/* ************************************************************************ * File: act.movement.c Part of CircleMUD * * Usage: movement commands, door handling, & sleep/rest/etc state * * * * All rights reserved. See license.doc for complete information. * * * * Copyright (C) 1993, 94 by the Trustees of the Johns Hopkins University * * CircleMUD is based on DikuMUD, Copyright (C) 1990, 1991. * ************************************************************************ */ #include <stdio.h> #include <string.h> #include "structs.h" #include "awake.h" #include "utils.h" #include "comm.h" #include "interpreter.h" #include "handler.h" #include "db.h" #include "house.h" #include "transport.h" #include "constants.h" #include "newmagic.h" /* external functs */ int special(struct char_data * ch, int cmd, char *arg); void death_cry(struct char_data * ch); int find_eq_pos(struct char_data * ch, struct obj_data * obj, char *arg); void perform_fall(struct char_data *); bool check_fall(struct char_data *, int); extern int modify_target(struct char_data *); extern int convert_damage(int); extern void check_quest_destination(struct char_data *ch, struct char_data *mob); extern bool memory(struct char_data *ch, struct char_data *vict); extern bool is_escortee(struct char_data *mob); extern bool hunting_escortee(struct char_data *ch, struct char_data *vict); extern void death_penalty(struct char_data *ch); extern int modify_veh(struct veh_data *veh); extern void make_desc(struct char_data *ch, struct char_data *i); extern sh_int mortal_start_room; extern sh_int frozen_start_room; extern vnum_t newbie_start_room; /* can_move determines if a character can move in the given direction, and generates the appropriate message if not */ int can_move(struct char_data *ch, int dir, int extra) { SPECIAL(escalator); int test, i, target, skill, dam; if (IS_AFFECTED(ch, AFF_PETRIFY)) return 0; if (IS_SET(extra, CHECK_SPECIAL) && special(ch, convert_dir[dir], "")) return 0; if (world[ch->in_room].icesheet[0]) if (success_test(GET_QUI(ch), world[ch->in_room].icesheet[0] + modify_target(ch)) < 1) { send_to_char("The ice at your feet causes you to trip and fall!\r\n", ch); return 0; } if (IS_AFFECTED(ch, AFF_CHARM) && ch->master && ch->in_room == ch->master->in_room) { send_to_char("The thought of leaving your master makes you weep.\r\n", ch); act("$n bursts into tears.", FALSE, ch, 0, 0, TO_ROOM); return 0; } if (ROOM_FLAGGED(EXIT(ch, dir)->to_room, ROOM_FREEWAY) && GET_LEVEL(ch) == 1) { send_to_char("Walking across the freeway would spell instant death.\r\n", ch); return 0; } if (ROOM_FLAGGED(EXIT(ch, dir)->to_room, ROOM_HOUSE)) if (!House_can_enter(ch, world[EXIT(ch, dir)->to_room].number)) { send_to_char("That's private property -- no trespassing!\r\n", ch); return 0; } if (ROOM_FLAGGED(EXIT(ch, dir)->to_room, ROOM_TUNNEL) && !IS_ASTRAL(ch)) if (world[EXIT(ch, dir)->to_room].people && world[EXIT(ch, dir)->to_room].people->next_in_room) { send_to_char("There isn't enough room there for another person!\r\n", ch); return 0; } if (world[ch->in_room].func && world[ch->in_room].func == escalator) { send_to_char("You can't get off a moving escalator!\r\n", ch); return 0; } if (IS_WATER(ch->in_room) && !IS_NPC(ch) && !IS_SENATOR(ch)) { target = MAX(2, world[ch->in_room].rating); skill = SKILL_ATHLETICS; i = get_skill(ch, skill, target); for (struct obj_data *cyber = ch->cyberware; cyber; cyber = cyber->next_content) if (GET_OBJ_VAL(cyber, 0) == CYB_FIN && !GET_OBJ_VAL(cyber, 9)) { i += GET_QUI(ch) / 2; break; } i = resisted_test(i, target + modify_target(ch), target, i); if (i < 0) { test = success_test(GET_WIL(ch), modify_target(ch) - i); dam = convert_damage(stage(-test, SERIOUS)); send_to_char(ch, "You struggle to retain consciousness as the current " "resists your every move.\r\n"); if (dam > 0) damage(ch, ch, dam, TYPE_DROWN, FALSE); if (GET_POS(ch) < POS_STANDING) return 0; } else if (!i) { test = success_test(GET_WIL(ch), 3 + modify_target(ch)); dam = convert_damage(stage(-test, MODERATE)); send_to_char(ch, "The current resists your movements.\r\n"); if (dam > 0) damage(ch, ch, dam, TYPE_DROWN, FALSE); if (GET_POS(ch) < POS_STANDING) return 0; } else if (i < 3) { test = success_test(GET_WIL(ch), 5 - i + modify_target(ch)); dam = convert_damage(stage(-test, LIGHT)); send_to_char(ch, "The current weakly resists your efforts to move.\r\n"); if (dam > 0) damage(ch, ch, dam, TYPE_DROWN, FALSE); if (GET_POS(ch) < POS_STANDING) 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 success. * 0 : If fail */ int do_simple_move(struct char_data *ch, int dir, int extra, struct char_data *vict) { int saw_sneaker, was_in, skill, target, i; struct obj_data *bio; struct char_data *tch; struct veh_data *tveh; if (!can_move(ch, dir, extra)) return 0; GET_LASTROOM(ch) = world[ch->in_room].number; if (world[ch->in_room].dir_option[dir]->to_room >= real_room(FIRST_CAB) && world[ch->in_room].dir_option[dir]->to_room <= real_room(LAST_CAB)) sprintf(buf2, "$n gets into the taxi."); else if (ch->char_specials.leave) sprintf(buf2, "$n %s %s.", ch->char_specials.leave, fulldirs[dir]); else if (IS_WATER(ch->in_room) && !IS_WATER(EXIT(ch, dir)->to_room)) sprintf(buf2, "$n climbs out of the water to the %s.", fulldirs[dir]); else if (!IS_WATER(ch->in_room) && IS_WATER(EXIT(ch, dir)->to_room)) sprintf(buf2, "$n jumps into the water to the %s.", fulldirs[dir]); else if (vict) { sprintf(buf2, "$n drags %s %s.", GET_NAME( vict ), fulldirs[dir]); sprintf(buf1, "You drag $N %s.", fulldirs[dir]); act(buf1, FALSE, ch, 0, vict, TO_CHAR); act(buf2, FALSE, ch, 0, vict, TO_NOTVICT); } else sprintf(buf2, "$n %s %s.", (IS_WATER(ch->in_room) ? "swims" : "leaves"), fulldirs[dir]); if (IS_AFFECTED(ch, AFF_SNEAK)) { target = GET_SKILL(ch, SKILL_STEALTH) ? 