/* ************************************************************************ * File: act.movement.c EmpireMUD AD 1.0 * * Usage: movement commands, door handling, & sleep/rest/etc state * * * * All rights reserved. See license.doc for complete information. * * * * Code base by Paul Clarke. EmpireMUD Project, a tbgMUD Production. * * Based upon CircleMUD 3.0, beta patch level 17, by Jeremy Elson. * * * * Copyright (C) 1993, 94 by the Trustees of the Johns Hopkins University * * CircleMUD is based on DikuMUD, Copyright (C) 1990, 1991. * ************************************************************************ */ #include "conf.h" #include "sysdep.h" #include "structs.h" #include "utils.h" #include "comm.h" #include "interpreter.h" #include "handler.h" #include "db.h" #include "empire.h" #include "skills.h" /* external vars */ extern const char *dirs[]; extern int rev_dir[]; #define MOVE_NORMAL 0 /* Normal move message */ #define MOVE_LEAD 1 /* Leading message */ #define MOVE_FOLLOW 2 /* Follower message */ #define MOVE_CART 3 /* Cart message */ #define MOVE_EARTHMELD 4 /* Earthmeld - magic-numbered in vampire.c */ #define WATER_SECT(room) (SECT(room) == SECT_RIVER || SECT(room) == SECT_OCEAN || (SECT(room) == SECT_ROAD && world[room].type == 1 && !IS_COMPLETE(room))) /* simple function to determine if char can walk on water */ int has_boat(Creature ch) { Object obj; if (GET_LEVEL(ch) >= LVL_GOD) return (1); if (AFF_FLAGGED(ch, AFF_FLY) && !GET_RIDING(ch)) return (1); for (obj = ch->carrying; obj; obj = obj->next_content) if (GET_OBJ_TYPE(obj) == ITEM_BOAT) return (1); return (0); } int can_move(Creature ch, int dir, room_rnum to_room, int need_specials_check) { if (!PLR_FLAGGED(ch, PLR_UNRESTRICT) && WATER_SECT(ch->in_room)) if (SECT(to_room) == SECT_MOUNTAIN && (GET_RIDING(ch) || !AFF_FLAGGED(ch, AFF_FLY)) && (!GET_RIDING(ch) || !MOB_FLAGGED(GET_RIDING(ch), MOB_FLYING))) { send_to_char("You are unable to scale the cliff.\r\n", ch); return 0; } if (!PLR_FLAGGED(ch, PLR_UNRESTRICT) && (SECT(to_room) == SECT_BUILDING || SECT(to_room) == SECT_MONUMENT_CLOSED || SECT(to_room) == SECT_MULTI) && SECT(ch->in_room) != SECT_INSIDE && world[to_room].building_entrance != dir && (IS_COMPLETE(to_room) || ALWAYS_CLOSED(to_room)) && ((BUILDING_TYPE(to_room) != BUILDING_DOCKS && BUILDING_TYPE(to_room) != BUILDING_SHIPYARD && BUILDING_TYPE(to_room) != BUILDING_TUNNEL && BUILDING_TYPE(to_room) != BUILDING_TUNNEL2 && BUILDING_TYPE(to_room) != BUILDING_GATEHOUSE && BUILDING_TYPE(to_room) != BUILDING_SHIPYARD2 && BUILDING_TYPE(to_room) != BUILDING_GATEHOUSE) || world[to_room].building_entrance != rev_dir[dir])) { send_to_char("You can't enter it from this side.\r\n", ch); return 0; } if (!PLR_FLAGGED(ch, PLR_UNRESTRICT) && SECT(ch->in_room) != SECT_INSIDE && (SECT(to_room) == SECT_BUILDING || SECT(to_room) == SECT_MULTI) && !CAN_USE_ROOM(ch, to_room, 0) && (IS_COMPLETE(to_room) || ALWAYS_CLOSED(to_room)) && !need_specials_check) { msg_to_char(ch, "You can't enter a building without permission.\r\n"); return 0; } if (GET_RIDING(ch) && !MOB_FLAGGED(GET_RIDING(ch), MOB_FLYING | MOB_MOUNTAINWALK) && SECT(to_room) == SECT_MOUNTAIN) { msg_to_char(ch, "You can't ride in the mountains.\r\n"); return 0; } if (GET_RIDING(ch) && !MOB_FLAGGED(GET_RIDING(ch), MOB_FLYING | MOB_AQUATIC) && WATER_SECT(to_room)) { msg_to_char(ch, "Your mount won't ride into the water.\r\n"); return 0; } if (GET_RIDING(ch) && MOB_FLAGGED(GET_RIDING(ch), MOB_AQUATIC) && WATER_SECT(to_room)) { msg_to_char(ch, "Your mount won't go onto the land.