/*************************************************************************** * 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 1993-1995 Russ Taylor * * ROM has been brought to you by the ROM consortium * * Russ Taylor (rtaylor@pacinfo.com) * * Gabrielle Taylor (gtaylor@pacinfo.com) * * Brian Moore (rom@rom.efn.org) * * By using this code, you have agreed to follow the terms of the * * ROM license, in the file 'rom.license' * ***************************************************************************/ /*************************************************************************** * ROT 2.0 is copyright 1996-1999 by Russ Walsh * * By using this code, you have agreed to follow the terms of the * * ROT license, in the file 'rot.license' * ***************************************************************************/ #if defined(macintosh) #include <types.h> #include <time.h> #else #include <sys/types.h> #include <sys/time.h> #endif #include <stdio.h> #include <string.h> #include "merc.h" #include "tables.h" /* command procedures needed */ DECLARE_DO_FUN(do_look ); DECLARE_DO_FUN(do_recall ); DECLARE_DO_FUN(do_stand ); /* * Local functions. */ int find_door args( ( CHAR_DATA *ch, char *arg ) ); bool has_key args( ( CHAR_DATA *ch, int key ) ); void enter_exit args( ( CHAR_DATA *ch, char *arg ) ); void move_char( CHAR_DATA *ch, int door, bool follow, bool quiet ) { CHAR_DATA *fch; CHAR_DATA *fch_next; ROOM_INDEX_DATA *in_room; ROOM_INDEX_DATA *to_room; EXIT_DATA *pexit; int track; bool wasquiet; wasquiet = quiet; if ( door < 0 || door > 11 ) { bug( "Do_move: bad door %d.", door ); ch->running = FALSE; return; } in_room = ch->in_room; if ( ( ch->alignment < 0) && door < 6 && ( pexit = in_room->exit[door+6] ) != NULL ) { door += 6; } else if ( ( pexit = in_room->exit[door] ) == NULL) { if (!quiet) { OBJ_DATA *portal; portal = get_obj_list( ch, dir_name[door], ch->in_room->contents ); if (portal != NULL) { ch->running = FALSE; enter_exit( ch, dir_name[door] ); return; } } } if ( ( pexit = in_room->exit[door] ) == NULL || ( to_room = pexit->u1.to_room ) == NULL || !can_see_room(ch,pexit->u1.to_room) || !can_see_door(ch,pexit->exit_info)) { if (!quiet) send_to_char( "Alas, you cannot go that way.\n\r", ch ); ch->running = FALSE; 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,KNIGHT)) { if (!quiet) act( "The $d is closed.", ch, NULL, pexit->keyword, TO_CHAR ); ch->running = FALSE; return; } if ( IS_AFFECTED(ch, AFF_CHARM) && ch->master != NULL && in_room == ch->master->in_room ) { if (!quiet) send_to_char( "What? And leave your beloved master?\n\r", ch ); ch->running = FALSE; return; } if ( !is_room_owner(ch,to_room) && room_is_private( ch,to_room )) { if (!quiet) send_to_char( "That room is private right now.\n\r", ch ); ch->running = FALSE; return; } if ( !IS_NPC(ch) ) { int move; bool ts; GUILD_DATA *guild; RACE_DATA *race; ts = TRUE; for (guild = to_room->guild; guild != NULL; guild = guild->next) { ts = FALSE; if (guild->guild == ch->class) ts = TRUE; if ((ch->pcdata->tier == 2) && (guild->guild == ch->clasb)) ts = TRUE; if (ts) break; } if (ts) { for (race = to_room->race; race != NULL; race = race->next) { ts = FALSE; if (race->race == ch->race) { ts = TRUE; break; } } } if (IS_IMMORTAL(ch)) ts = TRUE; if (!ts) { if (!quiet) send_to_char( "You aren't allowed in there.\n\r", ch ); ch->running = FALSE; return; } if ( in_room->sector_type == SECT_AIR || to_room->sector_type == SECT_AIR ) { if ( !IS_AFFECTED(ch, AFF_FLYING) && !IS_IMMORTAL(ch) && !(ch->spirit)) { if (to_room->fall == NULL) { if (!quiet) send_to_char( "You can't fly.\n\r", ch ); ch->running = FALSE; return; } else if ( ( pexit = to_room->fall ) == NULL || ( to_room = pexit->u1.to_room ) == NULL || !can_see_room(ch,pexit->u1.to_room)) { if (!quiet) send_to_char( "You can't fly.\n\r", ch ); ch->running = FALSE; return; } } } if (( in_room->sector_type == SECT_WATER_NOSWIM || to_room->sector_type == SECT_WATER_NOSWIM ) && !IS_AFFECTED(ch,AFF_FLYING) && !(ch->spirit)) { 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 ) { if (to_room->fall == NULL) { if (!quiet) send_to_char( "You need a boat to go there.