0 : 4; skill = get_skill(ch, SKILL_STEALTH, target); int tchtarg = skill; if (affected_by_spell(ch, SPELL_STEALTH)) tchtarg += 4; if (world[ch->in_room].silence[0]) tchtarg += world[ch->in_room].silence[1]; for (tch = world[ch->in_room].people; tch; tch = tch->next_in_room) { if (AWAKE(tch) && CAN_SEE(tch, ch) && (tch != ch) && !PRF_FLAGGED(tch, PRF_MOVEGAG)) { saw_sneaker = resisted_test(GET_INT(tch), tchtarg, skill, (GET_INT(tch) + target)); if (saw_sneaker >= 0) act(buf2, TRUE, ch, 0, tch, TO_VICT); } } } else { for (tch = world[ch->in_room].people; tch; tch = tch->next_in_room) if (tch != ch && !PRF_FLAGGED(tch, PRF_MOVEGAG)) act(buf2, TRUE, ch, 0, tch, TO_VICT); for (tveh = world[ch->in_room].vehicles; tveh; tveh = tveh->next_veh) for (tch = tveh->people; tch; tch = tch->next_in_veh) if (tveh->cspeed <= SPEED_IDLE || (tveh->cspeed > SPEED_IDLE && success_test(GET_INT(tch), 4))) act(buf2, TRUE, ch, 0, tch, TO_VICT); } was_in = ch->in_room; STOP_WORKING(ch); char_from_room(ch); char_to_room(ch, world[was_in].dir_option[dir]->to_room); if (ROOM_FLAGGED(was_in, ROOM_INDOORS) && !ROOM_FLAGGED(ch->in_room, ROOM_INDOORS)) { extern const char *moon[]; const char *time_of_day[] = { "night air", "dawn light", "daylight", "dim dusk light" }; const char *weather_line[] = { "The sky is clear.\r\n", "Clouds fill the sky.\r\n", "Rain falls around you.\r\n", "Lightning flickers as the rain falls.\r\n" }; sprintf(buf, "You step out into the %s. ", time_of_day[weather_info.sunlight]); if (weather_info.sunlight == SUN_DARK && weather_info.sky == SKY_CLOUDLESS) sprintf(buf, "%sYou see the %s moon in the cloudless sky.\r\n", buf, moon[weather_info.moonphase]); else strcat(buf, weather_line[weather_info.sky]); send_to_char(buf, ch); } if (ROOM_FLAGGED(ch->in_room, ROOM_INDOORS) && float(GET_HEIGHT(ch)/100) >= world[ch->in_room].z) send_to_char("You have to slouch in fit in here.\r\n", ch); if (ch->desc != NULL) look_at_room(ch, 0); if (was_in >= real_room(FIRST_CAB) && was_in <= real_room(LAST_CAB)) sprintf(buf2, "$n gets out of the taxi."); else if (ch->char_specials.arrive) sprintf(buf2, "$n %s %s.", ch->char_specials.arrive, thedirs[rev_dir[dir]]); else if (IS_WATER(was_in) && !IS_WATER(ch->in_room)) sprintf(buf2, "$n climbs out of the water from %s.", thedirs[rev_dir[dir]]); else if (!IS_WATER(was_in) && IS_WATER(ch->in_room)) sprintf(buf2, "$n jumps into the water from %s.", thedirs[rev_dir[dir]]); else if (vict) sprintf(buf2, "$n drags %s in from %s.", GET_NAME(vict), thedirs[rev_dir[dir]]); else sprintf(buf2, "$n %s %s.", (IS_WATER(ch->in_room) ? "swims in from" : "arrives from"), thedirs[rev_dir[dir]]); if (IS_AFFECTED(ch, AFF_SNEAK)) { target = (GET_SKILL(ch, SKILL_STEALTH) ? 0 : 4); skill = get_skill(ch, SKILL_STEALTH, target); int tchtarg = skill; if (affected_by_spell(ch, SPELL_STEALTH)) tchtarg += 4; if (world[ch->in_room].silence[0]) tchtarg += world[ch->in_room].silence[1]; for (tch = world[ch->in_room].people; tch; tch = tch->next_in_room) { if (AWAKE(tch) && CAN_SEE(tch, ch) && (tch != ch)) { saw_sneaker = resisted_test(GET_INT(tch), tchtarg, skill, (GET_INT(tch) + target)); if (saw_sneaker >= 0) { if (!PRF_FLAGGED(tch, PRF_MOVEGAG)) act(buf2, TRUE, ch, 0, tch, TO_VICT); if (IS_NPC(tch) && (!IS_NPC(ch) || IS_PROJECT(ch)) && !PRF_FLAGGED(ch, PRF_NOHASSLE) && !FIGHTING(tch) && MOB_FLAGGED(tch, MOB_AGGRESSIVE) && CAN_SEE(tch, ch) && IS_SET(extra, LEADER) && AWAKE(tch)) set_fighting(tch, ch); } } } } else { for (tch = world[ch->in_room].people; tch; tch = tch->next_in_room) if (tch != ch && !PRF_FLAGGED(tch, PRF_MOVEGAG)) act(buf2, TRUE, ch, 0, tch, TO_VICT); for (tveh = world[ch->in_room].vehicles; tveh; tveh = tveh->next_veh) for (tch = tveh->people; tch; tch = tch->next_in_veh) if (tveh->cspeed <= SPEED_IDLE || (tveh->cspeed > SPEED_IDLE && success_test(GET_INT(tch), 4))) act(buf2, TRUE, ch, 0, tch, TO_VICT); for (tch = world[ch->in_room].people; tch; tch = tch->next_in_room) { if (!FIGHTING(tch) && CAN_SEE(tch, ch) && hunting_escortee(tch, ch)) set_fighting(tch, ch); else if (IS_NPC(tch) && (!IS_NPC(ch) || IS_PROJECT(ch) || is_escortee(ch)) && !PRF_FLAGGED(ch, PRF_NOHASSLE) && !FIGHTING(tch) && MOB_FLAGGED(tch, MOB_AGGRESSIVE) && CAN_SEE(tch, ch) && IS_SET(extra, LEADER) && AWAKE(tch)) set_fighting(tch, ch); } } if (ROOM_FLAGGED(ch->in_room, ROOM_DEATH) && !IS_NPC(ch) && !IS_SENATOR(ch)) { send_to_char("You feel the world slip in to darkness, you better hope a wandering Docwagon finds you.\r\n", ch); death_cry(ch); act("$n vanishes into thin air.", FALSE, ch, 0, 0, TO_ROOM); death_penalty(ch); for (bio = ch->bioware; bio; bio = bio->next_content) if (GET_OBJ_VAL(bio, 0) == BIO_PLATELETFACTORY) GET_OBJ_VAL(bio, 5) = 24; else if (GET_OBJ_VAL(bio, 0) == BIO_ADRENALPUMP) { if (GET_OBJ_VAL(bio, 5) > 0) for (i = 0; i < MAX_OBJ_AFFECT; i++) affect_modify(ch, bio->affected[i].location, bio->affected[i].modifier, bio->obj_flags.bitvector, FALSE); GET_OBJ_VAL(bio, 5) = 0; } PLR_FLAGS(ch).SetBit(PLR_JUST_DIED); PLR_FLAGS(ch).RemoveBits(PLR_KILLER, ENDBIT); if (FIGHTING(ch)) stop_fighting(ch); log_death_trap(ch); char_from_room(ch); char_to_room(ch, real_room(16295)); extract_char(ch); } else if (ROOM_FLAGGED(ch->in_room, ROOM_FALL) && !IS_ASTRAL(ch) && !IS_SENATOR(ch)) { perform_fall(ch); } else if (IS_NPC(ch) && ch->master && !IS_NPC(ch->master) && GET_QUEST(ch->master) && ch->in_room == ch->master->in_room) check_quest_destination(ch->master, ch); return 1; } // check fall returns TRUE if the player FELL, FALSE if (s)he did not bool check_fall(struct char_data *ch, int modifier) { int base_target = world[ch->in_room].rating + modify_target(ch); int i, autosucc = 0, dice, success; for (i = WEAR_LIGHT; i < NUM_WEARS; i++) if (GET_EQ(ch, i) && GET_OBJ_TYPE(GET_EQ(ch, i)) == ITEM_CLIMBING) base_target -= GET_OBJ_VAL(GET_EQ(ch, i), 0); for (struct obj_data *cyber = ch->cyberware; cyber; cyber = cyber->next_content) if (GET_OBJ_VAL(cyber, 0) == CYB_BALANCETAIL) base_target -= 2; else if (GET_OBJ_VAL(cyber, 0) == CYB_BALANCEAUG) base_target -= 2; base_target += modifier; base_target = MIN(base_target, 52); if (base_target < 2) { autosucc = 2 - base_target; base_target = 2; } dice = get_skill(ch, SKILL_ATHLETICS, base_target); dice += GET_REA(ch); success = success_test(dice + autosucc, base_target); if (success < 1) return TRUE; send_to_char("You grab on to the wall and keep yourself from falling!