\r\n"); return 0; } if (GET_RIDING(ch) && IS_COMPLETE(to_room) && (SECT(to_room) == SECT_MULTI || SECT(to_room) == SECT_INSIDE || SECT(to_room) == SECT_BUILDING || SECT(to_room) == SECT_MONUMENT_CLOSED)) if (BUILDING_TYPE(to_room) != BUILDING_STABLE && BUILDING_TYPE(to_room) != BUILDING_TUNNEL2 && BUILDING_TYPE(to_room) != BUILDING_DOCKS && BUILDING_TYPE(to_room) != BUILDING_GATEHOUSE) { msg_to_char(ch, "You can't ride indoors.\r\n"); return 0; } if (GET_RIDING(ch) && ((SECT(to_room) == SECT_TRENCH && SECT(ch->in_room) != SECT_TRENCH) || (SECT(to_room) != SECT_TRENCH && SECT(ch->in_room) == SECT_TRENCH))) { msg_to_char(ch, "You can't ride up or down the steep slopes of the trench.\r\n"); return 0; } return 1; } /* do_simple_move assumes * 1. That there is no master and no followers. * 2. That the direction exists. * * Returns : * 1 : If succes. * 0 : If fail */ int do_simple_move(Creature ch, int dir, room_rnum to_room, int need_specials_check, byte mode) { extern const char *from_dir[]; extern int movement_loss[]; room_rnum was_in; int need_movement; Creature animal = NULL, c; Object cart = NULL; /* First things first: Are we pulling a cart? */ if ((cart = GET_PULLING(ch))) { mode = MOVE_CART; if (ch == GET_PULLED_BY(cart, 0)) animal = GET_PULLED_BY(cart, 1); else animal = GET_PULLED_BY(cart, 0); if (animal && animal->in_room != ch->in_room) animal = NULL; } /* Make sure there's enough work animals */ if (cart) if (GET_OBJ_VAL(cart, 1) > 1 && !animal) { act("You need two animals to move $p.", FALSE, ch, cart, 0, TO_CHAR); return 0; } /* Presence: Awe */ if (mode != MOVE_EARTHMELD) for (c = world[ch->in_room].people; c; c = c->next_in_room) if (c != ch && DSC_FLAGGED(c, DSC_AWE) && ww_dice(GET_WILLPOWER(ch), 7) < 2 && !IS_IMMORTAL(c) && !IS_GOD(c)) { msg_to_char(ch, "You can't seem to leave!\r\n"); WAIT_STATE(ch, PULSE_VIOLENCE); return FALSE; } if (IS_INJURED(ch, INJ_TIED)) { msg_to_char(ch, "You can't seem to move!\r\n"); return FALSE; } if (GET_RIDING(ch) && MOB_FLAGGED(GET_RIDING(ch), MOB_TIED)) { act("Your mount is currently tied right where $E is.", FALSE, ch, 0, GET_RIDING(ch), TO_CHAR); return FALSE; } /* charmed? */ if (AFF_FLAGGED(ch, AFF_CHARM) && ch->master && ch->in_room == ch->master->in_room) { send_to_char("The thought of leaving your master makes you weep.\r\n", ch); act("$n bursts into tears.", FALSE, ch, 0, 0, TO_ROOM); return (0); } if (GET_FEEDING_FROM(ch) || GET_FED_ON_BY(ch)) { msg_to_char(ch, "You can't seem to move!\r\n"); return 0; } /* if the room we're going to needs a boat, check for one. You can wade if you're already in one */ if (WATER_SECT(to_room)) { if (!has_boat(ch) && !GET_RIDING(ch)) { send_to_char("You need a boat to go there.\r\n", ch); return (0); } if (cart) { msg_to_char(ch, "You can't pull anything into the water.\r\n"); return 0; } } if (mode != MOVE_EARTHMELD && !REAL_NPC(ch) && !PLR_FLAGGED(ch, PLR_UNRESTRICT) && SECT(ch->in_room) == SECT_BARRIER && IS_COMPLETE(ch->in_room) && dir != rev_dir[GET_LAST_DIR(ch)] && !AFF_FLAGGED(ch, AFF_FLY) && (!GET_RIDING(ch) || !MOB_FLAGGED(GET_RIDING(ch), MOB_FLYING))) { msg_to_char(ch, "You are unable to pass.\r\n"); return 0; } if (SECT(to_room) == SECT_MOUNTAIN && cart) { msg_to_char(ch, "You can't pull anything over the mountains!\r\n"); return 0; } if (SECT(to_room) == SECT_BARRIER && cart) { msg_to_char(ch, "You can't pull anything that close to the barrier.