount->name = str_dup("familiar falcon"); mount->dam_type = 5; /* claw */ break; case(SECT_MOUNTAIN): /* mountain lion */ mount->description = str_dup("You see a very large mountain lion. One wrong look and it could\n\r" "have your head lying at your feet. You should think better than\n\r" "cross this beast especial if you have a weapon in your hand.\n\r"); mount->short_descr = str_dup("large mountain lion"); mount->long_descr = str_dup("A large mountain lion claws the ground here.\n\r"); mount->name = str_dup("familiar mountain lion"); mount->dam_type = 10; /* bite */ break; case(SECT_DESERT): /* sandworm */ mount->description = str_dup("You see a large white sandworm wiggling in the light.\n\r" "A red spot on one end makes you guess it is a mouth.\n\r" "A loud moan comes from the direction of that red spot.\n\r"); mount->short_descr = str_dup("sandworm"); mount->long_descr = str_dup("A white sandworm wiggles on the ground here.\n\r"); mount->name = str_dup("familiar sandworm"); mount->dam_type = 12; /* suction */ break; } do_sit( ch, "" ); char_to_room( mount, ch->in_room ); act( "You begin your summoning spell and a $N appears before you!.",ch,NULL,mount,TO_CHAR); act( "$n begins to chant and calls to a $N!", ch, NULL, mount, TO_ROOM ); WAIT_STATE(ch, 2 * PULSE_MOBILE); add_follower( mount, ch ); mount->leader = ch; ch->pet = mount; do_stand(ch,""); SET_BIT(mount->act, ACT_PET); SET_BIT(mount->affected_by, AFF_CHARM); ch->move -= (mount->level / 2); check_improve(ch,skill_lookup("familiar"),TRUE,6); return; } void do_doorbash(CHAR_DATA *ch,char *argument) { char arg[MAX_INPUT_LENGTH]; int door; int chance; AFFECT_DATA af; one_argument(argument,arg); if (arg[0] == '\0') { send_to_char("Bash door which door?\n\r",ch); return; } chance = get_skill(ch,skill_lookup("doorbash")); if (chance == 0 || !can_use_skpell( ch, skill_lookup("doorbash") ) ) { send_to_char("You'd hurt yourself doing that.\n\r",ch); return; } if (ch->move < 5) { send_to_char("You are too exhausted.\n\r",ch); return; } if ( (door = find_door(ch,arg) ) >= 0) { ROOM_INDEX_DATA *to_room; EXIT_DATA *pexit; EXIT_DATA *pexit_rev; pexit = ch->in_room->exit[door]; if (!IS_SET(pexit->exit_info,EX_CLOSED)) { send_to_char("It's not closed.\n\r",ch); return; } if (!IS_SET(pexit->exit_info,EX_LOCKED)) { send_to_char("It's already unlocked, why not just use the knob?\n\r",ch); return; } chance /= 4; chance += ch->level/5; chance += get_curr_stat(ch,STAT_STR)/2; if (!str_cmp(pc_race_table[ch->race].name,"giant")) chance += 15; do_visible(ch,""); if (number_percent() > chance || IS_SET(pexit->exit_info,EX_NOBASH) ) { act("$n flies into the $T door and rebounds with a great lack of dignity!",ch,0,dir_name[door],TO_ROOM); act("You fly into the door $T but simply bounce off it like a lump of rock!",ch,0,dir_name[door],TO_CHAR); damage(ch,ch,dice(3,5),skill_lookup("doorbash"),DAM_BASH,TRUE); damage(ch,ch,dice(3,5),skill_lookup("doorbash"),DAM_BASH,TRUE); check_improve(ch,skill_lookup("doorbash"),FALSE,1); WAIT_STATE(ch,12); return; } act("$n slams into the $T door and throws it open with a mighty crash!",ch,0,dir_name[door],TO_ROOM); act("You slam into the $T door and it cracks open with a deafening sound!",ch,0,dir_name[door],TO_CHAR); check_improve(ch,skill_lookup("doorbash"),TRUE,1); WAIT_STATE(ch,12); REMOVE_BIT(pexit->exit_info,EX_LOCKED); REMOVE_BIT(pexit->exit_info,EX_CLOSED); if ( ( (to_room = pexit->u1.to_room) != NULL) && ( pexit_rev = to_room->exit[rev_dir[door]] ) != NULL && pexit_rev->u1.to_room == ch->in_room) { REMOVE_BIT(pexit_rev->exit_info,EX_LOCKED); REMOVE_BIT(pexit_rev->exit_info,EX_CLOSED); } if (number_percent() < get_curr_stat(ch,STAT_DEX)) return; af.where = TO_AFFECTS; af.type = skill_lookup("doorbash"); af.location = 0; af.modifier = 0; af.duration = -1; af.bitvector = 0; af.level = ch->level; affect_to_char(ch,&af); move_char(ch,door,FALSE); affect_strip(ch,skill_lookup("doorbash")); } return; } void do_sstep( CHAR_DATA *ch, char *argument ) { char buf[MIL]; char buf2[MIL]; char arg[MIL]; ROOM_INDEX_DATA *in_room, *start_room; AFFECT_DATA af; int chance; int count; char *c, last_c, *num, *p; int door = -1, outtop = 0; bool dFound = FALSE; chance = get_skill(ch,skill_lookup("shadowstep")); if (chance == 0 || !can_use_skpell( ch, skill_lookup("shadowstep") ) ) { send_to_char("You'd hurt yourself doing that.\n\r",ch); return; } if( argument[0] == '\0' ) { send_to_char("Shadowstep where?\n\r",ch); return; } if (!ch->desc || *argument == '\0') { send_to_char("You run in place!\n\r",ch); return; } buf[0] = '\0'; while( *argument != '\0') { argument = one_argument(argument,arg); strcat(buf,arg); } for( p = buf + strlen(buf)-1; p >= buf; p--) { if (!isdigit(*p)) { switch( *p ) { case 'n': case 's': case 'e': case 'w': case 'u': case 'd': dFound = TRUE; break; case 'o': break; default: send_to_char("Invalid direction!\n\r",ch); return; } } else if (!dFound) *p = '\0'; } if( !dFound ) { send_to_char("No directions specified!\n\r",ch); return; } send_to_char("You step into the {Dshadows{x.\n\r\n\r",ch); act("$n steps into the {Dshadows{x.",ch,NULL,NULL,TO_ROOM); check_improve(ch,skill_lookup("shadowstep"),TRUE,2); af.where = TO_AFFECTS; af.type = skill_lookup("shadowstep"); af.level = ch->level; af.duration = 0; af.location = APPLY_NONE; af.modifier = 0; if( !IS_AFFECTED(ch, AFF_PASS_DOOR)) { af.bitvector = AFF_PASS_DOOR; affect_to_char(ch, &af); } if( !IS_AFFECTED(ch, AFF_SNEAK)) { af.bitvector = AFF_SNEAK; affect_to_char(ch, &af); } if( !IS_AFFECTED(ch, AFF_FLYING)) { af.bitvector = AFF_FLYING; affect_to_char(ch, &af); } if( ch->desc ) outtop = ch->desc->outtop; start_room = ch->in_room; last_c = '\0'; count = 1; last_c = *buf; for( c = buf; *c != '\0'; ++c ) { count = 1; if( isdigit(*c)) { char nbuf[100]; num = nbuf; *num = *c; while( isdigit(*c)) { *num = *c; *(num+1) = '\0'; ++c; ++num; } count = atoi(nbuf); } while( *c != '\0' && count ) { door = -1; if( *c == 'o' ) { ++c; sprintf(buf2, "open "); switch(*c) { case 'n' : strcat(buf, "north"); door = DIR_NORTH; break; case 's' : strcat(buf, "south"); door = DIR_SOUTH; break; case 'e' : strcat(buf, "east"); door = DIR_EAST; break; case 'w' : strcat(buf, "west"); door = DIR_WEST; break; case 'u' : strcat(buf, "up" ); door = DIR_UP; break; case 'd' : strcat(buf, "down"); door = DIR_DOWN; break; default: break; } if( door != -1 && ch->in_room->exit[door] && IS_SET(ch->in_room->exit[door]->exit_info, EX_CLOSED) && IS_SET(ch->in_room->exit[door]->exit_info, EX_NOPASS)) { interpret(ch,buf); if( IS_SET(ch->in_room->exit[door]->exit_info, EX_CLOSED)) { if( ch->desc ) ch->desc->outtop = outtop; send_to_char("\n\rYou are thrown from the {Dshadows{x.\n\r",ch); act("$n appears from the {Dshadows{x.",ch,NULL,NULL,TO_ROOM); affect_strip(ch,skill_lookup("shadowstep")); return; } } if( ch->desc ) ch->desc->outtop = outtop; continue; } switch(*c) { case 'n' : door = DIR_NORTH; break; case 's' : door = DIR_SOUTH; break; case 'e' : door = DIR_EAST; break; case 'w' : door = DIR_WEST; break; case 'u' : door = DIR_UP; break; case 'd' : door = DIR_DOWN; break; default: break; } if( door == -1 ) { affect_strip(ch,skill_lookup("shadowstep")); send_to_char("You are thrown from the {Dshadows{x.