\r\n", ch); return FALSE; } void perform_fall(struct char_data *ch) { int i, levels = 0, was_in; float meters = 0; struct obj_data *bio; // run a loop and drop them through each room while (EXIT(ch, DOWN) && ROOM_FLAGGED(ch->in_room, ROOM_FALL) && levels < 10) { if (!check_fall(ch, levels * 4)) return; levels++; meters += world[ch->in_room].z; was_in = ch->in_room; act("^R$n falls down below!^n", TRUE, ch, 0, 0, TO_ROOM); char_from_room(ch); send_to_char("^RYou fall!^n\r\n", ch); char_to_room(ch, world[was_in].dir_option[DOWN]->to_room); look_at_room(ch, 0); act("^R$n falls in from above!^n", TRUE, ch, 0, 0, TO_ROOM); if (ROOM_FLAGGED(ch->in_room, ROOM_DEATH) && !IS_NPC(ch) && !IS_SENATOR(ch)) { send_to_char("You feel the world slip in to darkness, you better hope a wandering Docwagon finds you.\r\n", ch); death_cry(ch); act("$n vanishes into thin air.", FALSE, ch, 0, 0, TO_ROOM); death_penalty(ch); for (bio = ch->bioware; bio; bio = bio->next_content) if (GET_OBJ_VAL(bio, 0) == BIO_PLATELETFACTORY) GET_OBJ_VAL(bio, 5) = 24; else if (GET_OBJ_VAL(bio, 0) == BIO_ADRENALPUMP) { if (GET_OBJ_VAL(bio, 5) > 0) for (i = 0; i < MAX_OBJ_AFFECT; i++) affect_modify(ch, bio->affected[i].location, bio->affected[i].modifier, bio->obj_flags.bitvector, FALSE); GET_OBJ_VAL(bio, 5) = 0; } PLR_FLAGS(ch).SetBit(PLR_JUST_DIED); PLR_FLAGS(ch).RemoveBits(PLR_KILLER, ENDBIT); if (FIGHTING(ch)) stop_fighting(ch); sprintf(buf, "%s ran into DeathTrap at %ld", GET_CHAR_NAME(ch), world[ch->in_room].number); mudlog(buf, ch, LOG_DEATHLOG, TRUE); char_from_room(ch); char_to_room(ch, real_room(16295)); extract_char(ch); return; } } if (levels) { if (GET_TRADITION(ch) == TRAD_ADEPT) meters -= GET_POWER(ch, ADEPT_FREEFALL) * 2; if (meters <= 0) { send_to_char(ch, "You manage to land on your feet.\r\n"); act("$e manages to land on $s feet.", FALSE, ch, 0, 0, TO_ROOM); return; } int power = (int)(meters / 2); // then divide by two to find power of damage power -= GET_IMPACT(ch) / 2; // subtract 1/2 impact armor for (struct obj_data *cyber = ch->cyberware; cyber; cyber = cyber->next_content) if (GET_OBJ_VAL(cyber, 0) == CYB_BALANCETAIL) power -= 2; else if (GET_OBJ_VAL(cyber, 0) == CYB_HYDRAULICJACK) { int feettarg = 5; feettarg += (int)((meters - 5) / 4); if (success_test(GET_QUI(ch), feettarg)) { act("$e manages to land on $s feet, an hydraulic woosh coming from $s legs!", FALSE, ch, 0, 0, TO_ROOM); send_to_char(ch, "You manage to land on your feet, your hydraulic jacks absorbing some from of the fall!\r\n"); power -= GET_OBJ_VAL(cyber, 1); } } if (GET_SKILL(ch, SKILL_ATHLETICS)) power -= success_test(GET_SKILL(ch, SKILL_ATHLETICS), (int)meters); int success = success_test(GET_BOD(ch), MAX(2, power) + modify_target(ch)); int dam = convert_damage(stage(-success, MIN(levels + 1, 4))); damage(ch, ch, dam, TYPE_FALL, TRUE); } return; } void move_vehicle(struct char_data *ch, int dir) { struct char_data *tch; vnum_t was_in; struct veh_data *veh; struct veh_follow *v, *nextv; extern void crash_test(struct char_data *); RIG_VEH(ch, veh); if (!veh || veh->damage >= 10) return; if (ch && !(AFF_FLAGGED(ch, AFF_PILOT) || PLR_FLAGGED(ch, PLR_REMOTE)) && !veh->dest) { send_to_char("You're not driving...\r\n", ch); return; } if (veh->cspeed <= SPEED_IDLE) { send_to_char("You might want to speed up a little.\r\n", ch); return; } if(!EXIT(veh, dir) || EXIT(veh, dir)->to_room == NOWHERE || (!ROOM_FLAGGED(EXIT(veh, dir)->to_room, ROOM_ROAD) && !ROOM_FLAGGED(EXIT(veh, dir)->to_room, ROOM_GARAGE)) && (veh->type != VEH_DRONE && veh->type != VEH_BIKE) || IS_SET(EXIT(veh, dir)->exit_info, EX_CLOSED) || (veh->type == VEH_BIKE && ROOM_FLAGGED(EXIT(veh, dir)->to_room, ROOM_NOBIKE))) { send_to_char("You cannot go that way...\r\n", ch); return; } if (special(ch, convert_dir[dir], "")) return; if (ROOM_FLAGGED(EXIT(veh, dir)->to_room, ROOM_HOUSE) && !House_can_enter(ch, world[EXIT(veh, dir)->to_room].number)) { send_to_char("You can't use other people's garages without permission.\r\n", ch); return; } sprintf(buf2, "%s %s from %s.", GET_VEH_NAME(veh), veh->arrive, thedirs[rev_dir[dir]]); sprintf(buf1, "%s %s to %s.", GET_VEH_NAME(veh), veh->leave, thedirs[dir]); if (world[veh->in_room].people) { act(buf1, FALSE, world[veh->in_room].people, 0, 0, TO_ROOM); act(buf1, FALSE, world[veh->in_room].people, 0, 0, TO_CHAR); } for (int r = 1; r >= 0; r--) veh->lastin[r+1] = veh->lastin[r]; was_in = EXIT(veh, dir)->to_room; veh_from_room(veh); veh_to_room(veh, was_in); veh->lastin[0] = veh->in_room; if (world[veh->in_room].people) { act(buf2, FALSE, world[veh->in_room].people, 0, 0, TO_ROOM); act(buf2, FALSE, world[veh->in_room].people, 0, 0, TO_CHAR); } stop_fighting(ch); for (v = veh->followers; v; v = nextv) { nextv = v->next; bool found = FALSE; sh_int r = 0; sh_int door = 0; struct char_data *pilot; if (v->follower->rigger) pilot = v->follower->rigger; else for (pilot = v->follower->people; pilot; pilot = pilot->next_in_veh) if (AFF_FLAGGED(ch, AFF_PILOT)) break; if (!pilot) return; for (; r <= 2; r++) if (v->follower->in_room == veh->lastin[r]) { found = TRUE; break; } r--; if (!found || v->follower->cspeed <= SPEED_IDLE) { stop_chase(v->follower); sprintf(buf, "You seem to have lost the %s.\r\n", GET_VEH_NAME(veh)); send_to_char(buf, pilot); continue; } int target = get_speed(v->follower) - get_speed(veh), target2 = 0; target = (int)(target / 20); target2 = target + veh->handling + modify_veh(veh) + modify_target(ch); target = -target + v->follower->handling + modify_veh(v->follower) + modify_target(pilot); int success = resisted_test(veh_skill(pilot, v->follower), target, veh_skill(ch, veh), target2); if (success > 0) { send_to_char(pilot, "You gain ground.\r\n"); sprintf(buf, "A %s seems to catch up.\r\n", GET_VEH_NAME(v->follower)); send_to_char(buf, ch); for (int x = 0; r >= 0 && x < 2; r-- && x++) { for (door = 0; door < NUM_OF_DIRS; door++) if (EXIT(v->follower, door)) if (EXIT(v->follower, door)->to_room == veh->lastin[r]) break; perform_move(pilot, door, LEADER, NULL); } } else if (success == 0) { sprintf(buf, "You chase a %s.