\r\n"); return 0; } if (!REAL_NPC(ch) && mode != MOVE_EARTHMELD && !can_move(ch, dir, to_room, need_specials_check)) return 0; /* move points needed is avg. move loss for src and destination sect type */ need_movement = (movement_loss[SECT(ch->in_room)] + movement_loss[SECT(to_room)]) / 2; if (IS_VAMPIRE(ch)) need_movement /= 3; else if (IS_GHOUL(ch)) need_movement /= 2; if (AFF_FLAGGED(ch, AFF_FLY) || mode == MOVE_EARTHMELD) need_movement = 1; if (GET_MOVE(ch) < need_movement && !IS_NPC(ch) && !GET_RIDING(ch)) { if (need_specials_check && ch->master) send_to_char("You are too exhausted to follow.\r\n", ch); else send_to_char("You are too exhausted.\r\n", ch); return (0); } if ((cart || GET_LED_BY(ch)) && (SECT(to_room) == SECT_MULTI || SECT(to_room) == SECT_BUILDING || SECT(to_room) == SECT_MONUMENT_CLOSED) && BUILDING_TYPE(to_room) != BUILDING_CARPENTER && BUILDING_TYPE(to_room) != BUILDING_STABLE && BUILDING_TYPE(to_room) != BUILDING_GATEHOUSE && BUILDING_TYPE(to_room) != BUILDING_DOCKS) return 0; if (GET_RIDDEN_BY(ch)) { msg_to_char(ch, "Your rider might not approve.\r\n"); return 0; } if (MOB_FLAGGED(ch, MOB_TIED)) { msg_to_char(ch, "You're tied up.\r\n"); return 0; } if (GET_RIDING(ch) && ww_dice(GET_DEXTERITY(ch) + GET_RIDE(ch), 6) <= 0) { msg_to_char(ch, "Your mount refuses to move!\r\n"); act("$N shakes its head and bucks as $n tries to convince it to move.", FALSE, ch, 0, GET_RIDING(ch), TO_NOTVICT); return 0; } /* Now we know we're allow to go into the room. */ if (GET_LEVEL(ch) < LVL_GOD && !IS_NPC(ch) && !GET_RIDING(ch)) GET_MOVE(ch) -= need_movement; REMOVE_BIT(AFF_FLAGS(ch), AFF_HIDE); if (!AFF_FLAGGED(ch, AFF_SNEAK)) { switch (mode) { case MOVE_CART: sprintf(buf2, "$p is pulled %s.", dirs[dir]); break; case MOVE_LEAD: sprintf(buf2, "$E leads $n with $M."); break; case MOVE_FOLLOW: sprintf(buf2, "$n follows $M."); break; case MOVE_EARTHMELD: break; default: if (GET_RIDING(ch)) sprintf(buf2, "$n rides %s.", dirs[dir]); else { if (MOB_FLAGGED(ch, MOB_FLYING)) sprintf(buf2, "$n flies %s.", dirs[dir]); else if (AFF_FLAGGED(ch, AFF_FLY)) sprintf(buf2, "$n hovers %s.", dirs[dir]); else switch(SECT(ch->in_room)) { case SECT_RIVER: case SECT_OCEAN: sprintf(buf2, "$n paddles %s.", dirs[dir]); break; case SECT_MOUNTAIN: sprintf(buf2, "$n climbs %s.", dirs[dir]); break; default: sprintf(buf2, "$n walks %s.", dirs[dir]); break; } } break; } if (!ROOM_AFF_FLAGGED(ch->in_room, ROOM_AFF_SILENT) || number(0, 4)) act(buf2, TRUE, ch, cart, (mode == MOVE_LEAD ? GET_LED_BY(ch) : ch->master), TO_ROOM); } was_in = ch->in_room; char_from_room(ch); char_to_room(ch, to_room); if (!REAL_NPC(ch)) GET_LAST_DIR(ch) = dir; if (animal) { char_from_room(animal); char_to_room(animal, to_room); } if (cart) obj_to_room(cart, to_room); if (!AFF_FLAGGED(ch, AFF_SNEAK)) { switch (mode) { case MOVE_CART: sprintf(buf2, "$p is pulled up from %s.", from_dir[dir]); act(buf2, TRUE, ch, cart, 0, TO_ROOM); break; case MOVE_LEAD: act("$n is led with $M.", TRUE, ch, 0, GET_LED_BY(ch), TO_NOTVICT); act("$n is led with you.", TRUE, ch, 0, GET_LED_BY(ch), TO_VICT); break; case MOVE_FOLLOW: act("$N follows $m in.", TRUE, ch->master, 0, ch, TO_NOTVICT); act("$n follows you in.", TRUE, ch, 0, ch->master, TO_VICT); break; case MOVE_EARTHMELD: break; default: if (GET_RIDING(ch)) sprintf(buf2, "$n rides up from %s.", from_dir[dir]); else { if (MOB_FLAGGED(ch, MOB_FLYING)) sprintf(buf2, "$n flies in from %s.", from_dir[dir]); else if (AFF_FLAGGED(ch, AFF_FLY)) sprintf(buf2, "$n hovers in from %s.", from_dir[dir]); else switch(SECT(ch->in_room)) { case SECT_RIVER: case SECT_OCEAN: sprintf(buf2, "$n paddles up from %s.", from_dir[dir]); break; case SECT_MOUNTAIN: sprintf(buf2, "$n climbs in from %s.", from_dir[dir]); break; default: sprintf(buf2, "$n walks up from %s.", from_dir[dir]); break; } } if (!ROOM_AFF_FLAGGED(ch->in_room, ROOM_AFF_SILENT) || number(0, 4)) act(buf2, TRUE, ch, cart, 0, TO_ROOM); break; } } if (ch->desc != NULL) look_at_room(ch); if (animal && animal->desc != NULL) look_at_room(animal); return (1); } int perform_move(Creature ch, int dir, int need_specials_check, byte mode) { room_rnum was_in, to_room = ch->in_room; struct follow_type *k, *next; if (ch == NULL) return FALSE; if ((PLR_FLAGGED(ch, PLR_UNRESTRICT) && SECT(ch->in_room) != SECT_INSIDE) || (SECT(ch->in_room) != SECT_BUILDING && SECT(ch->in_room) != SECT_MONUMENT_CLOSED && SECT(ch->in_room) != SECT_MULTI && SECT(ch->in_room) != SECT_INSIDE) || !(IS_COMPLETE(ch->in_room) || ALWAYS_CLOSED(ch->in_room))) { if (dir == UP || dir == DOWN || dir < 0 || dir > NUM_OF_DIRS) { send_to_char("Alas, you cannot go that way...\r\n", ch); return FALSE; } to_room = real_shift(ch->in_room, shift_dir[dir][0], shift_dir[dir][1]); } else { if (!EXIT(ch, dir) || EXIT(ch, dir)->to_room == NOWHERE) { msg_to_char(ch, "Alas, you cannot go that way...\r\n"); return FALSE; } to_room = EXIT(ch, dir)->to_room; } /* Store old room */ was_in = ch->in_room; if (!do_simple_move(ch, dir, to_room, need_specials_check, mode)) return FALSE; if (GET_LEADING(ch) && GET_LEADING(ch)->in_room == was_in) perform_move(GET_LEADING(ch), dir, 1, MOVE_LEAD); for (k = ch->followers; k; k = next) { next = k->next; if ((k->follower->in_room == was_in) && (GET_POS(k->follower) >= POS_STANDING)) { act("You follow $N.\r\n", FALSE, k->follower, 0, ch, TO_CHAR); perform_move(k->follower, dir, 1, MOVE_FOLLOW); } } return TRUE; } ACMD(do_move) { /* * Perform move when typed, no specials check */ perform_move(ch, subcmd, FALSE, MOVE_NORMAL); } /* Sneak is now sneak <direction>. Note that entire parties may not sneak together. */ ACMD(do_sneak) { int dir; bool sneaking = FALSE; if (GET_PULLING(ch)) { msg_to_char(ch, "You can't sneak while pulling something.\r\n"); return; } if (GET_LEADING(ch)) { msg_to_char(ch, "You can't sneak while leading something.\r\n"); return; } one_argument(argument, arg); /* Already sneaking? */ if (AFF_FLAGGED(ch, AFF_SNEAK)) sneaking = TRUE; if ((dir = parse_direction(arg)) < 0) { msg_to_char(ch, "Sneak which direction?\r\n"); return; } /* Check successfulness */ if (ww_dice(GET_DEXTERITY(ch) + GET_STEALTH(ch), 6) > 0) SET_BIT(AFF_FLAGS(ch), AFF_SNEAK); else /* If we fail to sneak, we also lose hide. Else, hide stays */ REMOVE_BIT(AFF_FLAGS(ch), AFF_HIDE); /* Delay after sneaking */ WAIT_STATE(ch, PULSE_VIOLENCE); perform_move(ch, dir, FALSE, MOVE_NORMAL); if (!sneaking) REMOVE_BIT(AFF_FLAGS(ch), AFF_SNEAK); } int find_door(Creature ch, const char *type, char *dir, const char *cmdname) { int door; if (*dir) { /* a direction was specified */ if ((door = parse_direction(dir)) == -1) { /* Partial Match */ send_to_char("That's not a direction.\r\n", ch); return (-1); } if (EXIT(ch, door)) { /* Braces added according to indent. -gg */ if (EXIT(ch, door)->keyword) { if (isname((char *) type, EXIT(ch, door)->keyword)) return (door); else { sprintf(buf2, "I see no %s there.\r\n", type); send_to_char(buf2, ch); return (-1); } } else return (door); } else { sprintf(buf2, "I really don't see how you can %s anything there.\r\n", cmdname); send_to_char(buf2, ch); return (-1); } } else { /* try to locate the keyword */ if (!*type) { sprintf(buf2, "What is it you want to %s?