\n\r", ch ); ch->running = FALSE; return; } else if ( ( pexit = to_room->fall ) == NULL || ( to_room = pexit->u1.to_room ) == NULL || !can_see_room(ch,pexit->u1.to_room)) { if (!quiet) send_to_char( "You need a boat to go there.\n\r", ch ); ch->running = FALSE; return; } } } if (to_room->transfer != NULL) quiet = TRUE; 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 */ /* 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->running) { move *= 3; move /= 2; } if ( ch->move < move && !(ch->spirit)) { if (!quiet) send_to_char( "You are too exhausted.\n\r", ch ); ch->running = FALSE; return; } WAIT_STATE( ch, 1 ); if (!(ch->spirit)) ch->move -= move; } if (IS_SET(in_room->room_flags, ROOM_CLAN_ENT)) { CHAR_DATA *nch; CHAR_DATA *bch; bool found = FALSE; bool foundfree = FALSE; ch->running = FALSE; bch = in_room->people; for ( nch = in_room->people; nch != NULL; nch = nch->next_in_room ) { if (IS_IMMORTAL(ch)) break; if (!is_clan(ch)) break; if (!IS_NPC(nch)) continue; if (!IS_SET(nch->off_flags, OFF_CLAN_GUARD)) continue; if (ch->clan == nch->pIndexData->clan) continue; else { found = TRUE; bch = nch; if (bch->fighting == NULL) { foundfree = TRUE; break; } } } if (found) { DESCRIPTOR_DATA *d; CHAR_DATA *gch; CHAR_DATA *leader; MOB_INDEX_DATA *pMobIndex; found = FALSE; leader = (ch->leader != NULL) ? ch->leader : ch; for ( d = descriptor_list; d != NULL; d = d->next ) { if ( d->connected != CON_PLAYING ) continue; gch = d->character; if (IS_NPC(gch)) continue; if (gch == ch) continue; if ( is_same_group( gch, ch ) ) { found = TRUE; gch->leader = NULL; gch->master = NULL; if (gch->desc != NULL) send_to_char("{RYour group has been dissolved!{x\n\r",gch); } } ch->leader = NULL; ch->master = NULL; if (found) send_to_char("{RYour group has been dissolved!{x\n\r",ch); act("You attempt to move $T.", ch, NULL, dir_name[door], TO_CHAR ); act("$n attempts to move $T.", ch, NULL, dir_name[door], TO_ROOM ); ch->running = FALSE; if (foundfree) { act("$N blocks your way!",ch,NULL,bch,TO_CHAR); act("$N blocks $s way!",ch,NULL,bch,TO_ROOM); multi_hit( bch, ch, TYPE_UNDEFINED ); return; } else { if ((pMobIndex = get_mob_index(bch->pIndexData->vnum))==NULL) { return; } nch = create_mobile( pMobIndex ); char_to_room( nch, ch->in_room ); act("$N suddenly materializes in front of you!",ch,NULL,nch,TO_CHAR); act("$N suddenly materializes in front of $m!",ch,NULL,nch,TO_ROOM); multi_hit( nch, ch, TYPE_UNDEFINED ); return; } return; } } if ( !IS_AFFECTED(ch, AFF_SNEAK) && ch->invis_level <= LEVEL_HERO && ch->ghost_level <= LEVEL_HERO) { if (!quiet) act( "$n leaves $T.", ch, NULL, dir_name[door], TO_ROOM ); if (ch->running) act( "$n runs $T.", ch, NULL, dir_name[door], TO_ROOM ); } char_from_room( ch ); char_to_room( ch, to_room ); if (IS_NPC(ch) || !IS_IMMORTAL(ch)) { for (track = MAX_TRACK-1; track > 0; track--) { ch->track_to[track] = ch->track_to[track-1]; ch->track_from[track] = ch->track_from[track-1]; } if (IS_AFFECTED(ch,AFF_FLYING) || ch->spirit) { ch->track_from[0] = 0; ch->track_to[0] = 0; } else { ch->track_from[0] = in_room->vnum; ch->track_to[0] = to_room->vnum; } } if ( !IS_AFFECTED(ch, AFF_SNEAK) && ch->invis_level <= LEVEL_HERO && ch->ghost_level <= LEVEL_HERO) { if (!quiet) act( "$n has arrived.", ch, NULL, NULL, TO_ROOM ); if (ch->running) act( "$n has arrived.", ch, NULL, NULL, TO_ROOM ); if (IS_NPC(ch)) { if( ch->say_descr[0] != '\0') { if (!quiet) act( "$n says '{a$T{x'", ch, NULL, ch->say_descr, TO_ROOM ); } } } if (!quiet) do_look( ch, "auto" ); if (to_room->transfer != NULL) { move_char_transfer(ch, wasquiet); ch->running = FALSE; to_room = ch->in_room; } quiet = wasquiet; if (ch->running && !IS_IMMORTAL(ch) && !IS_NPC(ch)) { for ( fch = ch->in_room->people; fch != NULL; fch = fch_next ) { fch_next = fch->next_in_room; if (IS_NPC(fch) && IS_SET(fch->act,ACT_AGGRESSIVE) && can_see( fch, ch ) && !IS_SET(fch->in_room->room_flags,ROOM_SAFE) && !IS_AFFECTED(fch,AFF_CALM) && !IS_AFFECTED(fch, AFF_CHARM) && (fch->level >= ch->level - 5) ) { ch->running = FALSE; break; } } } if (in_room == to_room) /* no circular follows */ { ch->running = FALSE; return; } if (ch->shadowed) { for ( fch = ch->shadower->in_room->people; fch != NULL; fch = fch->next_in_room ) { if (IS_NPC(fch)) continue; if (fch == ch->shadower) continue; if (!IS_IMMORTAL(fch)) continue; if (fch->level < get_trust(ch->shadower)) continue; act( "$n slips out of the room.", ch->shadower, NULL, fch, TO_VICT ); } char_from_room( ch->shadower ); char_to_room( ch->shadower, to_room ); for ( fch = ch->shadower->in_room->people; fch != NULL; fch = fch->next_in_room ) { if (IS_NPC(fch)) continue; if (fch == ch->shadower) continue; if (!IS_IMMORTAL(fch)) continue; if (fch->level < get_trust(ch->shadower)) continue; act( "$n silently slips into the room.", ch->shadower, NULL, fch, TO_VICT ); } if (!quiet) { act( "You follow $N.", ch->shadower, NULL, ch, TO_CHAR ); do_look( ch->shadower, "auto" ); } } 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_stand(fch,""); 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, FALSE ); } } return; } void move_char_transfer( CHAR_DATA *ch, bool quiet) { ROOM_INDEX_DATA *in_room; ROOM_INDEX_DATA *to_room; EXIT_DATA *pexit; int track; in_room = ch->in_room; if ( !IS_NPC(ch) ) { send_to_char( "{x\n\r", ch); send_to_char( ch->in_room->description, ch ); send_to_char("\n\r",ch); } if ( ( pexit = in_room->transfer ) == NULL || ( to_room = pexit->u1.to_room ) == NULL || ( to_room->transfer ) != NULL || ( to_room->fall ) != NULL || !can_see_room(ch,pexit->u1.to_room)) { to_room = get_room_index(ROOM_VNUM_LIMBO); } if ( !is_room_owner(ch,to_room) && room_is_private( ch,to_room )) { to_room = get_room_index(ROOM_VNUM_LIMBO); } if ( !IS_NPC(ch) ) { bool ts; GUILD_DATA *guild; RACE_DATA *race; ts = TRUE; for (guild = to_room->guild; guild != NULL; guild = guild->next) { ts = FALSE; if (guild->guild == ch->class) ts = TRUE; if ((ch->pcdata->tier == 2) && (guild->guild == ch->clasb)) ts = TRUE; if (ts) break; } if (ts) { for (race = to_room->race; race != NULL; race = race->next) { ts = FALSE; if (race->race == ch->race) { ts = TRUE; break; } } } if (IS_IMMORTAL(ch)) ts = TRUE; if (!ts) { to_room = get_room_index(ROOM_VNUM_LIMBO); } if ( in_room->sector_type == SECT_AIR || to_room->sector_type == SECT_AIR ) { if ( !IS_AFFECTED(ch, AFF_FLYING) && !IS_IMMORTAL(ch) && !(ch->spirit)) { if (to_room->fall == NULL) { to_room = get_room_index(ROOM_VNUM_LIMBO); } else if ( ( pexit = to_room->fall ) == NULL || ( to_room = pexit->u1.to_room ) == NULL || !can_see_room(ch,pexit->u1.to_room)) { to_room = get_room_index(ROOM_VNUM_LIMBO); } } } if (( in_room->sector_type == SECT_WATER_NOSWIM || to_room->sector_type == SECT_WATER_NOSWIM ) && !IS_AFFECTED(ch,AFF_FLYING) && !(ch->spirit)) { 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 ) { if (to_room->fall == NULL) { to_room = get_room_index(ROOM_VNUM_LIMBO); } else if ( ( pexit = to_room->fall ) == NULL || ( to_room = pexit->u1.to_room ) == NULL || !can_see_room(ch,pexit->u1.to_room)) { to_room = get_room_index(ROOM_VNUM_LIMBO); } } } } char_from_room( ch ); char_to_room( ch, to_room ); if (IS_NPC(ch) || !IS_IMMORTAL(ch)) { for (track = MAX_TRACK-1; track > 0; track--) { ch->track_to[track] = ch->track_to[track-1]; ch->track_from[track] = ch->track_from[track-1]; } if (IS_AFFECTED(ch,AFF_FLYING) || ch->spirit) { ch->track_from[0] = 0; ch->track_to[0] = 0; } else { ch->track_from[0] = in_room->vnum; ch->track_to[0] = to_room->vnum; } } if ( !IS_AFFECTED(ch, AFF_SNEAK) && ch->invis_level <= LEVEL_HERO && ch->ghost_level <= LEVEL_HERO) { if (!quiet) act( "$n has arrived.", ch, NULL, NULL, TO_ROOM ); if (IS_NPC(ch)) { if( ch->say_descr[0] != '\0') { if (!quiet) act( "$n says '{a$T{x'", ch, NULL, ch->say_descr, TO_ROOM ); } } } if (!quiet) do_look( ch, "auto" ); return; } /* RW Enter movable exits */ void enter_exit( CHAR_DATA *ch, char *arg) { ROOM_INDEX_DATA *location; int track; EXIT_DATA *pexit; /* nifty portal stuff */ if (arg[0] != '\0') { ROOM_INDEX_DATA *old_room; OBJ_DATA *portal; CHAR_DATA *fch, *fch_next; old_room = ch->in_room; portal = get_obj_list( ch, arg, ch->in_room->contents ); if (portal == NULL) { send_to_char("Alas, you cannot go that way.\n\r",ch); return; } if (portal->item_type != ITEM_EXIT) { send_to_char("Alas, you cannot go that way.