\r\n", GET_VEH_NAME(veh)); send_to_char(buf, pilot); sprintf(buf, "A %s maintains it's distance.\r\n", GET_VEH_NAME(v->follower)); send_to_char(buf, ch); for (door = 0; door < NUM_OF_DIRS; door++) if (EXIT(v->follower, door)) if (EXIT(v->follower, door)->to_room == veh->lastin[r]) break; perform_move(pilot, door, LEADER, NULL); } else { send_to_char(pilot, "You lose ground.\r\n"); sprintf(buf, "A %s falls behind.\r\n", GET_VEH_NAME(v->follower)); send_to_char(buf, ch); } if ((get_speed(v->follower) > 80 && SECT(v->follower->in_room) == SPIRIT_CITY) || world[v->follower->in_room].icesheet[0] || SECT(v->follower->in_room) == SPIRIT_HEARTH) { crash_test(pilot); chkdmg(v->follower); } } if (PLR_FLAGGED(ch, PLR_REMOTE)) was_in = ch->in_room; ch->in_room = veh->in_room; if (!veh->dest) look_at_room(ch, 0); for (tch = world[veh->in_room].people; tch; tch = tch->next_in_room) if (IS_NPC(tch) && AWAKE(tch) && MOB_FLAGGED(tch, MOB_AGGRESSIVE) && !FIGHTING(tch) && !FIGHTING_VEH(tch) && !IS_ASTRAL(tch)) set_fighting(tch, veh); if (PLR_FLAGGED(ch, PLR_REMOTE)) ch->in_room = was_in; else ch->in_room = NOWHERE; if (get_speed(veh) > 80 && SECT(veh->in_room) == SPIRIT_CITY || world[veh->in_room].icesheet[0]) { crash_test(ch); chkdmg(veh); } } int perform_move(struct char_data *ch, int dir, int extra, struct char_data *vict) { int was_in; struct follow_type *k, *next; if (ch == NULL || dir < 0 || dir >= NUM_OF_DIRS) return 0; else if (ch->in_veh || ch->char_specials.rigging) { move_vehicle(ch, dir); return 0; } else if (GET_POS(ch) < POS_FIGHTING) { send_to_char("Maybe you should get on your feet first?\r\n", ch); return 0; } else if (GET_POS(ch) >= POS_FIGHTING && FIGHTING(ch)) { WAIT_STATE(ch, PULSE_VIOLENCE * 6); if (success_test(GET_QUI(ch), GET_QUI(FIGHTING(ch))) && (CAN_GO(ch, dir) && (!IS_NPC(ch) || !ROOM_FLAGGED(world[ch->in_room].dir_option[dir]->to_room, ROOM_NOMOB)))) { act("$n searches for a quick escape!", TRUE, ch, 0, 0, TO_ROOM); send_to_char("You start moving away for a clever escape.\r\n", ch); } else { act("$n attempts a retreat, but fails.", TRUE, ch, 0, 0, TO_ROOM); send_to_char("PANIC! You couldn't escape!\r\n", ch); return 0; } } if (!EXIT(ch, dir) || EXIT(ch, dir)->to_room == NOWHERE) { if (!LIGHT_OK(ch)) send_to_char("Something seems to be in the way...\r\n", ch); else send_to_char("You cannot go that way...\r\n", ch); } else if (IS_SET(EXIT(ch, dir)->exit_info, EX_CLOSED) && !(EXIT(ch, dir)->to_room != 0 && (IS_ASTRAL(ch) || GET_REAL_LEVEL(ch) >= LVL_BUILDER))) { if (!LIGHT_OK(ch)) send_to_char("Something seems to be in the way...\r\n", ch); else if (IS_SET(EXIT(ch, dir)->exit_info, EX_HIDDEN)) send_to_char("You cannot go that way...\r\n", ch); else { if (EXIT(ch, dir)->keyword) { sprintf(buf2, "The %s seems to be closed.\r\n", fname(EXIT(ch, dir)->keyword)); send_to_char(buf2, ch); } else send_to_char("It seems to be closed.\r\n", ch); } } else { int total = 0; if (GET_TOTALBAL(ch) > GET_QUI(ch)) total += GET_TOTALBAL(ch) - GET_QUI(ch); if (GET_TOTALIMP(ch) > GET_QUI(ch)) total += GET_TOTALIMP(ch) - GET_QUI(ch); if (total >= GET_QUI(ch)) { send_to_char("You are wearing too much armour to move!\r\n", ch); return 0; } if (AFF_FLAGGED(ch, AFF_BINDING)) { if (success_test(GET_STR(ch), ch->points.binding) > 0) { act("$n breaks the bindings at $s feet!", TRUE, ch, 0, 0, TO_ROOM); send_to_char("You break through the bindings at your feet!", ch); AFF_FLAGS(ch).RemoveBit(AFF_BINDING); } else { act("$n struggles against the bindings at $s feet, but can't seem to break them.", TRUE, ch, 0, 0, TO_ROOM); send_to_char("You struggle against the bindings at your feet but get nowhere!", ch); return FALSE; } } if (IS_SET(EXIT(ch, dir)->exit_info, EX_CLOSED)) { if (EXIT(ch, dir)->keyword) sprintf(buf2, "You pass through the closed %s.\r\n", fname(EXIT(ch, dir)->keyword)); else sprintf(buf2, "You pass through the closed door.\r\n"); send_to_char(buf2, ch); } if (!IS_SET(extra, LEADER)) return (do_simple_move(ch, dir, extra, NULL)); was_in = ch->in_room; if (!do_simple_move(ch, dir, extra | LEADER, vict)) return 0; for (k = ch->followers; k; k = next) { next = k->next; if ((was_in == k->follower->in_room) && (GET_POS(k->follower) >= POS_STANDING)) { act("You follow $N.\r\n", FALSE, k->follower, 0, ch, TO_CHAR); perform_move(k->follower, dir, CHECK_SPECIAL, NULL); } } return 1; } return 0; } ACMD(do_move) { /* * This is basically a mapping of cmd numbers to perform_move indices. * It cannot be done in perform_move because perform_move is called * by other functions which do not require the remapping. */ perform_move(ch, subcmd - 1, LEADER, NULL); } ACMD(do_drag) { struct char_data *vict; int dir; two_arguments(argument, buf1, buf2); if (!*buf1 || !*buf2) { send_to_char("Who and do you want to drag where?\r\n", ch); return; } if (!(vict = get_char_room_vis(ch, buf1))) { send_to_char(NOPERSON, ch); return; } if (AFF_FLAGGED(vict, AFF_BINDING)) { act("$n grabs a hold of $N and attempts to help break the bindings!", FALSE, vict, 0, ch, TO_ROOM); act("You attempt to break $n's bindings!", FALSE, vict, 0, ch, TO_VICT); if (success_test(GET_STR(ch) + (GET_STR(vict) / 2), vict->points.binding) > 0) { act("You pull $m free!", FALSE, ch, 0, vict, TO_VICT); act("$n pulls $M free, breaking the bindings!", FALSE, ch, 0, vict, TO_ROOM); AFF_FLAGS(vict).RemoveBit(AFF_BINDING); } else { act("You can't seem to pull $m free.", FALSE, ch, 0, vict, TO_VICT); act("$n doesn't seem to be able to pull $N free though.", FALSE, ch, 0, vict, TO_ROOM); } return; } if ((dir = search_block(buf2, lookdirs, FALSE)) == -1) { send_to_char("What direction?\r\n", ch); return; } dir = convert_look[dir]; if (GET_POS(vict) > POS_LYING) { act("You can't drag $M off in $S condition!", FALSE, ch, 0, vict, TO_CHAR); return; } if ((int)((GET_STR(ch)*10) * 3/2) < (GET_WEIGHT(vict) + IS_CARRYING_W(vict))) { act("$N is too heavy for you to drag!", FALSE, ch, 0, vict, TO_CHAR); return; } perform_move(ch, dir, LEADER, vict); char_from_room(vict); char_to_room(vict, ch->in_room); } int find_door(struct char_data *ch, char *type, char *dir, char *cmdname) { int door; if (*dir) { /* a direction was specified */ if ((door = search_block(dir, lookdirs, FALSE)) == -1) { /* Partial Match */ send_to_char("That's not a direction.