\r\n", cmdname); send_to_char(buf2, ch); return (-1); } for (door = 0; door < NUM_OF_DIRS; door++) if (EXIT(ch, door)) if (EXIT(ch, door)->keyword) if (isname((char *) type, EXIT(ch, door)->keyword)) return (door); sprintf(buf2, "There doesn't seem to be %s %s here.\r\n", AN(type), type); send_to_char(buf2, ch); return (-1); } } #define NEED_OPEN (1 << 0) #define NEED_CLOSED (1 << 1) const char *cmd_door[] = { "open", "close", }; const int flags_door[] = { NEED_CLOSED, NEED_OPEN, }; #define EXITN(room, door) (world[room].dir_option[door]) #define OPEN_DOOR(room, obj, door) ((obj) ?\ (TOGGLE_BIT(GET_OBJ_VAL(obj, 1), CONT_CLOSED)) :\ (TOGGLE_BIT(EXITN(room, door)->exit_info, EX_CLOSED))) void do_doorcmd(Creature ch, Object obj, int door, int scmd) { int other_room = 0; struct room_direction_data *back = 0; sprintf(buf, "$n %ss ", cmd_door[scmd]); if (!obj && ((other_room = EXIT(ch, door)->to_room) != NOWHERE)) if ((back = world[other_room].dir_option[rev_dir[door]]) != NULL) if (back->to_room != ch->in_room) back = 0; OPEN_DOOR(ch->in_room, obj, door); if (back) OPEN_DOOR(other_room, obj, rev_dir[door]); send_to_char(OK, ch); /* Notify the room */ sprintf(buf + strlen(buf), "%s%s.", ((obj) ? "" : "the "), (obj) ? "$p" : (EXIT(ch, door)->keyword ? "$F" : "door")); if (!(obj) || (obj->in_room != NOWHERE)) act(buf, FALSE, ch, obj, obj ? 0 : EXIT(ch, door)->keyword, TO_ROOM); /* Notify the other room */ if (back) { sprintf(buf, "The %s is %s%s from the other side.", (back->keyword ? fname(back->keyword) : "door"), cmd_door[scmd], (scmd == SCMD_CLOSE) ? "d" : "ed"); if (world[EXIT(ch, door)->to_room].people) { act(buf, FALSE, world[EXIT(ch, door)->to_room].people, 0, 0, TO_ROOM); act(buf, FALSE, world[EXIT(ch, door)->to_room].people, 0, 0, TO_CHAR); } } } #define DOOR_IS_OPENABLE(ch, obj, door) ((obj) ? \ ((GET_OBJ_TYPE(obj) == ITEM_CONTAINER) && \ OBJVAL_FLAGGED(obj, CONT_CLOSEABLE)) :\ (EXIT_FLAGGED(EXIT(ch, door), EX_ISDOOR))) #define DOOR_IS_OPEN(ch, obj, door) ((obj) ? \ (!OBJVAL_FLAGGED(obj, CONT_CLOSED)) :\ (!EXIT_FLAGGED(EXIT(ch, door), EX_CLOSED))) #define DOOR_IS_CLOSED(ch, obj, door) (!(DOOR_IS_OPEN(ch, obj, door))) ACMD(do_gen_door) { int door = -1; char type[MAX_INPUT_LENGTH], dir[MAX_INPUT_LENGTH]; Object obj = NULL; Creature victim = NULL; skip_spaces(&argument); if (!*argument) { sprintf(buf, "%s what?\r\n", cmd_door[subcmd]); send_to_char(CAP(buf), ch); return; } two_arguments(argument, type, dir); if (!generic_find(type, FIND_OBJ_INV | FIND_OBJ_ROOM, ch, &victim, &obj)) door = find_door(ch, type, dir, cmd_door[subcmd]); if ((obj) || (door >= 0)) { if (!(DOOR_IS_OPENABLE(ch, obj, door))) act("You can't $F that!", FALSE, ch, 0, cmd_door[subcmd], TO_CHAR); else if (!DOOR_IS_OPEN(ch, obj, door) && IS_SET(flags_door[subcmd], NEED_OPEN)) send_to_char("But it's already closed!\r\n", ch); else if (!DOOR_IS_CLOSED(ch, obj, door) && IS_SET(flags_door[subcmd], NEED_CLOSED)) send_to_char("But it's currently open!\r\n", ch); else do_doorcmd(ch, obj, door, subcmd); } return; } ACMD(do_stand) { extern int char_from_chair(Creature ch); switch (GET_POS(ch)) { case POS_STANDING: send_to_char("You are already standing.\r\n", ch); break; case POS_SITTING: send_to_char("You stand up.\r\n", ch); act("$n clambers to $s feet.", TRUE, ch, 0, 0, TO_ROOM); char_from_chair(ch); /* Will be sitting after a successful bash and may still be fighting. */ GET_POS(ch) = FIGHTING(ch) ? POS_FIGHTING : POS_STANDING; break; case POS_RESTING: send_to_char("You stop resting, and stand up.\r\n", ch); act("$n stops resting, and clambers on $s feet.", TRUE, ch, 0, 0, TO_ROOM); char_from_chair(ch); GET_POS(ch) = POS_STANDING; break; case POS_SLEEPING: send_to_char("You have to wake up first!