\n\r",ch); return; } location = get_room_index(portal->value[0]); if (location == NULL || location == old_room || !can_see_room(ch,location) || !can_see_door(ch,(long)portal->value[1]) || (room_is_private(ch,location) && !IS_TRUSTED(ch,IMPLEMENTOR))) { send_to_char("Alas, you cannot go that way.\n\r",ch); return; } if ( IS_AFFECTED(ch, AFF_CHARM) && ch->master != NULL && old_room == ch->master->in_room ) { send_to_char( "What? And leave your beloved master?\n\r", ch ); return; } if (IS_NPC(ch) && IS_SET(ch->act,ACT_AGGRESSIVE) && IS_SET(location->room_flags,ROOM_LAW)) { send_to_char("You aren't allowed in the city.\n\r",ch); return; } if ( !IS_NPC(ch) ) { int move; if ( old_room->sector_type == SECT_AIR || location->sector_type == SECT_AIR ) { if ( !IS_AFFECTED(ch, AFF_FLYING) && !IS_IMMORTAL(ch) && !(ch->spirit)) { if (location->fall == NULL) { send_to_char( "You can't fly.\n\r", ch ); return; } else if ( ( pexit = location->fall ) == NULL || ( location = pexit->u1.to_room ) == NULL || !can_see_room(ch,pexit->u1.to_room)) { send_to_char( "You can't fly.\n\r", ch ); return; } } } if (( old_room->sector_type == SECT_WATER_NOSWIM || location->sector_type == SECT_WATER_NOSWIM ) && !IS_AFFECTED(ch,AFF_FLYING) && !(ch->spirit)) { 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 ) { if (location->fall == NULL) { send_to_char( "You need a boat to go there.\n\r", ch ); return; } else if ( ( pexit = location->fall ) == NULL || ( location = pexit->u1.to_room ) == NULL || !can_see_room(ch,pexit->u1.to_room)) { send_to_char( "You need a boat to go there.\n\r", ch ); return; } } } move = movement_loss[UMIN(SECT_MAX-1, old_room->sector_type)] + movement_loss[UMIN(SECT_MAX-1, location->sector_type)] ; move /= 2; /* i.e. the average */ /* 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 && !(ch->spirit)) { send_to_char( "You are too exhausted.\n\r", ch ); return; } WAIT_STATE( ch, 1 ); if (!(ch->spirit)) ch->move -= move; } if ( !IS_AFFECTED(ch, AFF_SNEAK) && ch->invis_level <= LEVEL_HERO && ch->ghost_level <= LEVEL_HERO) { act( "$n leaves $v.", ch,portal,NULL,TO_ROOM); } char_from_room(ch); char_to_room(ch, location); if (IS_NPC(ch) || !IS_IMMORTAL(ch)) { for (track = MAX_TRACK-1; track > 0; track--) { ch->track_to[track] = ch->track_to[track-1]; ch->track_from[track] = ch->track_from[track-1]; } if (IS_AFFECTED(ch,AFF_FLYING) || ch->spirit) { ch->track_from[0] = 0; ch->track_to[0] = 0; } else { ch->track_from[0] = old_room->vnum; ch->track_to[0] = location->vnum; } } if ( !IS_AFFECTED(ch, AFF_SNEAK) && ch->invis_level <= LEVEL_HERO && ch->ghost_level <= LEVEL_HERO) { act("$n has arrived.",ch,NULL,NULL,TO_ROOM); if (IS_NPC(ch)) { if( ch->say_descr[0] != '\0') { act( "$n says '{a$T{x'", ch, NULL, ch->say_descr, TO_ROOM ); } } } do_look(ch,"auto"); /* protect against circular follows */ if (old_room == location) return; if (ch->shadowed) { for ( fch = ch->shadower->in_room->people; fch != NULL; fch = fch->next_in_room ) { if (IS_NPC(fch)) continue; if (fch == ch->shadower) continue; if (!IS_IMMORTAL(fch)) continue; if (fch->level < get_trust(ch->shadower)) continue; act( "$n slips out of the room.", ch->shadower, NULL, fch, TO_VICT ); } char_from_room( ch->shadower ); char_to_room( ch->shadower, location ); for ( fch = ch->shadower->in_room->people; fch != NULL; fch = fch->next_in_room ) { if (IS_NPC(fch)) continue; if (fch == ch->shadower) continue; if (!IS_IMMORTAL(fch)) continue; if (fch->level < get_trust(ch->shadower)) continue; act( "$n silently slips into the room.", ch->shadower, NULL, fch, TO_VICT ); } act( "You follow $N.", ch->shadower, NULL, ch, TO_CHAR ); do_look( ch->shadower, "auto" ); } for ( fch = old_room->people; fch != NULL; fch = fch_next ) { fch_next = fch->next_in_room; if (portal == NULL) continue; if ( fch->master == ch && IS_AFFECTED(fch,AFF_CHARM) && fch->position < POS_STANDING) do_stand(fch,""); if ( fch->master == ch && fch->position == POS_STANDING && can_see_room(fch,location)) { 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 ); enter_exit(fch,arg); } } return; } send_to_char("Alas, you cannot go that way.\n\r",ch); return; } void do_run( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; int door; int numrooms; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Run where?