\r\n", ch); return -1; } door = convert_look[door]; if (EXIT(ch, door)) { if (EXIT(ch, door)->keyword) { if (isname(type, EXIT(ch, door)->keyword) && !IS_SET(EXIT(ch, door)->exit_info, EX_DESTROYED)) return door; else { send_to_char(ch, "I see no %s there.\r\n", type); return -1; } } else return door; } else { send_to_char(ch, "I really don't see how you can %s anything there.\r\n", cmdname); return -1; } } else { /* try to locate the keyword */ if (!*type) { sprintf(buf2, "What is it you want to %s?\r\n", cmdname); send_to_char(buf2, ch); return -1; } for (door = 0; door < NUM_OF_DIRS; door++) if (EXIT(ch, door)) if (EXIT(ch, door)->keyword) if (isname(type, EXIT(ch, door)->keyword) && !IS_SET(EXIT(ch, door)->exit_info, EX_DESTROYED)) return door; sprintf(buf2, "There doesn't seem to be %s %s here.\r\n", AN(type), type); send_to_char(buf2, ch); return -1; } } int has_key(struct char_data *ch, int key) { struct obj_data *o; for (o = ch->carrying; o; o = o->next_content) if (GET_OBJ_VNUM(o) == key) return 1; if (GET_EQ(ch, WEAR_HOLD)) if (GET_OBJ_VNUM(GET_EQ(ch, WEAR_HOLD)) == key) return 1; return 0; } bool has_kit(struct char_data * ch, int type) { for (struct obj_data *o = ch->carrying; o; o = o->next_content) if (GET_OBJ_TYPE(o) == ITEM_WORKSHOP && GET_OBJ_VAL(o, 0) == type && GET_OBJ_VAL(o, 1) == TYPE_KIT) return TRUE; if (GET_EQ(ch, WEAR_HOLD)) if (GET_OBJ_TYPE(GET_EQ(ch, WEAR_HOLD)) == ITEM_WORKSHOP && GET_OBJ_VAL(GET_EQ(ch, WEAR_HOLD), 0) == type && GET_OBJ_VAL(GET_EQ(ch, WEAR_HOLD), 1) == TYPE_KIT) return TRUE; return FALSE; } struct obj_data *find_workshop(struct char_data * ch, int type) { for (struct obj_data *o = ch->in_veh ? ch->in_veh->contents : world[ch->in_room].contents; o; o = o->next_content) if (GET_OBJ_TYPE(o) == ITEM_WORKSHOP && GET_OBJ_VAL(o, 0) == type && GET_OBJ_VAL(o, 2) && GET_OBJ_VAL(o, 1) > TYPE_KIT) return o; return NULL; } #define NEED_OPEN 1 #define NEED_CLOSED 2 #define NEED_UNLOCKED 4 #define NEED_LOCKED 8 char *cmd_door[] = { "open", "close", "unlock", "lock", "bypass", "knock" }; const int flags_door[] = { NEED_CLOSED | NEED_UNLOCKED, NEED_OPEN, NEED_CLOSED | NEED_LOCKED, NEED_CLOSED | NEED_UNLOCKED, NEED_CLOSED, NEED_CLOSED }; #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))) #define LOCK_DOOR(room, obj, door) ((obj) ? (TOGGLE_BIT(GET_OBJ_VAL(obj, 1), CONT_LOCKED)) : (TOGGLE_BIT(EXITN(room, door)->exit_info, EX_LOCKED))) #define DOOR_IS_OPENABLE(ch, obj, door) ((obj) ? ((GET_OBJ_TYPE(obj) == ITEM_CONTAINER) && (IS_SET(GET_OBJ_VAL(obj, 1), CONT_CLOSEABLE))) : (IS_SET(EXIT(ch, door)->exit_info, EX_ISDOOR) && !IS_SET(EXIT(ch, door)->exit_info, EX_DESTROYED))) #define DOOR_IS_OPEN(ch, obj, door) ((obj) ? (!IS_SET(GET_OBJ_VAL(obj, 1), CONT_CLOSED)) : (!IS_SET(EXIT(ch, door)->exit_info, EX_CLOSED))) #define DOOR_IS_UNLOCKED(ch, obj, door) ((obj) ? (!IS_SET(GET_OBJ_VAL(obj, 1), CONT_LOCKED)) : (!IS_SET(EXIT(ch, door)->exit_info, EX_LOCKED))) #define DOOR_IS_PICKPROOF(ch, obj, door) ((obj) ? (IS_SET(GET_OBJ_VAL(obj, 1), CONT_PICKPROOF)) : (IS_SET(EXIT(ch, door)->exit_info, EX_PICKPROOF))) #define DOOR_IS_CLOSED(ch, obj, door) (!(DOOR_IS_OPEN(ch, obj, door))) #define DOOR_IS_LOCKED(ch, obj, door) (!(DOOR_IS_UNLOCKED(ch, obj, door))) #define DOOR_KEY(ch, obj, door) ((obj) ? (GET_OBJ_VAL(obj, 2)) : (EXIT(ch, door)->key)) #define DOOR_LOCK(ch, obj, door) ((obj) ? (GET_OBJ_VAL(obj, 1)) : (EXIT(ch, door)->exit_info)) void do_doorcmd(struct char_data *ch, struct obj_data *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]])) if (back->to_room != ch->in_room) back = 0; switch (scmd) { case SCMD_OPEN: case SCMD_CLOSE: OPEN_DOOR(ch->in_room, obj, door); if (back) OPEN_DOOR(other_room, obj, rev_dir[door]); send_to_char(OK, ch); break; case SCMD_UNLOCK: case SCMD_LOCK: LOCK_DOOR(ch->in_room, obj, door); if (back) LOCK_DOOR(other_room, obj, rev_dir[door]); send_to_char("*Click*\r\n", ch); break; case SCMD_PICK: LOCK_DOOR(ch->in_room, obj, door); if (back) LOCK_DOOR(other_room, obj, rev_dir[door]); if (DOOR_IS_UNLOCKED(ch, obj, door)) { send_to_char("The lights on the maglock switch from red to green.\r\n", ch); strcpy(buf, "The lights on the maglock switch from red to green as $n bypasses "); } else { send_to_char("The lights on the maglock switch from green to red.\r\n", ch); strcpy(buf, "The lights on the maglock switch from green to red as $n bypasses "); } break; case SCMD_KNOCK: send_to_char(OK, ch); break; } /* Notify the room */ sprintf(buf + strlen(buf), "%s%s.", ((obj) ? "" : "the "), (obj) ? "$p" : (EXIT(ch, door)->keyword ? "$F" : "door")); if (!(obj) || (obj->in_room != NOWHERE)) act(buf, FALSE, ch, obj, obj ? 0 : EXIT(ch, door)->keyword, TO_ROOM); /* Notify the other room */ if (((scmd == SCMD_OPEN) || (scmd == SCMD_CLOSE) || (scmd == SCMD_KNOCK)) && (back)) { sprintf(buf, "The %s is %s%s from the other side.\r\n", (back->keyword ? fname(back->keyword) : "door"), cmd_door[scmd], (scmd == SCMD_CLOSE) ? "d" : "ed"); send_to_room(buf, EXIT(ch, door)->to_room); } } int ok_pick(struct char_data *ch, int keynum, int pickproof, int scmd, int lock_level) { if (scmd == SCMD_PICK) { if (keynum <= 0) { send_to_char("Odd - you can't seem to find an electronic lock.\r\n", ch); return 0; } else { WAIT_STATE(ch, PULSE_VIOLENCE); if (!has_kit(ch, TYPE_ELECTRONIC)) { send_to_char("You need an electronic kit to bypass electronic locks.\r\n", ch); return 0; } int skill = get_skill(ch, SKILL_ELECTRONICS, lock_level); if (pickproof) send_to_char("You can't seem to bypass the electronic lock.\r\n", ch); else if (success_test(skill, lock_level) < 1) { act("$n attempts to bypass the electronic lock.", TRUE, ch, 0, 0, TO_ROOM); send_to_char("You fail to bypass the electronic lock.\r\n", ch); } else return 1; return 0; } } return 1; } ACMD(do_gen_door) { int door = -1, keynum; char type[MAX_INPUT_LENGTH], dir[MAX_INPUT_LENGTH]; struct obj_data *obj = NULL; struct char_data *victim = NULL; struct veh_data *veh = NULL; if (IS_ASTRAL(ch)) { send_to_char("You are not able to do that.