/*************************************************************************** * 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 1993-1996 Russ Taylor * * ROM has been brought to you by the ROM consortium * * Russ Taylor (rtaylor@efn.org) * * Gabrielle Taylor * * Brian Moore (zump@rom.org) * * By using this code, you have agreed to follow the terms of the * * ROM license, in the file Tartarus/doc/rom.license * ***************************************************************************/ /*************************************************************************** * Tartarus code is copyright (C) 1997-1998 by Daniel Graham * * In using this code you agree to comply with the Tartarus license * * found in the file /Tartarus/doc/tartarus.doc * ***************************************************************************/ #include "include.h" /* random room generation procedure */ ROOM_INDEX_DATA *get_random_room(CHAR_DATA *ch) { ROOM_INDEX_DATA *room; for ( ; ; ) { room = get_room_index( number_range( 0, 65535 ) ); if ( room != NULL ) if ( can_see_room(ch,room) && !room_is_private(room) && !IS_SET(room->room_flags, ROOM_PRIVATE) && !IS_SET(room->room_flags, ROOM_SOLITARY) && !IS_SET(room->room_flags, ROOM_SAFE) && !IS_SET(room->room_flags, ROOM_NO_GATE) && (IS_NPC(ch) || IS_SET(ch->act,ACT_AGGRESSIVE) || !IS_SET(room->room_flags,ROOM_LAW))) break; } return room; } /* RT Enter portals */ void do_enter( CHAR_DATA *ch, char *argument) { ROOM_INDEX_DATA *location; if ( ch->fighting != NULL ) return; /* nifty portal stuff */ if (argument[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, argument, ch->in_room->contents ); if (portal == NULL) { send_to_char("You don't see that here.\n\r",ch); return; } if (portal->item_type != ITEM_PORTAL || (IS_SET(portal->value[1],EX_CLOSED) && !IS_TRUSTED(ch,ANGEL))) { send_to_char("You can't seem to find a way in.\n\r",ch); return; } if (!IS_TRUSTED(ch,ANGEL) && !IS_SET(portal->value[2],GATE_NOCURSE) && (IS_AFFECTED(ch,AFF_CURSE) || IS_SET(old_room->room_flags,ROOM_NO_RECALL))) { send_to_char("Something prevents you from leaving...\n\r",ch); return; } if (IS_SET(portal->value[2],GATE_RANDOM) || portal->value[3] == -1) { location = get_random_room(ch); portal->value[3] = location->vnum; /* for record keeping :) */ } else if (IS_SET(portal->value[2],GATE_BUGGY) && (number_percent() < 5)) location = get_random_room(ch); else location = get_room_index(portal->value[3]); if (location == NULL || location == old_room || !can_see_room(ch,location) || (room_is_private(location) && !IS_TRUSTED(ch,IMPLEMENTOR))) { act("$p doesn't seem to go anywhere.",ch,portal,NULL,TO_CHAR); return; } if (IS_NPC(ch) && IS_SET(ch->act,ACT_AGGRESSIVE) && IS_SET(location->room_flags,ROOM_LAW)) { send_to_char("Something prevents you from leaving...\n\r",ch); return; } act("$n steps into $p.",ch,portal,NULL,TO_ROOM); if (IS_SET(portal->value[2],GATE_NORMAL_EXIT)) act("You enter $p.",ch,portal,NULL,TO_CHAR); else act("You walk through $p and find yourself somewhere else...", ch,portal,NULL,TO_CHAR); char_from_room(ch); char_to_room(ch, location); if (IS_SET(portal->value[2],GATE_GOWITH)) /* take the gate along */ { obj_from_room(portal); obj_to_room(portal,location); } if (IS_SET(portal->value[2],GATE_NORMAL_EXIT)) act("$n has arrived.",ch,portal,NULL,TO_ROOM); else act("$n has arrived through $p.",ch,portal,NULL,TO_ROOM); do_look(ch,"auto"); /* charges */ if (portal->value[0] > 0) { portal->value[0]--; if (portal->value[0] == 0) portal->value[0] = -1; } /* protect against circular follows */ if (old_room == location) return; for ( fch = old_room->people; fch != NULL; fch = fch_next ) { fch_next = fch->next_in_room; if (portal == NULL || portal->value[0] == -1) /* no following through dead portals */ 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) { 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 $N.", fch, NULL, ch, TO_CHAR ); do_enter(fch,argument); } } if (portal != NULL && portal->value[0] == -1) { act("$p fades out of existence.",ch,portal,NULL,TO_CHAR); if (ch->in_room == old_room) act("$p fades out of existence.",ch,portal,NULL,TO_ROOM); else if (old_room->people != NULL) { act("$p fades out of existence.", old_room->people,portal,NULL,TO_CHAR); act("$p fades out of existence.", old_room->people,portal,NULL,TO_ROOM); } extract_obj(portal); } return; } send_to_char("Nope, can't do it.\n\r",ch); return; } void do_path( CHAR_DATA *ch, char *argument ) { ROOM_INDEX_DATA *pRoomIndex, *queueIn, *queueOut, *source, *destination = NULL; int iHash, door, door2; EXIT_DATA *pexit, *pexit2; char buf[MAX_STRING_LENGTH], buf2[MAX_STRING_LENGTH]; bool fArea = 0; CHAR_DATA *victim = NULL; AREA_DATA *area; if ( argument[0] == '\0' ) { send_to_char("<destination player, mob, or area>\n\r", ch); return; } if ((source = ch->in_room) == NULL) { send_to_char("You must be somewhere to go anywhere.\n\r", ch); return; } if ((area = area_lookup(argument)) != NULL) { destination = area_begin(area); fArea = 1; } else if ((victim = get_char_world(ch, argument)) != NULL) destination = victim->in_room; if (destination == NULL) { send_to_char("No such destination.\n\r", ch); return; } if ((fArea && source->area == destination->area) || source == destination) { send_to_char("No need to walk to get there!\n\r", ch); return; } for (iHash = 0; iHash < MAX_KEY_HASH; iHash++) { for (pRoomIndex = room_index_hash[iHash]; pRoomIndex != NULL; pRoomIndex = pRoomIndex->next) { pRoomIndex->distance_from_source = INT_MAX; pRoomIndex->shortest_from_room = NULL; pRoomIndex->shortest_next_room = NULL; } } source->distance_from_source = 0; queueIn = source; for (queueOut = source; queueOut; queueOut = queueOut->shortest_next_room) { for (door = 0; door < MAX_DIR; door++) { if ((pexit = queueOut->exit[door]) != NULL && pexit->u1.to_room != NULL) { if (pexit->u1.to_room->distance_from_source > queueOut->distance_from_source + 1) { pexit->u1.to_room->distance_from_source = queueOut->distance_from_source + 1; if ( (fArea && pexit->u1.to_room->area == destination->area) || pexit->u1.to_room == destination) { int count = 1; char buf3[3]; sprintf(buf3, "%c", dir_name[door][0]); sprintf(buf2, "%s", buf3); for (pRoomIndex = queueOut; pRoomIndex->shortest_from_room; pRoomIndex = pRoomIndex->shortest_from_room) { for (door2 = 0; door2 < MAX_DIR; door2++) { if ( (pexit2 = pRoomIndex->shortest_from_room-> exit[door2]) != NULL && pexit2->u1.to_room == pRoomIndex) { if (dir_name[door2][0] == buf3[0]) { count++; } else { sprintf(buf, "%s", buf2); if (count > 1) { sprintf(buf2, "%c%d%s", dir_name[door2][0], count, buf); } else { sprintf(buf2, "%c%s", dir_name[door2][0], buf); } count = 1; sprintf(buf3, "%c", dir_name[door2][0]); } } } } if (count > 1) { sprintf(buf, "%s", buf2); sprintf(buf2, "%d%s", count, buf); } if (fArea) { sprintf(buf, "Shortest path to %s is %d steps: %s.\n\r", destination->area->name, pexit->u1. to_room->distance_from_source, buf2); send_to_char(buf,ch); } else if (victim) { sprintf(buf, "Shortest path to %s is %d steps: %s.\n\r", GetName(victim), pexit->u1. to_room->distance_from_source, buf2); send_to_char(buf,ch); } return; } pexit->u1.to_room->shortest_from_room = queueOut; queueIn->shortest_next_room = pexit->u1.to_room; queueIn = pexit->u1.to_room; } } } } send_to_char("No path to destination.\n\r", ch); return; }