\n\r", ch ); return; } ch->running = TRUE; if ( IS_AFFECTED( ch, AFF_SNEAK ) ) { REMOVE_BIT( ch->affected_by, AFF_SNEAK ); } if ( !str_prefix( arg, "north" ) ) door = 0; else if ( !str_prefix( arg, "east" ) ) door = 1; else if ( !str_prefix( arg, "south" ) ) door = 2; else if ( !str_prefix( arg, "west" ) ) door = 3; else if ( !str_prefix( arg, "up" ) ) door = 4; else if ( !str_prefix( arg, "down" ) ) door = 5; else { send_to_char( "Run where?\n\r", ch ); ch->running = FALSE; return; } numrooms = number_range(1, UMAX(1, (ch->level/2))); for ( ; numrooms > 0; numrooms--) { move_char( ch, door, FALSE, TRUE ); if (!ch->running) numrooms = 0; } ch->running = FALSE; do_look( ch, "auto" ); return; } void do_north( CHAR_DATA *ch, char *argument ) { move_char( ch, DIR_NORTH, FALSE, FALSE ); return; } void do_east( CHAR_DATA *ch, char *argument ) { move_char( ch, DIR_EAST, FALSE, FALSE ); return; } void do_south( CHAR_DATA *ch, char *argument ) { move_char( ch, DIR_SOUTH, FALSE, FALSE ); return; } void do_west( CHAR_DATA *ch, char *argument ) { move_char( ch, DIR_WEST, FALSE, FALSE ); return; } void do_up( CHAR_DATA *ch, char *argument ) { move_char( ch, DIR_UP, FALSE, FALSE ); return; } void do_down( CHAR_DATA *ch, char *argument ) { move_char( ch, DIR_DOWN, FALSE, 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 ( (ch->alignment < 0) && ( pexit = ch->in_room->exit[door+6] ) != NULL && IS_SET(pexit->exit_info, EX_ISDOOR) && pexit->keyword != NULL && is_name( arg, pexit->keyword ) ) { return door+6; } else 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 ( (ch->alignment < 0) && (pexit = ch->in_room->exit[door+6] ) != NULL ) { door += 6; } if ( ( pexit = ch->in_room->exit[door] ) == NULL || !can_see_room(ch, ch->in_room->exit[door]->u1.to_room) || !can_see_door(ch, ch->in_room->exit[door]->exit_info) ) { 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, 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 ) && ( obj->item_type != ITEM_PIT ) ) { 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 ); send_to_char( "Ok.\n\r", ch ); /* 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, 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 ) && ( obj->item_type != ITEM_PIT ) ) { 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 $p.", ch, obj, NULL, TO_ROOM ); return; } if ( ( door = find_door( ch, arg ) ) >= 0 ) { /* 'close door' */ ROOM_INDEX_DATA *to_room; EXIT_DATA *pexit; EXIT_DATA *pexit_rev; pexit = ch->in_room->exit[door]; if ( IS_SET(pexit->exit_info, EX_CLOSED) ) { send_to_char( "It's already closed.\n\r", ch ); return; } if (IS_SET(pexit->exit_info, EX_NOCLOSE) ) { send_to_char("You can't do that.\n\r", ch); return; } SET_BIT(pexit->exit_info, EX_CLOSED); act( "$n closes the $d.", ch, NULL, pexit->keyword, TO_ROOM ); send_to_char( "Ok.\n\r", 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 ( ( obj = get_obj_here( ch, 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 ) && ( obj->item_type != ITEM_PIT ) ) { 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 $p.", ch, obj, NULL, TO_ROOM ); return; } if ( ( door = find_door( ch, arg ) ) >= 0 ) { /* 'lock door' */ ROOM_INDEX_DATA *to_room; EXIT_DATA *pexit; EXIT_DATA *pexit_rev; pexit = ch->in_room->exit[door]; if ( !IS_SET(pexit->exit_info, EX_CLOSED) ) { send_to_char( "It's not closed.\n\r", ch ); return; } if ( pexit->key < 0 || IS_SET(pexit->exit_info, EX_NOLOCK) ) { send_to_char( "It can't be locked.\n\r", ch ); return; } if ( !has_key( ch, pexit->key) ) { send_to_char( "You lack the key.\n\r", ch ); return; } if ( IS_SET(pexit->exit_info, EX_LOCKED) ) { send_to_char( "It's already locked.\n\r", ch ); return; } SET_BIT(pexit->exit_info, EX_LOCKED); send_to_char( "*Click*\n\r", ch ); act( "$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 ( ( obj = get_obj_here( ch, 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 ) && ( obj->item_type != ITEM_PIT ) ) { 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 $d.", ch, NULL, pexit->keyword, TO_ROOM ); /* unlock the other side */ if ( ( to_room = pexit->u1.to_room ) != NULL && ( pexit_rev = to_room->exit[rev_dir[door]] ) != NULL && pexit_rev->u1.to_room == ch->in_room ) { REMOVE_BIT( pexit_rev->exit_info, EX_LOCKED ); } } return; } void do_pick( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *gch; OBJ_DATA *obj; int door; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Pick what?