\r\n", ch); return; } if (*arg) { if (!LIGHT_OK(ch)) { send_to_char("How do you expect to do that when you can't see anything?\r\n", ch); return; } two_arguments(argument, type, dir); RIG_VEH(ch, veh); if (!generic_find(type, FIND_OBJ_EQUIP | FIND_OBJ_INV | FIND_OBJ_ROOM, ch, &victim, &obj) && !veh && !(veh = get_veh_list(type, world[ch->in_room].vehicles, ch))) door = find_door(ch, type, dir, cmd_door[subcmd]); if (veh && subcmd != SCMD_OPEN && subcmd != SCMD_CLOSE) { if (GET_IDNUM(ch) != veh->owner) { sprintf(buf, "You don't have the key for %s.\r\n", GET_VEH_NAME(veh)); send_to_char(buf, ch); return; } if (veh->type == VEH_DRONE) { send_to_char("You can't lock that.\r\n", ch); return; } if (subcmd == SCMD_UNLOCK) { if (!veh->locked) { sprintf(buf, "%s is already unlocked.\r\n", GET_VEH_NAME(veh)); send_to_char(buf, ch); return; } veh->locked = FALSE; sprintf(buf, "You unlock %s.\r\n", GET_VEH_NAME(veh)); if (veh->type == VEH_BIKE) send_to_veh("The ignition clicks.\r\n", veh , NULL, FALSE); else send_to_veh("The doors click open.\r\n", veh, NULL, FALSE); send_to_char(buf, ch); return; } else if (subcmd == SCMD_LOCK) { if (veh->locked) { sprintf(buf, "%s is already locked.\r\n", GET_VEH_NAME(veh)); send_to_char(buf, ch); return; } veh->locked = TRUE; sprintf(buf, "You lock %s.\r\n", GET_VEH_NAME(veh)); if (veh->type == VEH_BIKE) send_to_veh("The ignition clicks.\r\n", veh , NULL, FALSE); else send_to_veh("The doors click locked.\r\n", veh, NULL, FALSE); send_to_char(buf, ch); return; } } if ((obj) || (door >= 0)) { keynum = DOOR_KEY(ch, obj, door); if (!(DOOR_IS_OPENABLE(ch, obj, door))) act("You can't $F that!", FALSE, ch, 0, cmd_door[subcmd], TO_CHAR); else if (!DOOR_IS_OPEN(ch, obj, door) && IS_SET(flags_door[subcmd], NEED_OPEN)) send_to_char("But it's already closed!\r\n", ch); else if (!DOOR_IS_CLOSED(ch, obj, door) && IS_SET(flags_door[subcmd], NEED_CLOSED)) send_to_char("But it's currently open!\r\n", ch); else if (!(DOOR_IS_LOCKED(ch, obj, door)) && IS_SET(flags_door[subcmd], NEED_LOCKED)) send_to_char("Oh.. it wasn't locked, after all..\r\n", ch); else if (!(DOOR_IS_UNLOCKED(ch, obj, door)) && IS_SET(flags_door[subcmd], NEED_UNLOCKED)) send_to_char("It seems to be locked.\r\n", ch); else if (!has_key(ch, keynum) && !access_level(ch, LVL_ADMIN) && ((subcmd == SCMD_LOCK) || (subcmd == SCMD_UNLOCK))) send_to_char("You don't seem to have the proper key.\r\n", ch); else if (ok_pick(ch, keynum, DOOR_IS_PICKPROOF(ch, obj, door), subcmd, LOCK_LEVEL(ch, obj, door))) do_doorcmd(ch, obj, door, subcmd); } return; } sprintf(buf, "%s what?\r\n", cmd_door[subcmd]); send_to_char(CAP(buf), ch); } void enter_veh(struct char_data *ch, struct veh_data *found_veh, char *argument) { struct veh_data *inveh = NULL; RIG_VEH(ch, inveh); bool front = TRUE; long door; struct follow_type *k, *next; if (*argument && is_abbrev(argument, "rear")) front = FALSE; if (found_veh->damage >= 10) send_to_char("It's too damaged to enter.\r\n", ch); else if (found_veh->type != VEH_BIKE && found_veh->locked) send_to_char("The door is locked.\r\n", ch); else if (found_veh->cspeed > SPEED_IDLE) send_to_char("It's moving too fast for you to board!\r\n", ch); else if (inveh && (AFF_FLAGGED(ch, AFF_PILOT) || PLR_FLAGGED(ch, PLR_REMOTE))) { int mult; switch (inveh->type) { case VEH_DRONE: mult = 100; break; case VEH_TRUCK: mult = 1500; break; default: mult = 500; break; } if (inveh->in_veh) send_to_char("You are already inside a vehicle.\r\n", ch); else if (found_veh->load - found_veh->usedload < inveh->body * mult) send_to_char("There is not enough room in there for that.\r\n", ch); else { sprintf(buf, "%s drives into the back of %s.", GET_VEH_NAME(inveh), GET_VEH_NAME(found_veh)); sprintf(buf2, "You drive into the back of %s.\r\n", GET_VEH_NAME(found_veh)); if (world[inveh->in_room].people) act(buf, 0, world[inveh->in_room].people, 0, 0, TO_ROOM); send_to_veh(buf2, inveh, NULL, TRUE); veh_to_veh(inveh, found_veh); } return; } else if (!found_veh->seating[front]) send_to_char(ch, "There is no room in the %s of that vehicle.\r\n", front ? "front" : "rear"); else { door = ch->in_room; sprintf(buf2, "$n climbs into %s.\r\n", GET_VEH_NAME(found_veh)); act(buf2, FALSE, ch, 0, 0, TO_ROOM); ch->vfront = front; char_to_veh(found_veh, ch); act("$n climbs in.", FALSE, ch, 0, 0, TO_VEH); sprintf(buf2, "You climb into %s.\r\n", GET_VEH_NAME(found_veh)); send_to_char(buf2, ch); GET_POS(ch) = POS_SITTING; if (GET_DEFPOS(ch)) { delete [] GET_DEFPOS(ch); GET_DEFPOS(ch) = NULL; } for (k = ch->followers; k; k = next) { next = k->next; if ((door == k->follower->in_room) && (GET_POS(k->follower) >= POS_STANDING)) { act("You follow $N.\r\n", FALSE, k->follower, 0, ch, TO_CHAR); if (!found_veh->seating[front]) strcpy(argument, "rear"); enter_veh(k->follower, found_veh, argument); } } } } ACMD(do_enter) { int door, bits; struct veh_data *found_veh = NULL; struct obj_data *found_obj = NULL; struct char_data *dummy = NULL; two_arguments(argument, buf, buf2); if (*buf) { /* an argument was supplied, search for door keyword */ bits = generic_find(buf, FIND_OBJ_ROOM, ch, &dummy, &found_obj); found_veh = get_veh_list(buf, (ch->in_veh && !AFF_FLAGGED(ch, AFF_PILOT)) ? ch->in_veh->carriedvehs : world[(ch->in_veh ? ch->in_veh->in_room : ch->in_room)].vehicles, ch); if (found_veh) { enter_veh(ch, found_veh, buf2); return; } for (door = 0; door < NUM_OF_DIRS; door++) if (EXIT(ch, door)) if (EXIT(ch, door)->keyword && !IS_SET(EXIT(ch, door)->exit_info, EX_DESTROYED)) if (!str_cmp(EXIT(ch, door)->keyword, buf)) { perform_move(ch, door, CHECK_SPECIAL | LEADER, NULL); return; } sprintf(buf2, "There is no %s here.\r\n", buf); send_to_char(buf2, ch); } else if (ROOM_FLAGGED(ch->in_room, ROOM_INDOORS)) send_to_char("You are already indoors.\r\n", ch); else { /* try to locate an entrance */ for (door = 0; door < NUM_OF_DIRS; door++) if (EXIT(ch, door)) if (EXIT(ch, door)->to_room != NOWHERE) if (!IS_SET(EXIT(ch, door)->exit_info, EX_CLOSED) && ROOM_FLAGGED(EXIT(ch, door)->to_room, ROOM_INDOORS)) { perform_move(ch, door, CHECK_SPECIAL | LEADER, NULL); return; } send_to_char("You can't seem to find anything to enter.