\r\n", ch); break; case POS_FIGHTING: send_to_char("Do you not consider fighting as standing?\r\n", ch); break; default: send_to_char("You stop floating around, and put your feet on the ground.\r\n", ch); act("$n stops floating around, and puts $s feet on the ground.", TRUE, ch, 0, 0, TO_ROOM); GET_POS(ch) = POS_STANDING; break; } } ACMD(do_sit) { extern int char_to_chair(Creature ch, Object chair); Object chair; one_argument(argument, arg); switch (GET_POS(ch)) { case POS_STANDING: if (GET_RIDING(ch)) msg_to_char(ch, "You're already sitting!\r\n"); else if (!*arg) { send_to_char("You sit down.\r\n", ch); act("$n sits down.", FALSE, ch, 0, 0, TO_ROOM); GET_POS(ch) = POS_SITTING; break; } else if (!(chair = get_obj_in_list_vis(ch, arg, world[ch->in_room].contents))) send_to_char("You don't see anything like that here.\r\n", ch); else if (!IS_OBJ_STAT(chair, ITEM_CHAIR)) send_to_char("You can't sit on that!\r\n", ch); else if (IN_CHAIR(chair)) send_to_char("There's already someone sitting there.\r\n", ch); else { act("You sit on $p.", FALSE, ch, chair, 0, TO_CHAR); act("$n sits on $p.", FALSE, ch, chair, 0, TO_ROOM); char_to_chair(ch, chair); GET_POS(ch) = POS_SITTING; break; } break; case POS_SITTING: send_to_char("You're sitting already.\r\n", ch); break; case POS_RESTING: if (*arg) { send_to_char("You need to stand up before you can sit on something.\r\n", ch); return; } send_to_char("You stop resting, and sit up.\r\n", ch); act("$n stops resting.", TRUE, ch, 0, 0, TO_ROOM); GET_POS(ch) = POS_SITTING; break; case POS_SLEEPING: send_to_char("You have to wake up first.\r\n", ch); break; case POS_FIGHTING: send_to_char("Sit down while fighting? Are you MAD?\r\n", ch); break; default: send_to_char("You stop floating around, and sit down.\r\n", ch); act("$n stops floating around, and sits down.", TRUE, ch, 0, 0, TO_ROOM); GET_POS(ch) = POS_SITTING; break; } } ACMD(do_rest) { extern int char_from_chair(Creature ch); switch (GET_POS(ch)) { case POS_STANDING: if (GET_RIDING(ch)) { msg_to_char(ch, "You climb down from your mount..\r\n"); perform_dismount(ch); } send_to_char("You sit down and rest your tired bones.\r\n", ch); act("$n sits down and rests.", TRUE, ch, 0, 0, TO_ROOM); GET_POS(ch) = POS_RESTING; break; case POS_SITTING: char_from_chair(ch); send_to_char("You rest your tired bones on the ground.\r\n", ch); act("$n rests on the ground.", TRUE, ch, 0, 0, TO_ROOM); GET_POS(ch) = POS_RESTING; break; case POS_RESTING: send_to_char("You are already resting.\r\n", ch); break; case POS_SLEEPING: send_to_char("You have to wake up first.\r\n", ch); break; case POS_FIGHTING: send_to_char("Rest while fighting? Are you MAD?\r\n", ch); break; default: send_to_char("You stop floating around, and stop to rest your tired bones.\r\n", ch); act("$n stops floating around, and rests.", FALSE, ch, 0, 0, TO_ROOM); GET_POS(ch) = POS_SITTING; break; } } ACMD(do_sleep) { extern int char_from_chair(Creature ch); switch (GET_POS(ch)) { case POS_STANDING: case POS_SITTING: char_from_chair(ch); case POS_RESTING: if (GET_RIDING(ch)) { msg_to_char(ch, "You climb down from your mount..\r\n"); perform_dismount(ch); } send_to_char("You lay down and go to sleep.\r\n", ch); act("$n lies down and falls asleep.", TRUE, ch, 0, 0, TO_ROOM); GET_POS(ch) = POS_SLEEPING; break; case POS_SLEEPING: send_to_char("You are already sound asleep.\r\n", ch); break; case POS_FIGHTING: send_to_char("Sleep while fighting? Are you MAD?