\n\r", ch ); return; } WAIT_STATE( ch, skill_table[gsn_pick_lock].beats ); if (ch->spirit) { send_to_char( "That's tough to do without flesh.\n\r", ch); return; } /* look for guards */ for ( gch = ch->in_room->people; gch; gch = gch->next_in_room ) { if ( IS_NPC(gch) && IS_AWAKE(gch) && ch->level + 5 < gch->level ) { act( "$N is standing too close to the lock.", ch, NULL, gch, TO_CHAR ); return; } } if ( ( obj = get_obj_here( ch, 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; } if ( !IS_NPC(ch) ) { int numper = 0; int numout = 0; int numgsn = 0; numper = number_percent( ); numgsn = get_skill(ch,gsn_pick_lock); numout = numper; if (IS_SET(obj->value[1],EX_EASY)) { if (numout > numgsn) { if (numgsn == 0) { if (number_percent( ) < 25) numout = -1; } else { if (number_percent( ) < 66) numout = -1; } } } if (IS_SET(obj->value[1],EX_HARD)) { numout = (numper + ((101-numper)/4)); } if (IS_SET(obj->value[1],EX_INFURIATING)) { numout = (numper + ((101-numper)/2)); } if (numout > numgsn) { send_to_char( "You failed.\n\r", ch); check_improve(ch,gsn_pick_lock,FALSE,2); 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,gsn_pick_lock,TRUE,2); return; } /* 'pick object' */ if ( ( obj->item_type != ITEM_CONTAINER ) && ( obj->item_type != ITEM_PIT ) ) { 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 $p.",ch,obj,NULL,TO_ROOM); check_improve(ch,gsn_pick_lock,TRUE,2); return; } if ( ( door = find_door( ch, arg ) ) >= 0 ) { /* 'pick door' */ ROOM_INDEX_DATA *to_room; EXIT_DATA *pexit; EXIT_DATA *pexit_rev; pexit = ch->in_room->exit[door]; if ( !IS_SET(pexit->exit_info, EX_CLOSED) && !IS_IMMORTAL(ch)) { send_to_char( "It's not closed.\n\r", ch ); return; } if ( pexit->key < 0 && !IS_IMMORTAL(ch)) { send_to_char( "It can't be picked.\n\r", ch ); return; } if ( !IS_SET(pexit->exit_info, EX_LOCKED) ) { send_to_char( "It's already unlocked.\n\r", ch ); return; } if ( IS_SET(pexit->exit_info, EX_PICKPROOF) && !IS_IMMORTAL(ch)) { send_to_char( "You failed.\n\r", ch ); return; } if ( !IS_NPC(ch) ) { int numper = 0; int numout = 0; int numgsn = 0; numper = number_percent( ); numgsn = get_skill(ch,gsn_pick_lock); numout = numper; if (IS_SET(pexit->exit_info, EX_EASY)) { if (numout > numgsn) { if (numgsn == 0) { if (number_percent( ) < 25) numout = -1; } else { if (number_percent( ) < 66) numout = -1; } } } if (IS_SET(pexit->exit_info, EX_HARD)) { numout = (numper + ((101-numper)/4)); } if (IS_SET(pexit->exit_info, EX_INFURIATING)) { numout = (numper + ((101-numper)/2)); } if (numout > numgsn) { send_to_char( "You failed.\n\r", ch); check_improve(ch,gsn_pick_lock,FALSE,2); return; } } REMOVE_BIT(pexit->exit_info, EX_LOCKED); send_to_char( "*Click*\n\r", ch ); act( "$n picks the $d.", ch, NULL, pexit->keyword, TO_ROOM ); check_improve(ch,gsn_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 $p.", ch,obj,NULL,TO_CHAR,POS_DEAD); return; } ch->on = obj; } switch ( ch->position ) { case POS_SLEEPING: if ( IS_AFFECTED(ch, AFF_SLEEP) ) { send_to_char( "You can't wake up!\n\r", ch ); return; } if (obj == NULL) { send_to_char( "You wake and stand up.\n\r", ch ); act( "$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 $p.",ch,obj,NULL,TO_ROOM); } ch->position = POS_STANDING; do_look(ch,"auto"); break; case POS_RESTING: case POS_SITTING: if (obj == NULL) { send_to_char( "You stand up.\n\r", ch ); act( "$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 (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 (!IS_SET(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 $p.",ch,obj,NULL,TO_CHAR,POS_DEAD); return; } ch->on = obj; } switch ( ch->position ) { case POS_SLEEPING: if (obj == NULL) { send_to_char( "You wake up and start resting.\n\r", ch ); act ("$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 (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 (!IS_SET(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 $p.",ch,obj,NULL,TO_CHAR,POS_DEAD); return; } ch->on = obj; } switch (ch->position) { case POS_SLEEPING: if (obj == NULL) { send_to_char( "You wake and sit up.