\r\n", ch); } } void leave_veh(struct char_data *ch) { struct follow_type *k, *next; struct veh_data *veh; long door; if (AFF_FLAGGED(ch, AFF_RIG)) { send_to_char(ch, "Try returning to your senses first.\r\n"); return; } RIG_VEH(ch, veh); if ((AFF_FLAGGED(ch, AFF_PILOT) || PLR_FLAGGED(ch, PLR_REMOTE)) && veh->in_veh) { sprintf(buf, "You drive out of the back of %s.\r\n", GET_VEH_NAME(veh->in_veh)); sprintf(buf2, "%s drives out of the back.", GET_VEH_NAME(veh)); send_to_veh(buf, veh, NULL, TRUE); send_to_veh(buf2, veh->in_veh, NULL, FALSE); sprintf(buf, "%s drives out of the back of %s.", GET_VEH_NAME(veh), GET_VEH_NAME(veh->in_veh)); int room = veh->in_veh->in_room; veh_from_room(veh); veh_to_room(veh, room); if (world[veh->in_room].people) { act(buf, 0, world[veh->in_room].people, 0, 0, TO_ROOM); act(buf, 0, world[veh->in_room].people, 0, 0, TO_CHAR); } return; } if (veh->cspeed > SPEED_IDLE) { send_to_char("That would just be crazy.\r\n", ch); return; } if (AFF_FLAGGED(ch, AFF_PILOT)) { act("$n climbs out of the drivers seat and into the street.", FALSE, ch, 0, 0, TO_VEH); AFF_FLAGS(ch).ToggleBit(AFF_PILOT); veh->cspeed = SPEED_OFF; stop_chase(veh); } else if (AFF_FLAGGED(ch, AFF_MANNING)) { struct obj_data *mount; for (mount = veh->mount; mount; mount = mount->next_content) if (mount->worn_by == ch) break; mount->worn_by = NULL; AFF_FLAGS(ch).ToggleBit(AFF_MANNING); act("$n stops manning $o and climbs out into the street.", FALSE, ch, mount, 0, TO_ROOM); } else act("$n climbs out into the street.", FALSE, ch, 0, 0, TO_VEH); door = veh->in_room; char_from_room(ch); AFF_FLAGS(ch).RemoveBit(AFF_MANNING); if (IS_WORKING(ch)) { STOP_WORKING(ch); send_to_char(ch, "You stop working.\r\n"); } if (veh->in_veh) { send_to_char(ch, "You climb out into %s.\r\n", GET_VEH_NAME(veh->in_veh)); ch->vfront = FALSE; char_to_veh(veh->in_veh, ch); } else { send_to_char("You climb out into the street.\r\n", ch); char_to_room(ch, door); GET_POS(ch) = POS_STANDING; } sprintf(buf1, "$n climbs out of the %s.", GET_VEH_NAME(veh)); act(buf1, FALSE, ch, 0, 0, TO_ROOM); for (k = ch->followers; k; k = next) { next = k->next; if ((veh == k->follower->in_veh) && (GET_POS(k->follower) >= POS_SITTING)) { act("You follow $N.\r\n", FALSE, k->follower, 0, ch, TO_CHAR); leave_veh(k->follower); } } } ACMD(do_leave) { int door; if (ch->in_veh || (ch->char_specials.rigging && ch->char_specials.rigging->in_veh)) { leave_veh(ch); return; } if (GET_POS(ch) < POS_STANDING) { send_to_char("Maybe you should get on your feet first?\r\n", ch); return; } if (!ROOM_FLAGGED(ch->in_room, ROOM_INDOORS)) send_to_char("You are outside.. where do you want to go?\r\n", ch); else { for (door = 0; door < NUM_OF_DIRS; door++) if (EXIT(ch, door)) if (EXIT(ch, door)->to_room != NOWHERE) if (!IS_SET(EXIT(ch, door)->exit_info, EX_CLOSED) && !ROOM_FLAGGED(EXIT(ch, door)->to_room, ROOM_INDOORS)) { perform_move(ch, door, CHECK_SPECIAL | LEADER, NULL); return; } send_to_char("I see no obvious exits to the outside.\r\n", ch); } } ACMD(do_stand) { if (ch->in_veh) { send_to_char("You can't stand up in here.\r\n", ch); return; } if (IS_WORKING(ch)) { send_to_char(ch, "You stop working.\r\n"); STOP_WORKING(ch); } switch (GET_POS(ch)) { case POS_STANDING: act("You are already standing.", FALSE, ch, 0, 0, TO_CHAR); break; case POS_SITTING: act("You stand up.", FALSE, ch, 0, 0, TO_CHAR); act("$n clambers to $s feet.", TRUE, ch, 0, 0, TO_ROOM); GET_POS(ch) = POS_STANDING; break; case POS_RESTING: case POS_LYING: act("You stop resting, and stand up.", FALSE, ch, 0, 0, TO_CHAR); act("$n stops resting, and clambers on $s feet.", TRUE, ch, 0, 0, TO_ROOM); GET_POS(ch) = POS_STANDING; break; case POS_SLEEPING: act("You have to wake up first!", FALSE, ch, 0, 0, TO_CHAR); break; case POS_FIGHTING: act("Do you not consider fighting as standing?", FALSE, ch, 0, 0, TO_CHAR); break; default: act("You stop floating around, and put your feet on the ground.", FALSE, ch, 0, 0, TO_CHAR); act("$n stops floating around, and puts $s feet on the ground.", TRUE, ch, 0, 0, TO_ROOM); GET_POS(ch) = POS_STANDING; break; } if (GET_DEFPOS(ch)) { delete [] GET_DEFPOS(ch); GET_DEFPOS(ch) = NULL; } } ACMD(do_sit) { if (IS_WATER(ch->in_room)) { send_to_char("Sit down while swimming?\r\n", ch); return; } switch (GET_POS(ch)) { case POS_STANDING: act("You sit down.", FALSE, ch, 0, 0, TO_CHAR); act("$n sits down.", TRUE, ch, 0, 0, TO_ROOM); GET_POS(ch) = POS_SITTING; break; case POS_SITTING: send_to_char("You're sitting already.\r\n", ch); break; case POS_LYING: case POS_RESTING: act("You stop resting, and sit up.", FALSE, ch, 0, 0, TO_CHAR); if (ch->in_veh) { sprintf(buf, "%s stops resting.\r\n", GET_NAME(ch)); send_to_veh(buf, ch->in_veh, ch, FALSE); } else act("$n stops resting.", TRUE, ch, 0, 0, TO_ROOM); GET_POS(ch) = POS_SITTING; break; case POS_SLEEPING: act("You have to wake up first.", FALSE, ch, 0, 0, TO_CHAR); break; case POS_FIGHTING: act("Sit down while fighting? are you MAD?", FALSE, ch, 0, 0, TO_CHAR); break; default: act("You stop floating around, and sit down.", FALSE, ch, 0, 0, TO_CHAR); act("$n stops floating around, and sits down.", TRUE, ch, 0, 0, TO_ROOM); GET_POS(ch) = POS_SITTING; break; } AFF_FLAGS(ch).RemoveBit(AFF_SNEAK); if (GET_DEFPOS(ch)) { delete [] GET_DEFPOS(ch); GET_DEFPOS(ch) = NULL; } } ACMD(do_rest) { if (IS_WATER(ch->in_room)) { send_to_char("Dry land would be helpful to do that.\r\n", ch); return; } if (IS_WORKING(ch)) { send_to_char(ch, "You stop working.\r\n"); STOP_WORKING(ch); } switch (GET_POS(ch)) { case POS_STANDING: act("You sit down and rest your tired bones.", FALSE, ch, 0, 0, TO_CHAR); act("$n sits down and rests.", TRUE, ch, 0, 0, TO_ROOM); GET_POS(ch) = POS_RESTING; break; case POS_SITTING: case POS_LYING: act("You rest your tired bones.", FALSE, ch, 0, 0, TO_CHAR); if (ch->in_veh) { sprintf(buf, "%s rests.