\r\n", ch); break; default: send_to_char("You stop floating around, and lie down to sleep.\r\n", ch); act("$n stops floating around, and lie down to sleep.", TRUE, ch, 0, 0, TO_ROOM); GET_POS(ch) = POS_SLEEPING; break; } } ACMD(do_wake) { Creature vict; int self = 0; one_argument(argument, arg); if (*arg) { if (GET_POS(ch) == POS_SLEEPING) send_to_char("Maybe you should wake yourself up first.\r\n", ch); else if ((vict = get_char_vis(ch, arg, FIND_CHAR_ROOM)) == NULL) send_to_char(NOPERSON, ch); else if (vict == ch) self = 1; else if (AWAKE(vict)) act("$E is already awake.", FALSE, ch, 0, vict, TO_CHAR); else if (GET_POS(vict) < POS_SLEEPING || IS_INJURED(vict, INJ_TORPOR)) act("$E's in pretty bad shape!", FALSE, ch, 0, vict, TO_CHAR); else if (GET_COND(vict, TIRED) > 200 && number(0, 3)) act("$E shrugs you off.", FALSE, ch, 0, vict, TO_CHAR); else { act("You wake $M up.", FALSE, ch, 0, vict, TO_CHAR); act("You are awakened by $n.", FALSE, ch, 0, vict, TO_VICT | TO_SLEEP); GET_POS(vict) = POS_SITTING; } if (!self) return; } if (GET_POS(ch) > POS_SLEEPING) send_to_char("You are already awake...\r\n", ch); else if (GET_COND(ch, TIRED) > 200) msg_to_char(ch, "You're too tired to wake up.\r\n"); else { send_to_char("You awaken, and sit up.\r\n", ch); act("$n awakens.", TRUE, ch, 0, 0, TO_ROOM); GET_POS(ch) = POS_SITTING; } } ACMD(do_follow) { bool circle_follow(Creature ch, Creature victim); void add_follower(Creature ch, Creature leader); Creature leader; one_argument(argument, buf); if (*buf) { if (!(leader = get_char_vis(ch, buf, FIND_CHAR_ROOM))) { send_to_char(NOPERSON, ch); return; } } else { send_to_char("Whom do you wish to follow?\r\n", ch); return; } if (ch->master == leader) { act("You are already following $M.", FALSE, ch, 0, leader, TO_CHAR); return; } if ((AFF_FLAGGED(ch, AFF_CHARM) || DSC_FLAGGED(ch, DSC_ENTRANCEMENT)) && (ch->master)) act("But you only feel like following $N!", FALSE, ch, 0, ch->master, TO_CHAR); else { /* Not Charmed follow person */ if (leader == ch) { if (!ch->master) { send_to_char("You are already following yourself.\r\n", ch); return; } stop_follower(ch); } else { if (circle_follow(ch, leader)) { send_to_char("Sorry, but following in loops is not allowed.\r\n", ch); return; } if (ch->master) stop_follower(ch); REMOVE_BIT(AFF_FLAGS(ch), AFF_PARTY); add_follower(ch, leader); } } } ACMD(do_mount) { Creature mob; one_argument(argument, arg); if (IS_NPC(ch)) msg_to_char(ch, "You can't ride anything!\r\n"); else if (GET_MORPH(ch) != MORPH_NONE) msg_to_char(ch, "You can't ride anything!\r\n"); else if (GET_RIDING(ch)) msg_to_char(ch, "You're already mounted.\r\n"); else if (!*arg) msg_to_char(ch, "What did you want to mount?\r\n"); else if (!(mob = get_char_vis(ch, arg, FIND_CHAR_ROOM))) msg_to_char(ch, NOPERSON); else if (ch == mob) msg_to_char(ch, "You can't mount yourself.\r\n"); else if (!IS_NPC(mob)) msg_to_char(ch, "You can't ride on other players.\r\n"); else if (!MOB_FLAGGED(mob, MOB_MOUNTABLE)) act("You can't ride $N!", FALSE, ch, 0, mob, TO_CHAR); else if (GET_RIDDEN_BY(mob)) act("Someone is already riding $M.", FALSE, ch, 0, mob, TO_CHAR); else if (GET_LED_BY(mob)) msg_to_char(ch, "You can't ride someone's who's being led around.\r\n"); else if (GET_PULLING(mob)) msg_to_char(ch, "You can't ride a harnessed mob.\r\n"); else if (mob->desc) act("You can't ride $N!", FALSE, ch, 0, mob, TO_CHAR); else if (ww_dice(GET_CHARISMA(ch) + GET_ANIMAL_KEN(ch), 6) <= 0) { act("You try to climb onto $N, but slip and fall off.", FALSE, ch, 0, mob, TO_CHAR); act("$n tries to climb onto $N, but slips and falls off.", TRUE, ch, 0, mob, TO_ROOM); } else { act("You clamber onto $N's back.", FALSE, ch, 0, mob, TO_CHAR); act("$n clambers onto $N's back.", TRUE, ch, 0, mob, TO_ROOM); perform_mount(ch, mob); } } ACMD(do_dismount) { if (!GET_RIDING(ch)) msg_to_char(ch, "You're not riding anything right now.