\n\r", ch ); act( "$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 $p.",ch,obj,NULL,TO_ROOM); } ch->position = POS_SITTING; break; } return; } void do_sleep( CHAR_DATA *ch, char *argument ) { OBJ_DATA *obj = NULL; switch ( ch->position ) { case POS_SLEEPING: send_to_char( "You are already sleeping.\n\r", ch ); break; case POS_RESTING: case POS_SITTING: case POS_STANDING: if (argument[0] == '\0' && ch->on == NULL) { send_to_char( "You go to sleep.\n\r", ch ); act( "$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 (IS_SET(obj->value[2],SLEEP_AT)) { act("You go to sleep at $p.",ch,obj,NULL,TO_CHAR); act("$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 $p.",ch,obj,NULL,TO_CHAR); act("$n goes to sleep in $p.",ch,obj,NULL,TO_ROOM); } ch->position = POS_SLEEPING; } break; case POS_FIGHTING: send_to_char( "You are already fighting!\n\r", ch ); break; } return; } void do_wake( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; one_argument( argument, arg ); if ( arg[0] == '\0' ) { do_stand( ch, argument ); return; } if ( !IS_AWAKE(ch) ) { send_to_char( "You are asleep yourself!\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( IS_AWAKE(victim) ) { act( "$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_stand(victim,""); return; } void do_sneak( CHAR_DATA *ch, char *argument ) { AFFECT_DATA af; send_to_char( "You attempt to move silently.\n\r", ch ); affect_strip( ch, gsn_sneak ); if (IS_AFFECTED(ch,AFF_SNEAK)) return; if ( number_percent( ) < get_skill(ch,gsn_sneak)) { check_improve(ch,gsn_sneak,TRUE,3); af.where = TO_AFFECTS; af.type = gsn_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 ); } else check_improve(ch,gsn_sneak,FALSE,3); return; } void do_hide( CHAR_DATA *ch, char *argument ) { 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,gsn_hide)) { SET_BIT(ch->affected_by, AFF_HIDE); check_improve(ch,gsn_hide,TRUE,3); } else check_improve(ch,gsn_hide,FALSE,3); return; } /* * Contributed by Alander. */ void do_visible( CHAR_DATA *ch, char *argument ) { affect_strip ( ch, gsn_invis ); affect_strip ( ch, gsn_mass_invis ); affect_strip ( ch, gsn_sneak ); REMOVE_BIT ( ch->affected_by, AFF_HIDE ); REMOVE_BIT ( ch->shielded_by, SHD_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; int track; if (IS_NPC(ch) && !IS_SET(ch->act,ACT_PET)) { send_to_char("Only players can recall.\n\r",ch); return; } act( "$n prays for transportation!", ch, 0, 0, TO_ROOM ); if ( ch->alignment < 0 ) { if ( ( location = get_room_index( ROOM_VNUM_TEMPLEB ) ) == NULL ) { send_to_char( "You are completely lost.\n\r", ch ); return; } } else { if ( ( location = get_room_index( ROOM_VNUM_TEMPLE ) ) == NULL ) { send_to_char( "You are completely lost.\n\r", ch ); return; } } if ( ch->alignment < 0 && !IS_SET( ch->act, PLR_TWIT ) ) { location = get_room_index( home_table[ch->home].evil_recall ); } else { location = get_room_index( home_table[ch->home].good_recall ); } if (IS_NPC(ch) && IS_SET(ch->act,ACT_PET) && !IS_SET(ch->master->act, PLR_TWIT)) { if (ch->alignment < 0) location = get_room_index( home_table[ch->master->home].evil_recall ); else location = get_room_index( home_table[ch->master->home].good_recall ); } if ( ch->level < 20 && !IS_SET( ch->act, PLR_TWIT ) ) { location = get_room_index( ROOM_VNUM_SCHOOL ); } if (IS_NPC(ch) && IS_SET(ch->act,ACT_PET) && ch->master->level < 20 && !IS_SET(ch->master->act, PLR_TWIT)) { location = get_room_index( ROOM_VNUM_SCHOOL ); } if ( ch->in_room == location ) return; if ( ( IS_SET( ch->in_room->room_flags, ROOM_NO_RECALL ) || IS_AFFECTED( ch, AFF_CURSE ) || ( ch->move <= 5 ) ) && ( ch->level <= HERO ) && !( ch->spirit ) ) { act( "$G has forsaken you.", ch, NULL, NULL, TO_CHAR ); return; } if ( ( victim = ch->fighting ) != NULL ) { int lose,skill; skill = get_skill(ch,gsn_recall); if ( number_percent() < 80 * skill / 100 ) { check_improve(ch,gsn_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,gsn_recall,TRUE,4); sprintf( buf, "You recall from combat! You lose %d exps.\n\r", lose ); send_to_char( buf, ch ); if ( !IS_NPC(ch) ) { if (!IS_NPC(victim)) { if (ch->attacker == FALSE) ch->pcdata->dflee++; else ch->pcdata->aflee++; } if ( !IS_NPC(victim) && ch->attacker == TRUE) { send_to_char( "The {RWrath of Thoth {YZAPS{x your butt on the way out!