\r\n", GET_NAME(ch)); send_to_veh(buf, ch->in_veh, ch, FALSE); } else act("$n rests.", TRUE, ch, 0, 0, TO_ROOM); GET_POS(ch) = POS_RESTING; break; case POS_RESTING: act("You are already resting.", FALSE, ch, 0, 0, TO_CHAR); break; case POS_SLEEPING: act("You have to wake up first.", FALSE, ch, 0, 0, TO_CHAR); break; case POS_FIGHTING: act("Rest while fighting? Are you MAD?", FALSE, ch, 0, 0, TO_CHAR); break; default: act("You stop floating around, and stop to rest your tired bones.", FALSE, ch, 0, 0, TO_CHAR); act("$n stops floating around, and rests.", FALSE, ch, 0, 0, TO_ROOM); GET_POS(ch) = POS_SITTING; break; } if (GET_DEFPOS(ch)) { delete [] GET_DEFPOS(ch); GET_DEFPOS(ch) = NULL; } } ACMD(do_lay) { if (IS_WATER(ch->in_room)) { send_to_char("Dry land would be helpful to do that.\r\n", ch); return; } if (IS_WORKING(ch)) { send_to_char(ch, "You stop working.\r\n"); STOP_WORKING(ch); } switch (GET_POS(ch)) { case POS_STANDING: act("You fall to the ground and stretch out.", FALSE, ch, 0, 0, TO_CHAR); act("$n falls to the ground and stretches out.", TRUE, ch, 0, 0, TO_ROOM); GET_POS(ch) = POS_LYING; break; case POS_SITTING: act("You lean back until you're flat on the ground.", FALSE, ch, 0, 0, TO_CHAR); if (ch->in_veh) { sprintf(buf, "%s puts the seat back.\r\n", GET_NAME(ch)); send_to_veh(buf, ch->in_veh, ch, FALSE); } else act("$n lays on the ground.", TRUE, ch, 0, 0, TO_ROOM); GET_POS(ch) = POS_LYING; break; case POS_RESTING: act("You lay on the ground.", FALSE, ch, 0, 0, TO_CHAR); act("$n lays on the ground.", TRUE, ch, 0, 0, TO_ROOM); GET_POS(ch) = POS_LYING; break; case POS_SLEEPING: act("You have to wake up first.", FALSE, ch, 0, 0, TO_CHAR); break; case POS_FIGHTING: act("Rest while fighting? Are you MAD?", FALSE, ch, 0, 0, TO_CHAR); break; default: act("You stop floating around, and stop to lay down.", FALSE, ch, 0, 0, TO_CHAR); act("$n stops floating around, and lies down.", FALSE, ch, 0, 0, TO_ROOM); GET_POS(ch) = POS_LYING; break; } if (GET_DEFPOS(ch)) { delete [] GET_DEFPOS(ch); GET_DEFPOS(ch) = NULL; } } ACMD(do_sleep) { if (AFF_FLAGGED(ch, AFF_PILOT)) { send_to_char("ARE YOU CRAZY!?\r\n", ch); return; } if (IS_WATER(ch->in_room)) { send_to_char("Sleeping while swimming can be hazardous to your health.\r\n", ch); return; } if (IS_WORKING(ch)) { send_to_char(ch, "You stop working.\r\n"); STOP_WORKING(ch); } switch (GET_POS(ch)) { case POS_STANDING: case POS_SITTING: case POS_RESTING: case POS_LYING: send_to_char("You go to sleep.\r\n", ch); if (ch->in_veh) { sprintf(buf, "%s lies down and falls asleep.\r\n", GET_NAME(ch)); send_to_veh(buf, ch->in_veh, ch, FALSE); } else act("$n lies down and falls asleep.", TRUE, ch, 0, 0, TO_ROOM); GET_POS(ch) = POS_SLEEPING; break; case POS_SLEEPING: send_to_char("You are already sound asleep.\r\n", ch); break; case POS_FIGHTING: send_to_char("Sleep while fighting? Are you MAD?\r\n", ch); break; default: act("You stop floating around, and lie down to sleep.", FALSE, ch, 0, 0, TO_CHAR); act("$n stops floating around, and lie down to sleep.", TRUE, ch, 0, 0, TO_ROOM); GET_POS(ch) = POS_SLEEPING; break; } if (GET_POS(ch) == POS_SLEEPING) { struct sustain_data *next; for (struct sustain_data *sust = GET_SUSTAINED(ch); sust; sust = next) { next = sust->next; if (sust->caster && !sust->focus && !sust->spirit) end_sustained_spell(ch, sust); } } if (GET_DEFPOS(ch)) { delete [] GET_DEFPOS(ch); GET_DEFPOS(ch) = NULL; } } ACMD(do_wake) { struct char_data *vict; int self = 0; one_argument(argument, arg); if (*arg) { if (GET_POS(ch) == POS_SLEEPING) send_to_char("You can't wake people up if you're asleep yourself!\r\n", ch); else if ((vict = get_char_room_vis(ch, arg)) == NULL) send_to_char(NOPERSON, ch); else if (vict == ch) self = 1; else if (GET_POS(vict) > POS_SLEEPING) act("$E is already awake.", FALSE, ch, 0, vict, TO_CHAR); else if (GET_POS(vict) <= POS_STUNNED || GET_PHYSICAL(vict) < 100) act("You can't wake $M up!", FALSE, ch, 0, vict, TO_CHAR); else { act("You wake $M up.", FALSE, ch, 0, vict, TO_CHAR); act("You are awakened by $n.", FALSE, ch, 0, vict, TO_VICT | TO_SLEEP); GET_POS(vict) = POS_SITTING; } if (!self) return; } if (GET_POS(ch) > POS_SLEEPING) send_to_char("You are already awake...\r\n", ch); else { send_to_char("You awaken, and sit up.\r\n", ch); if (ch->in_veh) { sprintf(buf, "%s awakens.\r\n", GET_NAME(ch)); send_to_veh(buf, ch->in_veh, ch, FALSE); } else act("$n awakens.", TRUE, ch, 0, 0, TO_ROOM); GET_POS(ch) = POS_SITTING; } if (GET_DEFPOS(ch)) { delete [] GET_DEFPOS(ch); GET_DEFPOS(ch) = NULL; } } ACMD(do_follow) { struct char_data *leader; void stop_follower(struct char_data *ch); void add_follower(struct char_data *ch, struct char_data *leader); one_argument(argument, buf); if (!*buf ) { if (IS_AFFECTED(ch, AFF_CHARM) && ch->master) { act("You can't help but follow $n.", FALSE, ch->master, 0, ch, TO_VICT); return; } if (ch->master) { stop_follower(ch); AFF_FLAGS(ch).RemoveBit(AFF_GROUP); if (ch->player_specials->gname) { delete [] ch->player_specials->gname; ch->player_specials->gname = NULL; } } else send_to_char("You are already following yourself.\r\n", ch); return; } if (*buf) { if (!(leader = get_char_room_vis(ch, buf))) { send_to_char(NOPERSON, ch); return; } } else { send_to_char("Whom do you wish to follow?\r\n", ch); return; } if (ch->master == leader) { act("You are already following $M.", FALSE, ch, 0, leader, TO_CHAR); return; } if (IS_ASTRAL(leader) && !IS_ASTRAL(ch)) { send_to_char("You can't do that.\r\n", ch); return; } if (IS_AFFECTED(ch, AFF_CHARM) && (ch->master)) { act("But you only feel like following $N!", FALSE, ch, 0, ch->master, TO_CHAR); } else { /* Not Charmed follow person */ if (leader == ch) { if (!ch->master) { send_to_char("You are already following yourself.\r\n", ch); return; } stop_follower(ch); AFF_FLAGS(ch).RemoveBit(AFF_GROUP); } else { if (circle_follow(ch, leader)) { act("Sorry, but following in loops is not allowed.", FALSE, ch, 0, 0, TO_CHAR); return; } if (ch->master) stop_follower(ch); if (ch->player_specials->gname) { delete [] ch->player_specials->gname; ch->player_specials->gname = NULL; } AFF_FLAGS(ch).RemoveBit(AFF_GROUP); add_follower(ch, leader); } } }