\n\r",ch); if( ch->in_room != start_room ) act("$n appears from the {Dshadows{x.",ch,NULL,NULL,TO_ROOM); return; } in_room = ch->in_room; sprintf(buf2,"%s",dir_name[door]); interpret(ch,buf2); if( ch->in_room == in_room ) { affect_strip(ch,skill_lookup("shadowstep")); send_to_char("You are thrown from the {Dshadows{x.\n\r",ch); if( ch->in_room != start_room ) act("$n appears from the {Dshadows{x.",ch,NULL,NULL,TO_ROOM); return; } if( in_room->people && in_room != start_room && *(c+1) != '\0') act("A dark {Dshadow{x passes over you.",in_room->people,NULL,NULL,TO_ALL); if( ch->desc ) ch->desc->outtop = outtop; aggr_update( ); } } affect_strip(ch, skill_lookup( "shadowstep_shadowstep")); do_function( ch, &do_look, "auto" ); act("$n steps out of the {Dshadows{x.",ch,NULL,NULL,TO_ROOM); return; } //Check to see if a vnum has been explored bool explored_vnum(CHAR_DATA *ch, int vnum) { int mask = vnum / 32; //Get which bucket the bit is in unsigned int bit = vnum % 32; //Get which bit in the bucket we're playing with EXPLORE_HOLDER *pExp; //The buckets bucket. if(bit == 0 ) // % 32 will return 0 if vnum == 32, instead make it the last bit of the previous mask { mask--; bit = 32; } for(pExp = ch->pcdata->explored->bits ; pExp ; pExp = pExp->next ) //Iterate through the buckets { if(pExp->mask != mask) continue; //Found the right bucket, might be explored. if(IS_SET(pExp->bits, ( 1 << bit ) ) ) //Convert bit to 2^(bit-1) and see if it's set. return TRUE; return FALSE; //Return immediately. This value wont be in any other bucket. } return FALSE; } //Explore a vnum. Assume it's not explored and just set it. void explore_vnum(CHAR_DATA *ch, int vnum ) { int mask = vnum / 32; //Get which bucket it will be in unsigned int bit = vnum % 32; // Get which bit to set EXPLORE_HOLDER *pExp; //The buckets bucket. if(bit == 0 ) // % 32 will return 0 if vnum is a multiple 32, instead make it the last bit of the previous mask { mask--; bit = 32; } //Find the bucket. for(pExp = ch->pcdata->explored->bits ; pExp ; pExp = pExp->next ) if(pExp->mask == mask) break; if(!pExp) //If it's null, bucket not found, we'll whip one up. { pExp = (EXPLORE_HOLDER *)calloc(sizeof(*pExp), 1); //Alloc and zero pExp->mask = mask; pExp->next = ch->pcdata->explored->bits; //Add to ch->pcdata->explored->bits = pExp; //the list } SET_BIT(pExp->bits, ( 1 << bit ) ); //Convert bit to 2^(bit-1) and set ch->pcdata->explored->set++; //Tell how many rooms we've explored } //Explore a vnum. void check_explore( CHAR_DATA *ch, ROOM_INDEX_DATA *pRoom ) { if(IS_NPC(ch) ) return; if(explored_vnum(ch, pRoom->vnum) ) return; explore_vnum(ch, pRoom->vnum); } void do_explored(CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; sprintf(buf, "You have explored %d room%s!{x\r\n", ch->pcdata->explored->set, (ch->pcdata->explored->set == 1 ? "" : "s") ); send_to_char(buf,ch); //This shows all the rooms they've explored. Probably don't need mortals seeing this, and for immortals... it'd get really spammy. Mostly an example. /* for(pExp = ch->pcdata->explored->bits ; pExp ; pExp = pExp->next ) { for(bit = 1 ; bit <= 32 ; ++bit ) { if(IS_SET(pExp->bits, (1 << bit) ) ) { sprintf(buf, "[%-5d]", (pExp->mask * 32 + bit) ); send_to_char(buf,ch); } } send_to_char("\r\n",ch); } */ return; }