\n\r", ch); act( "$n is {Yzapped{x in the butt by a lightning bolt from above!", ch, NULL, NULL, TO_ROOM ); ch->hit -= (ch->hit/4); } } stop_fighting( ch, TRUE ); do_mod_favor(ch, 2); } if (is_clan(ch) && (clan_table[ch->clan].hall != ROOM_VNUM_ALTAR) && !IS_SET(ch->act, PLR_TWIT) && !(ch->spirit)) location = get_room_index( clan_table[ch->clan].hall ); if (IS_NPC(ch) && IS_SET(ch->act,ACT_PET) && is_clan(ch->master) && (clan_table[ch->master->clan].hall != ROOM_VNUM_ALTAR) && !IS_SET(ch->master->act, PLR_TWIT) && !(ch->master->spirit)) location = get_room_index( clan_table[ch->master->clan].hall ); if (global_quest && ch->on_quest && !IS_SET(ch->act, PLR_TWIT) && !(ch->spirit)) location = get_room_index( ROOM_VNUM_QUEST_RECALL ); if (global_quest && IS_NPC(ch) && IS_SET(ch->act,ACT_PET) && ch->master->on_quest && !IS_SET(ch->master->act, PLR_TWIT) && !(ch->master->spirit)) location = get_room_index( ROOM_VNUM_QUEST_RECALL ); if (!(ch->spirit)) ch->move *= .75; act( "$n disappears.", ch, NULL, NULL, TO_ROOM ); if (IS_NPC(ch) || !IS_IMMORTAL(ch)) { for (track = MAX_TRACK-1; track > 0; track--) { ch->track_to[track] = ch->track_to[track-1]; ch->track_from[track] = ch->track_from[track-1]; } ch->track_from[0] = ch->in_room->vnum; ch->track_to[0] = 0; } char_from_room( ch ); char_to_room( ch, location ); act( "$n appears in the room.", ch, NULL, NULL, TO_ROOM ); do_look( ch, "auto" ); if (ch->pet != NULL) do_recall(ch->pet,""); 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; 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 (ch->spirit) { send_to_char( "Spirits cannot train.\n\r", ch); return; } if ( argument[0] == '\0' ) { sprintf( buf, "You have %d training sessions.\n\r", ch->train ); send_to_char( buf, ch ); argument = "foo"; } cost = 2; if ( !str_cmp( argument, "str" ) ) { if ( ( class_table[ch->class].attr_prime == STAT_STR ) || ( ( ch->pcdata->tier == 2 ) && ( class_table[ch->clasb].attr_prime == STAT_STR ) ) ) cost = 1; stat = STAT_STR; pOutput = "strength"; } else if ( !str_cmp( argument, "int" ) ) { if ( ( class_table[ch->class].attr_prime == STAT_INT ) || ( ( ch->pcdata->tier == 2 ) && ( class_table[ch->clasb].attr_prime == STAT_INT ) ) ) cost = 1; stat = STAT_INT; pOutput = "intelligence"; } else if ( !str_cmp( argument, "wis" ) ) { if ( ( class_table[ch->class].attr_prime == STAT_WIS ) || ( ( ch->pcdata->tier == 2 ) && ( class_table[ch->clasb].attr_prime == STAT_WIS ) ) ) cost = 1; stat = STAT_WIS; pOutput = "wisdom"; } else if ( !str_cmp( argument, "dex" ) ) { if ( ( class_table[ch->class].attr_prime == STAT_DEX ) || ( ( ch->pcdata->tier == 2 ) && ( class_table[ch->clasb].attr_prime == STAT_DEX ) ) ) cost = 1; stat = STAT_DEX; pOutput = "dexterity"; } else if ( !str_cmp( argument, "con" ) ) { if ( ( class_table[ch->class].attr_prime == STAT_CON ) || ( ( ch->pcdata->tier == 2 ) && ( class_table[ch->clasb].attr_prime == STAT_CON ) ) ) cost = 1; stat = STAT_CON; pOutput = "constitution"; } else if ( !str_cmp(argument, "hp" ) ) cost = 1; else if ( !str_cmp(argument, "mana" ) ) cost = 1; else if ( !str_cmp(argument, "move" ) ) cost = 1; 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"); strcat( buf, ".\n\r" ); send_to_char( buf, ch ); return; } if (!str_cmp("hp",argument)) { 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; ch->max_hit += 10; ch->hit +=10; act( "Your durability increases!",ch,NULL,NULL,TO_CHAR); act( "$n's durability increases!",ch,NULL,NULL,TO_ROOM); return; } if (!str_cmp("mana",argument)) { 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; ch->max_mana += 10; ch->mana += 10; act( "Your power increases!",ch,NULL,NULL,TO_CHAR); act( "$n's power increases!",ch,NULL,NULL,TO_ROOM); return; } if (!str_cmp("move",argument)) { if ( cost > ch->train ) { send_to_char( "You don't have enough training sessions.\n\r", ch ); return; } ch->train -= cost; ch->pcdata->perm_move += 10; ch->max_move += 10; ch->move += 10; act( "Your endurance increases!",ch,NULL,NULL,TO_CHAR); act( "$n's endurance 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; }