\r\n"); else { act("You jump down off of $N.", FALSE, ch, 0, GET_RIDING(ch), TO_CHAR); act("$n jumps down off of $N.", FALSE, ch, 0, GET_RIDING(ch), TO_ROOM); perform_dismount(ch); } } ACMD(do_lead) { Creature mob; one_argument(argument, arg); if (GET_LEADING(ch)) { act("You stop leading $N.", FALSE, ch, 0, GET_LEADING(ch), TO_CHAR); act("$n stops leading $N.", FALSE, ch, 0, GET_LEADING(ch), TO_ROOM); GET_LED_BY(GET_LEADING(ch)) = NULL; GET_LEADING(ch) = NULL; } else if (!*arg) msg_to_char(ch, "Lead whom?\r\n"); else if (!(mob = get_char_vis(ch, arg, FIND_CHAR_ROOM))) msg_to_char(ch, NOPERSON); else if (ch == mob) msg_to_char(ch, "You can't lead yourself.\r\n"); else if (!IS_NPC(mob)) msg_to_char(ch, "You can't lead other players around.\r\n"); else if (!MOB_FLAGGED(mob, MOB_MOUNTABLE)) act("You can't lead $N!", FALSE, ch, 0, mob, TO_CHAR); else if (GET_LED_BY(mob)) act("Someone is already leading $M.", FALSE, ch, 0, mob, TO_CHAR); else if (GET_RIDDEN_BY(mob)) msg_to_char(ch, "You can't lead someone who's being ridden.\r\n"); else if (mob->desc) act("You can't lead $N!", FALSE, ch, 0, mob, TO_CHAR); else { act("You begin to lead $N.", FALSE, ch, 0, mob, TO_CHAR); act("$n begins to lead $N.", TRUE, ch, 0, mob, TO_ROOM); GET_LEADING(ch) = mob; GET_LED_BY(mob) = ch; } } int parse_direction(char *dir) { extern const char *alt_dirs[]; extern const char *dirs[]; int d; if ((d = search_block(dir, dirs, FALSE)) < 0) d = search_block(dir, alt_dirs, FALSE); return d; } void perform_transport(Creature ch, room_rnum to_room) { room_rnum was_in = ch->in_room; struct follow_type *k; msg_to_char(ch, "You step into the Soul Stream and dematerialize!\r\n"); act("$n steps into the Soul Stream and dematerializes!", TRUE, ch, 0, 0, TO_ROOM); char_to_room(ch, to_room); look_at_room(ch); act("$n materializes in front of the tower!", TRUE, ch, 0, 0, TO_ROOM); for (k = ch->followers; k; k = k->next) { if ((k->follower->in_room == was_in) && (GET_POS(k->follower) >= POS_STANDING)) { act("You follow $N.\r\n", FALSE, k->follower, 0, ch, TO_CHAR); perform_transport(k->follower, to_room); } } } ACMD(do_transport) { extern room_rnum find_load_room(Creature ch); if (SECT(ch->in_room) != SECT_TOWER_OF_SOULS) msg_to_char(ch, "You need a Tower of Souls to transport!\r\n"); else perform_transport(ch, find_load_room(ch)); } ACMD(do_bathe) { extern int last_action_rotation; if (GET_ACTION(ch) == ACT_BATHING) { msg_to_char(ch, "You stop bathing and climb out of the water.\r\n"); GET_ACTION(ch) = ACT_NONE; } else if (GET_ACTION(ch) != ACT_NONE) msg_to_char(ch, "You're a bit busy right now.\r\n"); else if (ROOM_TYPE(ch->in_room) != RTYPE_BATHS && BUILDING_TYPE(ch->in_room) != BUILDING_BATHS && SECT(ch->in_room) != SECT_RIVER) msg_to_char(ch, "You can't bathe here!\r\n"); else if (!IS_COMPLETE(ch->in_room)) msg_to_char(ch, "There isn't even any water in the baths yet!\r\n"); else if (GET_DAYS_SINCE_BATHING(ch) == 0 && !IS_GOD(ch) && !IS_IMMORTAL(ch)) msg_to_char(ch, "You're already pretty clean!\r\n"); else { GET_ACTION(ch) = ACT_BATHING; GET_ACTION_ROOM(ch) = ch->in_room; GET_ACTION_ROTATION(ch) = last_action_rotation; msg_to_char(ch, "You undress and climb into the water!\r\n"); act("$n undresses and climbs into the water!", FALSE, ch, 0, 0, TO_ROOM); } }